Showing Posts For Battletorn.4102:
Thanks for the update! Amazing!
Yeah, I don’t know what to do with quaggan or creature camps. They serve a small amount of utility, but become more tedious than anything after a few hundred times of collecting pearls, killing skritt etc.
Awesome! Any way to track points from yaks? I am also curious if you can make a pie chart for a server’s point spread so we can see the distribution of total points from camps, yaks, towers, keeps, and sm.
I tested it thoroughly and I cannot get it blocked by aegis anymore. However, guardians do have block spells which will definitely block corrupt boon which is probably working as intended.
Sorry, I forgot to put something about waypoints in there. They absolutely need to change. Originally, waypointing into a keep was considered a bug/exploit and now it is a sloppy feature. It definitely needs a second look by devs.
Yes, I would love to discourage zerging and redistribute wxp. I wouldn’t want to discourage people from coming to help take objectives though. That isn’t easy to balance. I would say that cracking zergs is easiest when there are more chokes and creative geography to help smaller groups. Zergs flourish on open field, but tend to crash on chokes that can be held by smaller forces. The geography can be changed when we get new maps and map design should reflect anet’s attitude towards zerging.
(edited by Battletorn.4102)
Updated for root comments.
48. WvW portals have been added to every city.
49. If a player is disconnected from WvW, the player now has five minutes to reconnect before losing their place on the map.
50. If you are in queue for a map, it will show what place you are in queue and estimated time of entering the map. You may also queue for more than map at once, but you cannot enter a map while in combat.
51. Squads can now support every person on one map and person can be listed in the squad UI with page toggle controls available.
52. By default, everything a commander says in team chat or squad chat will have chat bubbles above the commander’s head. A toggle to change this is located in the options menu.
53. Keep Lords and Tower Lords can no longer be resurrected by utility spells or elite spells more than once every 10 minutes. Upon resurrection they will receive a debuff that prevents resurrection from utility and elite spells that will last for 10 minutes.
54. Commanders can now hide their icon on the map and choose to display it only for their guild.
55. Guild members can now join another guild member in WvW by right clicking their name in the guild tab and choose “Join in WvW” which will queue them for the map that their fellow guild member is in.
56. New superior siege recipes have been added so that superior siege can be created in bulk amounts.
57. Up to 10 trait builds can be saved per character and may be toggled for a small fee. Trait builds can also be tied to gear in your bags that is account bound or soulbound.
58. Guild tabards on supply camps, towers, and keeps will now show the name of the guild who claimed the keep when moused over and on the minimap.
59. Supply camps will now have visible timers on the map that show the supervisor timers.
60. Keeps, towers, and supply camps are now worth more world experience the longer they stand and fully upgraded keeps will award players with a guaranteed rare or exotic when taken.
61. Players can now choose to kick offline players in their groups in any borderland or map.
(edited by Battletorn.4102)
34. WvW leaderboards are now displayed on a sign next to living story heralds in all the cities.
35. WvW leaderboards will now show top guilds that have contributed in their tier. The WvW Guild Leaderboards will be specific for each matchup and will show which guilds are best at killing the most siege, taking the most camps, taking the most towers, taking the most keeps, and killing the most enemy yaks. Each tier will have their own WvW Guild Leaderboard to show which guilds contribute the most to their server.
36. Siege weapons can now toggle between different skins once unlocked by the player using the siege. Once a guild unlocks guild weapon siege skins, any guild member may change the default look of the siege they drop. Players may choose to change the default skin while holding the bundle and choosing their preferred skin option. Other skins are unlocked through laurel purchases, rare drops, and achievement unlocks. Siege weapon skins are available account wide and are not character specific. Holiday siege weapon skins are temporary, although once earned can be used at any time during the specific holiday time.
37. Finishers are now a permanent addition to your character and can be unlocked through achievements similar to progression in the glory system. Finishers of your choice can be toggled in the WvW menu and have unlimited use. Unique finishers are character bound, but some finishers that are earned through achievements are account bound. Unique finishers may also be sold on the Black Lion Trading Company gem store.
38. Controls and keybinds are now unique for each character.
39. PvE events now reward less WXP than normal WvW events and take less time to complete.
40. Players that are underwater and downed will now be poisoned and die a painful death if they are in combat. Or maybe we introduced underwater finisher moves.
41. Siegerazer will no longer spawn when he should not and has a timer for when he will spawn. His commander icon will also be visible on the minimap, and the radius for which he can be activated from has been increased.
42. Players can now zoom into first person mode while using siege.
43. Borderlands now have 80% less krait, and the quaggan nodes are now built with a thirty second channeling spell and is reduced in time as more people channel it.
44. Ranks can now be visible in PvE and on the guild tab.
45. Guilds can now view when each player was last online.
46. Guilds can now spawn banners that give increased WXP.
47. Guild achievements are now available which bestow rewards for the guild upon completion. Guilds that can perform certain guild achievements will be rewarded with extra influence and certain repeatable guild achievements will award the guild with guild merits. Guild Merit achievements can only be earned a limited number of times per day and week and may involve taking several keeps, towers, supply camps, or more. Guild achievements will be used to rank guilds in a new guild ladder that show which guilds have the most guild achievement points.
20. World vs World now rewards servers for winning matchups by awarding a chest of Gems to the players that participated in World vs World throughout the week. First place winners receive 50 gems, random lvl 80 account bound exotic, and a keg of wxp. Second place winners receive a random lvl 80 account bound exotic and a keg of wxp. Third place winners receive a random lvl 80 account bound 80 exotic. Exotic rewards cannot be salvaged to prevent inflation, but may be mystic forged. Every ten wins earns the server a server wide buff that gives players that participated in at least 6 weeks of WvW on that server a unique title and three kegs of WXP.
21. Dolyaks now reward players with five supply to ten enemy players in the vicinity upon death.
22. Dolyaks now reward friendly players with five supply to ten friendly players within a small vicinity upon escort completion.
23. Upgrading towers and keeps will now upgrade in a linear path. Bankers and merchants are now complimentary upon waypoint completion.
24. Supply can no longer be taken from a keep that is upgrading a waypoint unless it is under attack by more than 25 people.
25. WXP abilities can now be refunded at a class retrainer in WvW at the cost of one gold.
26. All gathering plants and ore can be found in all borderlands, but have much higher respawn timers than in PvE.
27. Skritt are now powerful enough to take an unupgraded camp and will periodically attack the supply camp nearest their cave until quelled.
28. Centaurs are now powerful enough to take an unupgraded camp and will periodically attack the supply camp nearest their huts until quelled.
29. Skritt and Centaurs will now guard camps after their area events are completed in the same fashion as the Hylek and Dredge do in Eternal Battlegrounds.
30. Several creatures in the borderlands have had their populations decreased.
31. The geography of the citadel has been reworked for better side paths to garrison and more obvious fences to discern invulnerable areas.
32. Workers will now repair doors and superior siege weapons automatically when the keep or tower is fully upgraded until ordered not to by a commander.
33. Commanders can now add up to three attack, defend, repair, danger, and ? marks to the map that can be seen by everyone in their squad. A player can disable them from their map by right clicking on them and a commander can reapply them every minute. Players can toggle all commander icons off in the WvW menu or by right clicking on the commander icon the map and choosing the “Hide all command icons created by this commander” in the menu options.
I have 2,000 hours played and 90% of that is in WvW. I have played in small guilds and large guilds from the beginning and I just want to help the game get better. Here are my changes that I would make. Some are small and some are too large and will not ever be seen. We all want new maps, new strategies, and new user interfaces, but these suggestions are more quality of life improvements that I would love to see one day.
1. Creatures in WvW will no longer allow players to rally off their deaths. Dolyaks, guards, lords, and supervisors will still allow players to rally.
2. WXP system is now account bound.
3. Trebuchets now award players with world experience for each successful trebuchet shot that hits a wall or door.
4. Arrow carts now do %50 less damage to all siege and the range upgrade for arrow carts is now an active ability that lasts 10 seconds and has a 60 second cooldown.
5. AOE limits have been increased from five targets to eight targets for attacks. Boons sharing skills will still be limited to five targets.
6. The WvW achievements have been revamped to provide new incentives for participating with your guild. Over 100 achievements have been added and can now provide rewards based on your progression. Achievement rewards include discounted commander books, new titles, skins, access to cross map chat, new toggleable finishers, new toggleable siege weapon skins, and items used for crafting legendary weapons. Some achievements can be gained more than once, but do not award additional achievement points.
7. Guilds can now use influence to bestow a temporary commander tag onto someone in the guild for 24 hours. Permanent commander tags can be purchased by guild members at the guild armor vendor when they meet requirements such as having earned the required WvW achievements, appropriated the required laurels, and have logged enough time in WvW.
8. Commanders have access to cross map chat and can no longer be oppressed unless they are reported by ten people within five minutes for spamming.
9. Commanders can now change the color and shape of their icon on the map and by default will have their guild tabard icon as their commander icon. Commanders can also choose to hide their icon.
10. Commanders can now invite people to join their squad through chat.
11. Commanders now have a customized UI that will appear with a hotkey toggle to show their squad healthbars and each person’s supply and when the commander selects a player from the list using the Commander UI it will ping the map with the location for the commander.
12. Outmanned buff is now hidden to enemies.
13. Traps now indicate when they have success. Enemies that have supplies drained will have indicators above their heads with the number of supply lost.
14. Siege can now be placed on your hotbar in an additional slot after the elite skill only visible in WvW.
15. The WvW screen will now display which commanders are actively commanding on which map and what guild they are representing.
16. Commander icons now display the full guild name when the player’s mouse hovers over the icon on the map.
17. Cross-map chat is now enabled as a chat that can be accessed by any player who has finished 50 of the 100 WvW achievements.
18. Badges are now accumulated in the same fashion as karma and laurels and gold and will not take up any item space. To convert your old stacks of Badges into new Badge currency, all current badges have been changed into consumables similar to Jugs of Karma except that you can consume an entire stack at once. Character bound currency (possibly).
19. Upgrades to towers, keeps, and supply camps can now be upgraded using upgrade tokens which can be bought with a new merchant at any spawn location. Upgrade Tokens can be bought with any type of currency including karma, badges, gold, laurels, guild commendations, and combination options of each. Guilds can order upgrade tokens to be built using influence and deposited into a reserved upgrade token slot in the guild bank. Upgrade tokens have a decay rate of one month. Players can use their upgrade tokens. Upgrade tokens can also be rewarded as a random drop and also from WvW jumping puzzles.
(edited by Battletorn.4102)
Oh, and I want to add that my description of deathly swarm might be outdated as I am not sure as to how it performs in the latest patch. It may act very diffferently from spvp and wvw.
Ah, yes. that is true. I haven’t updated that part. Thanks. You are indeed correct. When you transfer the immobilize, I think you transfer the one pulse which is probably just a second long but you need to get out of the roots asap.
Hello, I wrote a guide for necro spells in WvW for conditionmancers in my guild (PRX) several months ago and since I am the last necro left in my guild that plays, I decided to make the guide public.
It is in PDF form, and is properly viewed with Chrome. Firefox works, but the hyperlinks to different pages may not work. It is ~20 pages long.
The guide is a work in progress, so please be aware that every patch requires testing and there may be tidbits of false information that I am unaware of since it is too time consuming to test everything for every patch.
https://www.dropbox.com/s/vcg0dzxkw2mo41q/Battletorn%27s%20NecroSpell%20WvW%20Guide%203.4.pdf
Note: This guide excludes builds and gear. I wrote this for people that know how to gear properly and use proper builds. Gear and builds change from patch to patch, so I did not devote time to writing a comprehensive guide on the matter. If you are serious about being a conditionmancer, then you just need either rabid or apothecary gear.
None of the opinions I express in this guide or in my forum posts represent PRX or WARD guilds.
(edited by Battletorn.4102)
This would be more successful if there was more incentives for servers to actually win. As it stands, almost every guild in WvW is losing players to boredom and lack of a push for servers to win. Freshening up the ladder is a good step that is much appreciated, but the majority of wvwers thought this was coming in january or february and have left since then.
I updated this thread with a few edits. At this moment in the metagame it is not these broken or old mechanics that is holding the WvW game back, but now it is the lack of incentive for servers to win.
Without rewards for winning a match, the incentive to win has dwindled to almost nothing. I cannot stress how important it is to reward the teams of players that have put everything into their server for the win. It is getting hard to even find guilds that care about their server winning now. Every Titan Alliance guild is gone because there was no server progression or award for winning matches.
I would also like to add that the upgrade system for all towers, keeps, and camps is wholly irrelevant because the same upgrade path is taken everytime and it should have been automized for release.
Upgrade path -> walls, doors, waypoint, walls.
Camp -> increase supply, escort, whatever.
Even if it is difficult, they could list top guilds per tier and divy them by # of active guild members to see which guilds help capture x the most or defend the most just within their tier and within their pop bracket. It seems more naive to implement leaderboards for wvw without the ability to see any leading commanders or guilds or anything that we didn’t know half a year ago.
Guilds have competed for a long time, but they haven’t gotten the recognition they deserve. It would be nice, although nearly impossible to make it fair and simple in one chart. It would be nice to have anything though. The leaderboards have potential and I hope they develop someday.
Will Alpha Siege Golems have priority for the person who threw the blueprint down now? Will Golems also have a timer?
I would love a condition that does more damage based on the % of enemy health. Or a condition that explodes into a m epidemic after 10 seconds. Or maybe a condition that reduces the crit chance of enemies and increases the likelihood that they will be crit upon. I like conditions that are good for both power and condition necros and their allies.
Thanks for all the good comments guys. I wanted to point out that the Jumping puzzle is not a chore, but it becomes one when it is done so repetitively. Large guilds go through hundreds of pieces of siege daily and weekly and running through all your characters via portals in the JP has become part of the metagame. Dropping siege to your commander is easy, but a few hundred people dropping siege to your commander becomes a chore to set it up and commanders must sit there at the jp chest for an hour or two collecting siege to have enough for the week.
I tried to keep the list short, but if I were to add to it I would add collecting pearls for quaggan and checking on white swords to see if it is one person or an army contesting a waypointed keep. They are both minor compared to the others though. It would be really nice to see any of this addressed by arenanet. I had low hopes for the WvW patch because the programming team was tied up in culling fixing- but now I hope that some of these issues can get some more serious attention.
Here are a list of things that help the team, but are decidedly boring to do.
1. Refreshing siege
2. Trebucheting walls
3. Managing groups/squad and /supplyinfo is frustratingly limited. (offline players can’t be kicked and has been annoying since day 1).
4. Upgrading keeps (they are always upgraded in the same order anyways and consolidating gold for upgrades is also a chore)
5. Passing siege blueprints and running jumping puzzles for siege
Is there any possibility of having these chores dialed back or changed?
ps. These views are my sole opinions and do not represent those of my guild.
(edited by Battletorn.4102)
Press H (go to hero panel) and click on town clothes (small icon above your head in hero panel) to switch back and forth. You will be forced to change to real clothes/armor when you are attacked or attack someone.
AMD 13.2 beta 6 drivers cause /bug to crash
in Account & Technical Support
Posted by: Battletorn.4102
I just wanted to report that the bug persists with the newer AMD 13.3 beta drivers. I cannot record video or /bug or take screenshots with 13.2 (any version) or 13.3 (any version). Recording video freezes the client ui/screen and the game keeps playing, but the only way to see what’s going on is to alt f4 out and restart the client. I have tried Fraps, Bandicam, MSI Afterburner, Playclaw, Dxstory, Camtasia, Hypercam 3, and they all have the same identical problem. The reason I am testing so thoroughly is that I get a great framerate improvement from 13.1 to 13.2/13.3 that I want to find a fix for this problem before the drivers become official.
Will there be seperate ranks for different sized guilds? ie, a leaderboard for guilds sized 1-50 and 51-70 and 71-100 and 101-150 etc? Individual leaderboards?
The rare supply boost given from enemy dolyaks has long since been buggy. If you have 11-15 supply, you will drop to 10 supply.
I’m fairly certain this a bug with a trait and it isn’t new. I believe it is the trait Reaper’s Protection which “When disabled nearby foes fear you.” causes problems. It may have something to do with reflect effects. It used to actually fear enemies for an extra duration, but it is fairly buggy.
http://i.imgur.com/KgFHBvS.jpg
In a level 43 Zone, Tricksy Trekksa was our target for the level two bounty mission and we had a little difficulty since she was level 80 and her illusions do about 15-20k damage on top of the aoe which 2 shots anyone. We couldn’t beat her before the time limit sadly. Pretty hilarious though!
In order to respawn, you have to logout to character screen and log back in. It loads the mists and then the spirit watch map. Very frustrating…
Upon casting Charge with a Flesh Golem, it should gain 15 seconds of stability. It gains this 15 seconds of stability and only 15 seconds of stability even when you have boon duration traits and boon duration gear. The tooltip on the necromancer’s spell bar changes correctly, but it does not translate to the actual boon duration that the Flesh Golem receives after the charge spell is used.
Thanks for reading.
AMD 13.2 beta 6 drivers cause /bug to crash
in Account & Technical Support
Posted by: Battletorn.4102
Just as the title says, typing /bug in game while having any AMD 13.2 beta drivers crashes my client. Video recording with any software also causes this bug. Screenshots seem to not crash it consistently for me.
I’m using an AMD 5770 with AMD 6100 CPU on a Gigabyte 78LMT-S2P motherboard.
It would be nice to have badges as a currency instead of having to make so much room for badges.
6. Gear. There is no variety of gear to be purchased at a WvW merchant as well as sigils and runes. WvW requires gear from outside WvW and it’s a shame that WvW doesn’t have every type of gearset (not to mention, ascended backpieces). Sigils and runes and certain types of gear would be nice to purchase. Why not have a RNG system to get random sigils or runes from badges/karma?
7. Siege mechanics. Guild Wars 2 is a fast paced game, but if you are unlucky enough to be assigned to a trebuchet then you might get bored at a very fast pace . Personally, I would like the ability to make trebuchet’s autocast so I can type easier and treb at the same time. Akitten checks would be necessary, so maybe autocast would only work for 10 casts or something.
8. Newbies. WvW is incredibly complex, and there is no tutorial and no direction for newbies. I would like to see a toggleable auto-join so new people can automatically join up with others so they can help each other out. A newbie chat channel would also be great. Underleveled characters also have a severe disadvantage and are absolutely destroyed by lvl 80’s with exotics without much chance- and this discourages them from playing WvW until they get exotics. I suggest having the first three deaths per day in WvW to be penalty free to encourage daily play in WvW.
9. Chat. No ability to create custom chat channels makes it extremely hard to communicate between WvW maps and between alliances. It would also be nice to see what guild the commander is representing if you hover your mouse over their name in chat, or a guild tag next to their name in chat.
10. Queuing. The queue system is very basic and archaic. I really wish portals to WvW were in every city and not just Lion’s Arch. I wish I could queue for all battlegrounds at once and I wikitten told me how long it is probably going to take. Also, a toggle to autojoin if I queue would be great (and a stronger akitten kick to go with it).
11. Jumping puzzle farming is the best way to get badges and siege- not killing enemies, taking towers, or defending keeps. This should be changed if the badge currency is going to be used for anything else in the new updates. Please award badges (maybe a chest?) for taking a keep/tower.
Those are my top 11, but I have many other qualms with the WvW system such as the mechanics of white swords preventing a waypoint to be used, siege placements in starter zones in citadel is still in the game, and dolyak escorting does not give an ounce of reward to anyone but is still necessary for winning. Also, many consumable items should not be able to be used in WvW, *cough * skale poison hylek *cough *.
(edited by Battletorn.4102)
Disclaimer: These are my personal opinions, but I have heard them echo throughout the game community. For the sake of saving time, I’m going to give a list of changes that I would like to see. I have extensive WvW experience and I really want it to succeed, but the basic exploits and problems in WvW were never fixed and I really hope they are addressed so WvW can be taken more seriously in the Guild Wars 2 community.
1. Grouping. The inability to kick an offline player from a group is a large annoyance and I cannot believe this was not fixed months ago. It would be amazing if there was a toggle to put yourself in a group with your guildmates when you entered WvW.
2. Commanders. The squad abilities are basic. Every commander icon looks the same. I suggest that the icons be changeable by the commander to different colors or even a guild symbol. Commanders should be able to quickly tell if they have any mesmers with them (or any specified class). Commanders should be able to cancel upgrades on a keep or tower once an hour (and have it refund the person that bought it). I also think they should be able to draw waypoints on the map for everyone to see. Commander chat would be nice too.
2a. Commander book costs 100g. It should be expensive, but 100g is an archaic requirement when there are so many other currencies/influence. Eventually, there will need to be a limited amount of commanders in WvW.
3. Multiple exploits to jump into towers and keeps still exist. Please fix them. Also, mesmers dying in doors. I really would like the ability to right click on someone and report for exploiting with a screenshot and type a nice paragraph explaining it instead of emailing it to exploits@arena.net outside the game.
4. Achievable achievements. Achievements like: take three towers in 30 minutes, or take a fully upgraded keep, or push 100 people off a cliff are fun, but achievements that take years to complete are not fun in the short term. The lack of titles is also disturbing.
5. Prices and purchasing. Karma is used for yellow gear, badges are used for exotics, but the most highly used commodity (gold) is used for upgrading every tower, supply camp, keep, and stonemist. Badges and gold are also used for buying siege, but as far as the metagame goes right now- most siege that large guilds use comes from farming jumping puzzles (mesmers + everyone’s alts run through). Karma and badges should be able to be used for upgrading towers and keeps. You should be able to open a resource pool on a tower/keep so people can pool their resources and buy an upgrade and if there isn’t enough donated in 5 minutes, then it should be refunded.
I really like it. I think it helps mitigate fps drops (which is hard for us to recreate) and it promotes effective scouting. If you scout a large force, it’s best to scout it alone or with a small party to get a good idea of the size of the enemy. I play with a large group (50+ tonight) and it wasn’t detrimental to not see all of us at once because it was really just screen clutter. When we came upon large forces, my fps didn’t drop like it usually does (and I have a weak amd 5770 video card). It was fairly hard to judge the size of the force until about 30 seconds into the battles, but it was better than before- although not 100% there yet. I am glad to see improvements in the system and this seems like a positive small improvement.
Also, when I saw the enemies appear- I noticed that I was seeing the ones closest to me appear first and then as I went deeper into the enemy force I would see chunks more of the force appear. I think this is good because before it seemed like random players were appearing everywhere as we engaged a large force, but I can’t quite say for certain how different it is now. I prefer enemies nearest me to appear first and I think that it is working better now than before.
If this is mostly client side, then perhaps you could offer an option for all these people complaining so they can toggle it off or on. But I’m guessing it is more complicated than simply ‘client side’ or ‘server side’.
How about the necro one? 10% for them too and a pithy lifesteal attack on use. Just throwing that out there.
No reward for putting in 4 accessories into the mystic forge. Bug?
in Crafting
Posted by: Battletorn.4102
I have tried only lvl 80 karma accessories and amulets because I didn’t want to risk my own, but it seems that no matter what mix of karma accessories and amulets I put into the mystic forge, I get nothing out of it. Is this intentional? Anyone else have this problem?
It comes from mixing random exotic armor in the mystic forge or from random world drops. I’ve been trying to get the whole set and it has taken me a long long time. There are pieces with the same stats from farming Arah too, and you might want to get a combination of both because you can make some money doing speed runs in any dungeon on good wings of explorable mode.
Shouldn’t the servers with high populations be capped at a lower number? It seems like more and more people are transferring to the best WvW servers and this shouldn’t be surprising in the least.