Restart WvW: https://forum-en.gw2archive.eu/forum/game/wuv/Clean-The-Slate/first#post6208959
#CleanTheSlate
Am I the only one not impressed by elemental power? It only gives you a 25 percent chance and you have to activate it and it has a cooldown, im sorry but that slot is far more useful having something else in it. Signet of water is more useful then that. Why would you choose that over revive even? You can atleast trait revive to make it more powerful.
It is a 25 percent chance every single time you hit an opponent for the duration of the buff with a 5 second icd per target. So since the buff lasts 30 seconds, assuming you keep constantly hitting your target you will generally proc it about 5-6 times. For reference using it in air will allow you to apply around 35 seconds of weakness which comes in spaced out increments so it can’t just all be cleansed at once. Throw in the stun breaker and this is the only respectable glyph for pvp purposes as the rest are garbage, especially the heal, the revive, and the lesser elemental.
Oh wow I thought you had to activate it, lol well I guess if I used it more then I would know this thanks for letting me know. I read on Reddit about some bug bot reducing the cool downs when trained for somw of the glyphs. Not sure if it’s true for everyone but that’s kind of dissaponting.
You do have to activate it, and you want to use it on cooldown, so a stunbreak on it makes 0 sense. Also, 35 seconds of weakness is ideal, but few tend to sit in air that long lol
This is a good idea, but I want to take it a step further. Make outnumbered local with a 1500 radius. It triggers when the enemies are x2 the number of allies. Yes, that makes 2v1ing somebody more dangerous, but it would be awesome in the long run, reward small group vs large group instead of doomed map vs crowded map, and it really aids the viability of zerg busting and havoc.
1500 is way too small. At 1500 you could still have a ranger shooting you from outside of that range, not to mention the thieves and warriors that will be running in and out of it to reset.
I’d say split each map into quarters. The bl would be split NE, NW, SE, SW, and EBG would be split into the area around SM and then each of the 3 sides.They would also need to add an icon that pops up on your buff bar letting you know that you outnumber the enemy and have lost your downed state.
The ranger can’t shoot you past 1500, but I guess 1800 would be safer. as for thieves running in and out, are they running into numbers? If so, you instantly kill them. Are they running out of their numbers? They might go down instead of dying, but they will be alone. Whatever the fight reset radius is probably best, because stopping resetting is a completely different jar of worms to open.
I actually mentioned a similar idea to a few people a little while back. What I think they should do is put everyone back on their native server, then give everyone 1 free transfer. Impose a hard cap, so that no server can just re-superstack. It’ll be a bit rough initially, since guild members may end up split across multiple servers, but with enough warning ahead of time, and good planning on the part of the players in the guild, They can all get back together easily enough. It won’t necessarily be on the same server, since some of them are filled well beyond capacity, which would mean that some guilds would need to spread out. The result would be some shifting of the ranks, hopefully which would be done quickly, and then far more even matches. Once the ranks are settled in, the hard caps can be relaxed a bit to allow any remaining players to rejoin their guild members. It would need active Anet attention, to ensure that everything settles into the proper place in a couple of weeks, rather than allowing Glicko to sort things out over a few months.
I feel that it would be important to rename the servers and simply distribute it evenly based on activity in WvW. People get very attached to names, so new names (Arborstone, Isle of the Nameless, ect.) would be important to make it a fresh start.
Randomly disbursing the population and then allow monthly or quarterly faction changes? You would probably kill wvw faster than HoT did.
I think most vets are at the point where they’ve made friends, guilds, alliances, and they play for those things, now if it gets broken up then what’s the point in playing? Wait another month before they get the band back together? Too many players would be upset about that.
I’m all for a population reset, but you have to consider where veterans are at this stage of the game, and whether or not a shakeup like that is worth playing the game anymore afterwards. Population disbursal needs a more elegant solution, players want to play with friends, not be shipped off to Siberia for a month.
You’re still inviting stacking if you open any type of transfer system after, in both population and coverage. Sure you could limit the transfers per server cap, or per week or month or 6 months or whichever, but eventually people will find the servers that are doing well and want to go there whenever they get the chance.
If you’re going to blow things up it might as well be into a new faction system, that gets rid of the tier/server system and build 3 new faction identities for players to rally under, while keeping the guild communities intact.
You misunderstand. Players will be able to transfer for free right away to find friends and guild mates, and with current population caps, 6 full servers are going to be much smaller than they currently are, allowing for more spread and more even match ups.
Being able to switch sides reinforces the idea that Guild Wars 2 is about what the guilds do instead of what the servers do.
Even if everyone would want to go to fight in the best server, it would fill up fast, and then the server tied to it would fill and get moved elsewhere in the following matchup, keeping the population distributed.
This is a good idea, but I want to take it a step further. Make outnumbered local with a 1500 radius. It triggers when the enemies are x2 the number of allies. Yes, that makes 2v1ing somebody more dangerous, but it would be awesome in the long run, reward small group vs large group instead of doomed map vs crowded map, and it really aids the viability of zerg busting and havoc.
This is really what t1 and t2 WvW feels like for the losing teams atm. The current t1 severs could probably fill 4 or 5 servers with the current server cap. The size difference between “full” servers is a major part of what causes tier locking, and it also makes guilds feel trapped with the only option for change being a very expensive one way steet.
Although giving people more ways to fight against larger groups will be beneficial, in the long run, the fullest server is going to win due to unmatched coverage. Currently, this issue can’t be fixed because no server can gain a large enough population to beat the biggest servers, and few want to leave those servers because winning is fun.
Thoughts?
P.S.
V soultion thread in the tag V
This is a fantastic idea. Just give enough time for guilds to get their ducks in a row, then do it.
Pretty much. Give a little time for everybody to decide what they want to do, and then do it. After that, they can go in many directions: randomize matchups more to help prevent solid tiers from forming, hold a tournament to bring back big WvW guilds, ect.
I don’t know if this would do much of anything. New server names would help cause old names known for winning are “blackgate! go there and win!”
But beyond that I don’t think many players truly care what server they are on so long as it has a competitive population.
Id almost liken current wvw as hotjoin, group que and eotm.
hotjoin forces players to the side with less players to balance the numbers, both on joining the match and if you are currently in it. And it also promotes volunteering with increased rewards AND winning reward.
group que aspect is more about your close companions you know you can count on. does it really truly matter what server you play on?
eotm removes servers (somewhat), shortens the matches and drops server identity. With no ownership there is little reason to defend. Many players fall into this category whether they will admit it or not. They just want to login, find a winning group and go crazy and have fun. If they get their face kicked in 3 times and/or tag leaves what happens? Everyone disperses and the “run” is over until someone else steps up to lead.
There needs to be more reasons for transferring to low population servers and then ways given to fight high population servers in return aswell as incentive to do so.
Players like to kill other players, not to get enemies downed only to be steam rolled 5sec later and watching those downed foes get rallied. If they cant balance that out then nobody is going to want to xfer to low pop servers unless they can take themselves, their guild and maybe 5 other guilds with them. But that’s just creating another problem with no pride/ server identity.
Exactly, servers names at this point have no use other than to tell you where to win. Real loyalty lies within guilds and the people in those guilds. Guilds can reward you for your loyalty with titles and permissions. A solution to server pride would be to reward players for being loyal to a server with titles and rewards (and permissions?).
Consider how ectoplasm is usually 50s on the tp and think about whether or not you want to kill the largest source of ectoplasm and cause the price of ecto to skyrocket. If Auric Basin farming was broken, ecto prices would sink to balance it out
This idea recently occured to me, and I think it might be a part of what WvW needs
Laffingseals made an excellent point in his video that gw2 WvW is old. The biggest issues in WvW are same matchups endlessly and same meta
There’s a really fun solution to the first issue. Destroy everything. Beat out the dusty old rug, make new servers and redistribute the entire game population randomly.
Now there’s a problem that you and your guild are scattered. Simple fix: enable monthly faction changes (or quarterly). Now everybody can reunite their guilds. However, it is unlikely that everybody will find themselves in the same fights again, because if things get stale, they can simply move out with their guild or find a new guild on a different server.
Will server pairs still exist? Yes, but they change more frequently. I think weekly or bi weekly would be best. What’s the difference? Enemies will be able to know if you’re on server a or server b and because everything was redistributed, there will no longer be hugely disproportionate differences in the server sizes.
There will be chaos, bandwagoning, and politics; but it will be different.
Tl;dr points
A) new servers, new people, new population
B) monthly free/cheap transfers that allow guilds to have a greater influence
C) current server congestion would be permanently destroyed
D) enemies being able to see both server nameplates aids server pride of paired servers
On a side note, I think WvW should have its own independent balance instead of PvE balance, because they are way too different to be balanced the same.
At the beginning when it had a 20s cooldown with an instant cast it was absurdly cheesy but now its nothing special anymore with a rather meh toolbelt skill. Personally i wouldn’t mind having its recharge time increased but with a reworked toolbelt skill (more usefull, less niche) to make things more intresting. (I never actually used sneak gyro but this is my opinion after fighting a fair amount of scrappers)
Sneak gyro is very strong against group stealth in small scale fights. It effectively shuts down shadow refuge and mass invis, which are also very powerful in a skirmish.
-I still think Glyph of Elemental Power’s stun break functionality is counterintuitive to how the skill should be used, but don’t know how to rework it
Move the stunbreak back to lightning flash or cleansing fire where it makes sense
I miss t1 WvW…
Best stomp tool in WvW. Almost useless in PvE.
The best part is when the enemy doesn’t notice it and forgets to teleport away to prevent stomp.
Stealth gyro is in a good place in WvW imo. It is very strong at sneaking past zergs and drawing out small groups to fight. When fleeing, the enemy can interrupt you and proceed to wreck you. It follows you around too, so it’s not like you’re completely invisible to your opponent either.
I will agree that it was insane when it was instant cast, and it was insane on a 20s cooldown.
How did Arcane lose to conjure and glyphs? You must have all forgotten that it existed, because the devs sure have.
Tengu are an excellent way to bring samurai to the game. They have a strong Japanese based culture, so it would make sense for them to bring some Japanese inspired elite spec. However, I would much rather see samurai added on Warrior with a naginata or polearm style weapon, because the naginata was a major part of Japanese warfare, and it was commonly used by samurai.
Adrenal health is their sustain, all you gotta do is not get hit by every burst they land.
You dont need to land every burst. Just1 burst every 15 seconds which is quite easy to do.
arcing slice which is more difficult to dodge but has a windup time that shouldn’t be landing 1/3 of the time since u should be actively dodging/blocking and kiting.
A good warrior should be using Arc Divider which is very very easy to land. It as a 450 range range. When not in berserker mode, they should be using shield bash to set up the eviscerate landing.
Yet you couldn’t even ‘scratch him’? I mean that implies something else right there given warriors don’t run regen or protection boons.
Most power melee warriors i know are running Defender or Durability runes. Defender gives tons of Regen. Durablity gives both regen and protection.
Exactly. Here’s a list of things that a scrapper wants to dodge
Eviscerate
Decapitate
Shield Bash
Whirling Attack (will do over half of health if crits line up)
Hundred Blades (can walk out of they way if they don’t use quickness or cc)
Arcing Slice
Arc Divider
Headbutt
It’s extremely difficult to dish out damage to a warrior in melee when the warrior has so many dangerous moves. Additionally, the warrior can choose to pop endure pain or shield block whenever the scrapper throws out hammer 5, and if the warrior is running rousing resilience, the scrapper’s hard cc becomes obsolete.
I have an evade and a block on hammer, but I can’t teleport out of combat, so the warrior is going to land at least one burst, which means large healing and huge damage.
Also, when your assistance is a random player, you can’t depend on that player to dodge every burst, so the warrior has much higher adrenal health uptime than the dps of two power specs can handle.
Very impressive. Warrior is the hardest fight for most professions rn
Power Warrior is completely insane in WvW rn. Too much regen and too many things that have to be dodged imo. Add blocks and invuln on top of that and you can 2v1 easily. I’m steadily leaning more towards adrenal health taking a reasonable 33% reduction.
Only roamers are welcome to the Underground Tavern for drinks.
Kindly run along pug.
Lol, I roam almost exclusively
Has that always been there? I swear, I’ve never seen it before.
Nice Speech. I too wish to see new PvE story content arrive, and I hope they properly pace themselves this time so that we don’t have another 1 year content drought. I also agree that Arenanet should focus on polishing WvW maps instead of deleting them. Personally, I want to see new armor sets for lower level characters. Other games have way nicer gear for leveling in than the choice of the 3 or 4 sets until 80. Outfits are alright, but real armor is way better. I feel like Arenanet is trying to get a better grasp on what the community in WvW wants, because the Desert Borderlands were such a disaster at HoT launch that they nearly lost the entire playerbase. On top of that, I want to see the balance team pull it together, because I feel like massive nerf hammers on fun builds that are guaranteed to last 3 months are a major source of players taking “breaks” and never returning. Whether this means asking the players what the majority thinks needs adjustments or adding new staff to the balance team that have a better idea of what people want, It needs to happen.
However, this will take time, so we need to wait and see and hope.
Idk man, I saw a warrior the other night running gs and a/sh, and he was unkillable 1v1. My Scrapper couldn’t even scratch him. I ended up needing help from a pug to bring him down, and even that was really close. So much regen.
Why were half of your opponents not running elite specs?
I was reading the PvP threads and saw requests to “Remove Reaper chill access” and “Reduce bleeding duration of Deathly Chill”
Imo, Reaper needs love, not nerfs.
Thoughts?
D/D ele doesn’t really dish out good damage anymore, unfortunately.
Imo, this trait and the curses line in general would be far better if it
a) Did not add more damage to the caster
b) Corruption skills other than Corrupt Boon were better in PvP
c) It was merged with Path of Corruption (Why do I have to spend an entire trait slot for something so bland?)
hmmm roaming list…
Depends on if wearing full ascended or not
I would put Warrior at the top of my list rn because:
full berserker ascended warrior has enough sustain to facetank, it can keep up with or outrun almost any other build, and it only needs to hit you a few times to deal 20k
Condi warrior is also really strong with fatal AoE and even more sustain in exchange for a little more time needed to kill an opponent.
Second place for me goes to thief, because thief is invaluable for taking out targets in small scale fights, and they can be a real pain in the right hands. However, bad thieves are much worse than bad warriors.
Skipping to the bottom, I am putting Reaper at dead last. It lacks the damage to handle the high sustain high damage builds, and it has lost a lot of what made it dangerous in WvW. A Reaper is literally a free bag in a skirmish if its team doesn’t carry it.
Desert bl needs a fair amount of work done to it, but I don’t think it should be scrapped. Also, I think that they should develop a third bl so that we can get rid of clone maps in WvW. There does need to be some serious balance done to these maps though. The center of bl maps are basically pointless, borderland bloodlust is bad, oasis meta is bad, desert bl and alpine bl are not balanced enough for them to appear side by side yet, and even ebg is biased towards green imo.
This build does not seem good for new rangers. Very expensive and seems to be glassy. Awesome video though! You make it look really strong!
Perplexity is not a nightmare like it used to be. I think some of the traits that apply large amounts of confusion in conjunction with perplexity are very annoying, though.
I think that there will be a massive shift in the cultures of the smaller servers as they move to different pairings. Smaller servers will find pride in being independent of the stationary servers they occupy as well as having better knowledge of the enemies that used to be their allies. Give the change a little more time before declaring that your server is doomed, which is killing the morale of all of the other people on your servers and servers like your server, making the game less fun.
I’ve been playing this game nearly since launch, and in all those years, I’ve found profession balance to be one of the least consistent parts of the game. The track record of insane nerfs and buffs creates more drama than the actual story of the game.
It is clear that the devs listen to what people ask for on the forums; however, the vocal minorities on the forums tend to be the people who have the strongest opinions in either direction. I’m wondering if polls sent out to all active players would be able to improve the devs understanding of what kinds of profession balance will make the most people happy. Of course, they wouldn’t have to listen to everything the community tells them to do. Ideally, this will reduce the frequency with which the devs completely gut fun builds and bring greater awareness to the vast number of skills and traits that are weak in various game modes. Thoughts?
I’m a necro, I’ve been immobilized since launch bro.
So true lol.
But yeah, epidemic will count the immobilize as one stack. However, it requires a lot of organization to spam immobilize and then have necros spread it around. Sure, if one guy has a long immobilize and three necros cast epidemic, up to five people could be immobilized for days. Realistically, outside of organized guilds, a small group of necros won’t even realize that they should do that to an immobilized foe, and it isn’t likely that their epidemics hit all 5 of the same people. In a zerg, everybody is running some form of mitigation to movement impairing condis, many skills cure immobilize specifically, and other cleanses are everywhere. I’m not sure that I would consider this broken due to the amount of coordination it requires to produce those results. Instead, I would consider it the fruition of teamwork.
The balance team is like a bad Axe warrior. When in doubt, they press “eviscerate” and hope that they win.
Conjure weapons are so unspeakably awful (except for running away in WvW) right now that I doubt they would be missed too badly if they were deleted and replaced with something less constraining and more useful.
Maybe a 15 pip range is too broad. Everybody should reach a 50/50 ratio at some point though (even if they haven’t made it out of Amber).
Here’s an idea: reporting someone for gold selling should automatically block them
Condi builds don’t need confusion and torment. My condi warrior has neither. Poison is important, and cover conditions are important. Everything else is less important when you have burning to make up for it.
I haven’t liked my ele since HoT. D/D ele, the main reason I made my ele, is really weak in WvW now, and I have to run Tempest to be relevant despite not liking Tempest at all. Really started leaning towards my Necro, but the quarterly update destroyed my damage to the point where I can’t land a good hit on the tanky high mobility druid that can auto attack people to death with staff like it’s no big deal (/endrant).
Messing with condi warrior right now. Maybe I just like meta builds, but I really did want to try condi warrior, I just got the gear for it, and warrior’s sustain isn’t sad and weak anymore. I’m going to hold off on playing ele until the next elite spec probably. Overloads and Warhorns are not my thing.
More hair accessory colors. They shouldn’t be limited to starter dyes. No good black or white, and the other colors are always a shade or two off from my color scheme.
I like that there are reward tracks, but there are two major lines that are missing imo
HoT stats: We should have a line that gives exotics with HoT stats and HoT stats crafting mats.
Ascended Gear: WvW has a far slower gear grind for ascended mats than PvE, and the chances of getting an Ascended drop are almost nonexistent. A line that gives out t6 mats for crafting ascended gear and ends with a guaranteed piece of ascended gear would be perfect. I don’t think this is too much with the current reward track rate, as it will take at least a week to fill the reward gauge (14-16 gear slots x 9 characters).
It seems like all three of these trait lines are must-haves. Defense is needed for survivability, Discipline is needed for fast weapon swapping and 25% run speed, and Berserker is centralizing like every other elite spec. It feels like the other trait lines lack enough purpose to sacrifice Defense and Discipline for. These trait lines don’t even seem to be bad. They just lack compromises for sacrificing the trait lines that give warriors the survivability and flexibility they need to be viable.
Maybe I’m wrong. I don’t have a ton of experience with Warriors. However, from an outside perspective, it seems like the only difference between a power build and a condi build are 3 or 4 traits.
When we get Tengu as a playable race, make 9 of them, and everybody in WvW can be poultry.
A long time ago, I made a thread suggesting that instruments be able to play midi files like they do in lotro. Anything like this would be awesome great incentive to actually buy gw2 instruments.
Reset time could change with daylight savings? Problem solved?
Honestly though, I live on the East coast too, and I hardly ever see reset because it doesn’t start until after est prime. I think there would be more sympathy from Arenanet of they weren’t based on the opposite coast of the region of issue here.
Small amounts of cover could spice up any fight. As long as this cover doesn’t create a ton of choke points, it could add an extra element to all forms of open field combat. I like it. +1
Upgrades take forever to get going. It takes 60 Yak trips to upgrade a tower’s walls. That pretty much never happens for towers during prime time, and if it does, it can take more than two hours to accomplish. A server with perfect coverage can still capture everything and reset all of the upgrades, which will make it impossible to hold anything. I think upgrade requirements should be toned down so that they are conceivable during hours where a paper tower cannot last an hour and a camp cannot last 15 minutes.
What server are people even getting regular 40 man queues on every map on? The only ones I can even think of pulling constant queues on are TC and BG. Every other server is significantly smaller. JQ, for instance, only pulls queues on reset and sometimes weekend nights.
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