Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast
stop QQing. Iam on Yak and we getting kick by the teaming up from other T1 because all you FA and SOS was crying like babies. We get our butts kicks only because of teaming not because of good players so keep crying if cant play the game without blob i feel sorry for all your crappyness.
What?! /blink
How exactly are FA and SoS responsible for what happens in T1? Maybe you should focus on your own tier than worry about FA and SoS.
Bumping for FA’s fightin’ SEA! Outmanned but not outgunned.
I am having more of a problem with the server pop calculations and the fact that no server is considered low. The 2 bottom servers are pretty much completely daed in wvw yet they are still medium which is the same pop as tier 5 servers. I am pretty much now confident that they made it so low population isn’t even a possibility. So its 500 gems to transfer to the medium pop (Dead Population) 2 lowest pop servers. Meaning nobody will ever transfer there period.
I wouldn’t be surprised if ArenaNet is waiting until HoT release. They can’t predict how many players are sleepers on those servers who will play the new WvW map.
Engineer community is still suffering from a sort of PTSD from the dreaded Turret Obliteration Patch™, when turrets were overnerfed and became basically a dead branch.
What? Hey now some of us were experimenting with turrets in WvW at launch before the buffs they received. And still after those buffs they were not viable for any sort of melee playstyle in WvW. The only thing they were good for was the knockback from Accelerant-Packed Turrets, a “pop and destroy” playstyle that renders any boon or other advantage they gave a complete waste of coding. It’ll be the same with Gyros.
Any PTSD I’m suffering from with regards to turrets comes from three years of them, only to be handed a future of the same thing repackaged as mobile turrets.
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Ventari’s tablet has to be actively controlled
With an energy upkeep mechanic, which is what Gyros should have been for a melee-based playstyle instead of handing us the same thing we already got with turrets.
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I After all, here is a list of things that have hit points in the game that aren’t changing either: turrets, minions, pets, illusions. Save summons, elemental summons, spirit weapons. I may have missed something, but you get the point.
For contrast, here’s a list of summoned things that don’t have hit points.
Ventari Tablet: Revenant
Banners: Warrior
Conjure Weapons: Elementalist
So it ends up like having a race where one driver have an F1 vehicle, another using one used for Nascar, a third in a Prius, a fourth in a go kart, and a fifth on a tricycle.
And if you are Canadian
Looks like an efficient use of resources to me.
IMHO the reason it is not accurate is because the system is really slow to respond to players transferring servers.
We have no further to look than when SoR imploded, had a mass exodus of players, and got stuck in matches in T3 against Dragonbrand for over a whole month even though SoR should have been in the T5 matches for the amount of players that had left. The delay cost SoR even more population as they ended up in the bottom of Silver for Season 2 when they should have been in Bronze.
If 60 player blob you stack in one place one defender should wipe them in seconds. If you 60 player blob is stacked in one place siege should make 600% more damage.
This post exemplifies why siege balance is hard for the average player to think about.
This guy didn’t post the hypothetical situation of a 60-man blob stacked in one place, what would happen if there’s five guys on arrow carts each with 600% more damage? This poster forgot that arrow cart damage stacks. That is in no way balanced.
I absolutely think they would stand a chance. If you knew about their populations and not just their skewed glicko you would know that mag and cd could probably win those matchups if they cared to.
I read “cared to” as a lot of overtiming. FA and SoS both have non-NA population that CD and Mag can’t really compete with.
Well if some T1 ktrainers get upset thats no big to me. They ruined WvW more that any balancing ever will.
Yep. More their problem than ours.
Eh? By “overstacked” I meant servers that are Full and will be so for a very long time, not imbalanced matches.
From the dev’s post on the subject: “It is possible that some servers are going to be marked as Full for a long time. While I understand this can be annoying for some, this is necessary to create a better experience for everyone.”
FA going from Full to Very High showed a test case for that in how much it was “overstacked”. After GvG guilds had left, there was about a two week period before the server briefly flashed to Very High, indicating that the “overstacked” part had left and it was hovering between the fine line of Full and Very High. It took about 2-3 weeks later of more guilds and players leaving for it to finally go Very High and remain so. During that time FA was not able to be competitive in population and coverage against YB nor really against BG and only a little against TC. Part of that had to do with SoS also being lower population. But it also showed how overstacked the other servers are and how much they need to lose population from WvW. That will be depressing for a lot of players in T1 now and they’ll see it as ded gaem because they are so used to their overstacked population.
Also, I have two accounts that I play regularly in NA with a third in EU. My YouTube channel shows it. Look up this account if you ever want to party with me on SoS.
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I’ll add that given what has been observed so far, a bunch of us active WvW players believe that the scale of WvW is going to be smaller ultimately on NA servers (as opposed to EU servers where most of the population is concentrated in the EU timezone).
T1 NA’s large scale WvW is going to be a thing of the past and the scale of activity on servers like FA and SoS are what we’ll be seeing for the future.
The only thing that would reduce the scale of WvW would be lowering the map caps again.
I been on SoS few weeks now and you see some queue here and there, some large zergs to participate in. Been satisfied with the activity and these servers aren’t even full.
Only real problem you run into is when fighting overstacked servers. FA was certainly bloatware for a long while, queueing all 4 maps, queueing more that one map in off hours.. not such a huge surprise if the rolling average took a little longer than you hoped.
Read enough threads to hear of the status changes happening on a day to day basis especially on EU servers.
FA not the greatest example with their bloated overstacking and fairweather gameplay.
Huh? FA was a perfect example precisely because it was overstacked. Yes, the activity levels on FA and SoS are pretty good, but there were a lot of people who liked the activity level of an overstacked server, which are only now represented by BG, JQ, YB, and to some extent TC. That’s no longer going to be possible. Even now there are players and guilds wanting to get back into T1 because they see T2 as smaller scale than what they want. On FA and SoS you only have the choice of one or two zergs on one or two maps. The other maps tend to be devoid of anything but havoc.
Also, I’ve been on SoS for a few weeks now too. Before that was on YB going back to before the T1 guilds stacked it. I’m well informed of the population and WvW activity levels found at the division between Very High and Full servers in NA.
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Join SoS if you are EU. Join FA if you are OCX. That way the tier will be great all around.
Agreed.
Also TC could use some OCX when/if that server loses its Full status.
SOS and FA have been very hesitant to fight each other after the reset, idk what’s going on with that; I don’t think it’s a truce but they are definitely more interested in TC than each other ATM)
SOS and FA do hit each other (we whine about backcapping each other, which both servers are doing), but TC still has more glicko rating than either SOS or FA and we both want TC to stay in T2.
I’ll add that given what has been observed so far, a bunch of us active WvW players believe that the scale of WvW is going to be smaller ultimately on NA servers (as opposed to EU servers where most of the population is concentrated in the EU timezone).
T1 NA’s large scale WvW is going to be a thing of the past and the scale of activity on servers like FA and SoS are what we’ll be seeing for the future.
See this thread: https://forum-en.gw2archive.eu/forum/game/wuv/Concerns-with-Population-Calculation/first
Fort Aspenwood went through this. The new algorithm for population calculation uses a rolling average and smooths out rapid changes. So there’s going to be a delay of 3-4 weeks before population that is transferring off gets removed from the rolling average.
Curious where this 1 month delay in population calculation comes from. Are you guessing that time frame because FA did so poorly while still on FULL status? They still had numbers for a few weeks.. granted they were up against a severely overstacked YB and getting farmed like they always do.. then you REALLY saw a dropoff.
Also some groups of players were all for letting YB push to T1 so also need to factor that in..
Think 1 month delay in adjustments in not quite accurate.
No, I am guessing that timeframe based on knowledge of how many people left and when and the time it took before FA dropped to Very High, even allowing for the idea that FA was “overstacked” (i.e., there were several waves of guilds leaving) and based on what Devs have stated in the past about the new population calculation being a rolling average.
Also a friend and I were discussing population and PPT and he came up with the chart that DJ Klementino is referring to. We could even break down the estimated active WvW population by timezone.
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Check out the guild recruitment threads on http://www.fort-aspenwood.com
When are your regular playing hours? In EST the larger WvW guilds are coVn, BOMB, HP, and Dcon.
BUMP!
We’re starting to get transfers in and competition is heating up.
Yep. Fort Aspenwood went through this. The new algorithm for population calculation uses a rolling average and smooths out rapid changes. So there’s going to be a delay of 3-4 weeks before population that is transferring off gets removed from the rolling average.
It’s a bad situation because players that transfer off are not like players that simply stop playing. The potential for them to join in WvW on your server is gone so their hours should be removed immediately from the rolling average of your server and added to the server they joined IMHO.
The reason they should be removed is because it punishes the players and guilds who remain with the inability to replace those players (assuming those transferring off truly make your server Very High immediately). It also creates a giant loophole, giving an alliance of guilds the ability to mass-transfer into a Very High server and beating the algorithm before it marks that server as Full.
Be ready for HoT! FA’s long-time SEA players are a tight-knit group looking forward to the new fights HoT will bring.
Maybe I’m not finding the fights because the guilds I was in mostly split and moved across several other servers.
And I play EST. so what would be a good time ?
If you go to fort-aspenwood.com, you can find the EST guilds. There larger ones are coVn, BOMB, Dcon, and HP and they are all recruiting. coVn is pretty solid. Both coVn and BOMB also have GvG experience. Dcon and HP are more for the casual player.
Possible, but remember you kinda want a person to destroy your Gyro’s. when it dies, it dazes
Or removes one stack of stability. :/
VaaCrow, sorry you didn’t notice my response was to the OP.
Obviously this is taking an idea to the logical absurd extreme.
Maybe on the other hand it is time to have a map with an SMC on point cap A and another SMC on point cap B and all your skills are removed. You can only use siege to attack and defend. Then players can show off their commander siege skills.
See how this works? Not constructive at all, is it?
Gyro has a secondary purpose, its called daze. Sure, charge right in and try to melee a gyro and see what you get from that gyros big daddy.
Removal of one stack of stability?
As a Mesmer, it’s amusing and vindicating to add yet another class to the “Why haven’t you guys realised that our minions die in like two seconds in PvE yet?” choir. Unlike Mesmers, though, at least your DPS isn’t totally reliant on Gyros.
Huh? Engineer always was in that choir.
….well for a melee setup the gyros are pretty darn…weird. Is like you would go into battle with a sledgehammer and ming vases.
This quote is the best way I’ve seen so far to describe the contradiction of Scrapper being a melee playstyle!
I was hoping for a fuel bar mechanic to manage gyros like Revenant energy skills. :/
Well “try” is a keyword. I myself don’t know much about WvW (especially that more structured one).
My guardian has roughly 20k HP and 2900 armor. A good bomb by an enemy zerg can down me within 3 seconds if I’m not dodging out, using renewed focus, or blocks to avoid damage. I seen some players using Nomads builds for their guardians and getting up to 3500 armor. They can last a little longer in such a bomb, maybe 5-7 seconds.
I don’t know what kind of health and armor these gyros have, but it is safe to say that no minion type AI gizmo in this game has ever been found viable in the middle of such a zerg. Minions just cannot tank/mitigate/avoid damage like a player can.
But I wanted to be able to use gyros in melee in WvW. I wanted them to be significantly different enough from turrets, which cannot be used in a melee setting. Scrapper attempts to promote a melee playstyle for engineer. Gyros promote the same playstyle engineers have now.
You. Don’t. Have. To. Take. The. Gyros…you guys get that right? From the traits alone, stacked with Juggernaut there’s your frontliner.
You have to take the two minor gyro traits.
I was really hoping to see a Revenant-like energy management mechanic for Gyros.
I think Anet try to insert scraper into WvW meta, as tanky Frontliner.
Tanky frontliners cannot rely upon any form of pet or minion for stuff like condi-cleanse and other boons because they die too fast.
How are Gyros not supposed to be like Spirit Weapons again?
They are improved spirit weapons/mesmer illusion utilities.
None of which have any business in a melee role/playstyle.
How are Gyros not supposed to be like Spirit Weapons again?
Hammer good. Traits sexy.
Gyros won’t be used in WvW open field fights. If they are, they’ll be used in the “pop and destroy” manner of turrets. There is no point to them in a hammer train. Kits will remain superior for the melee engi. Gyros might end up in GvGs as some sort of pick stomp & peel role though.
I was really hoping for some sort of fuel management system for these ala Revenant.
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T2 – I would stay away from here until it rebalances out
How does that work if everyone takes your suggestion?
The imbalance in T2 right now is nothing like T3 last year when the T2 server was blowing out the other servers by over 300,000 points each week.
I don’t even read half of the nonsense you post
And that’s why no one should read you either.
Preventing zergs is not and never was supposed to be the intent of the arrow cart buff. That’s why LoS is finally being added to ACs. And zergs can still PvDoor through a gate with the ACs on them. That’s why the new WvW map finally has an upgrade where gates can only be damaged by siege engines.
Most of what I say is sarcastic or me just being a skritt. LoS is finally being added to acs? Umm its being added because it was suggested to be added since the camera changes. You see that’s when this whole AC thing became a real problem for most. After the camera changes.
If you had problems with acs before the camera changes you do not know how to counter siege. Jana posted a good example of how to counter siege acs but not many do that anymore. They would rather move on to the next undefended objective.. That’s the way I see it.
No one but you keeps claiming acs were a way to stop zerging. They are a way to buy time but now they do not even do that. You can just stack near a wall now and be free of ac fire since acs in spots can only shoot out past the walls now.. If you actually tried acs since the change you would know this and see it as a bad thing.
Slow down. Read what people write to you and make an attempt to comprehend it before responding instead of this rhetorical equivalent of flailing about from sarcasm to accusations. LoS was asked for way before the camera change. It’s right there in the link you said you weren’t going to bother to read.
That link only goes to show me that after 2 years people STILL can’t counter siege.. Sad very sad
Why do you say that? A few posters were very clear about golems as counters and one even asked for golems to not be purchasable with gold. There was a time in WvW when golem rushes consisted of a zerg of alpha golems. These days a golem rush is 10-20 omegas. And they usually go after the ACs, mortars, cannons first.
The biggest problem I had with the new WvW map beta was that I didn’t get to see how offense and defense performs with a 40-man zerg doing a 10-20 omega golem rush against a defended structure.
You really want to keep going back and forth with me like little school girls? LOL at golems being a counter to acs. Today’s tactic is find an easy objective or move on if its defended. I’m sorry if I never had a problem with ACs until the camera changes.. I guess I just know more tricks than most do.
Yes golems. I don’t know what server you play on, but I get the sense that you have never been exposed to the large scale long siege playstyle before and have only ever run into zergs of ktrainers due to being on an underpopulated server. That’s fine. I never disagreed with you about a need to slow down or stop ktrainers.
If you want to talk about siege tactics… there’s no better place to be for that than on Kodash.
https://www.youtube.com/watch?v=rUB1Y8RNt2c
I was there when SFR hit this keep (SFR at the time being the rank 1 highest populated server). Their golems took out all the arrow carts first. Golems were eventually disabled and destroyed by mortars and trebs. SFR brought more golems. But Kodash quickly rebuilt all the arrow carts before the 2nd wave hit, which again were destroyed by golems. It was a fun time! It’s a very common tactic to use omegas for taking out ACs.
What I found interesting in the new WvW map was that omega rockets had their height nerfed and couldn’t hit ACs anymore.
I don’t even read half of the nonsense you post
And that’s why no one should read you either.
Preventing zergs is not and never was supposed to be the intent of the arrow cart buff. That’s why LoS is finally being added to ACs. And zergs can still PvDoor through a gate with the ACs on them. That’s why the new WvW map finally has an upgrade where gates can only be damaged by siege engines.
Most of what I say is sarcastic or me just being a skritt. LoS is finally being added to acs? Umm its being added because it was suggested to be added since the camera changes. You see that’s when this whole AC thing became a real problem for most. After the camera changes.
If you had problems with acs before the camera changes you do not know how to counter siege. Jana posted a good example of how to counter siege acs but not many do that anymore. They would rather move on to the next undefended objective.. That’s the way I see it.
No one but you keeps claiming acs were a way to stop zerging. They are a way to buy time but now they do not even do that. You can just stack near a wall now and be free of ac fire since acs in spots can only shoot out past the walls now.. If you actually tried acs since the change you would know this and see it as a bad thing.
Slow down. Read what people write to you and make an attempt to comprehend it before responding instead of this rhetorical equivalent of flailing about from sarcasm to accusations. LoS was asked for way before the camera change. It’s right there in the link you said you weren’t going to bother to read.
That link only goes to show me that after 2 years people STILL can’t counter siege.. Sad very sad
Why do you say that? A few posters were very clear about golems as counters and one even asked for golems to not be purchasable with gold. There was a time in WvW when golem rushes consisted of a zerg of alpha golems. These days a golem rush is 10-20 omegas. And they usually go after the ACs, mortars, cannons first.
The biggest problem I had with the new WvW map beta was that I didn’t get to see how offense and defense performs with a 40-man zerg doing a 10-20 omega golem rush against a defended structure.
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I don’t even read half of the nonsense you post
And that’s why no one should read you either.
Preventing zergs is not and never was supposed to be the intent of the arrow cart buff. That’s why LoS is finally being added to ACs. And zergs can still PvDoor through a gate with the ACs on them. That’s why the new WvW map finally has an upgrade where gates can only be damaged by siege engines.
Most of what I say is sarcastic or me just being a skritt. LoS is finally being added to acs? Umm its being added because it was suggested to be added since the camera changes. You see that’s when this whole AC thing became a real problem for most. After the camera changes.
If you had problems with acs before the camera changes you do not know how to counter siege. Jana posted a good example of how to counter siege acs but not many do that anymore. They would rather move on to the next undefended objective.. That’s the way I see it.
No one but you keeps claiming acs were a way to stop zerging. They are a way to buy time but now they do not even do that. You can just stack near a wall now and be free of ac fire since acs in spots can only shoot out past the walls now.. If you actually tried acs since the change you would know this and see it as a bad thing.
Slow down. Read what people write to you and make an attempt to comprehend it before responding instead of this rhetorical equivalent of flailing about from sarcasm to accusations. LoS was asked for way before the camera change. It’s right there in the link you said you weren’t going to bother to read.
(edited by Chaba.5410)
Sorry to hear about your gaming friend. It is a loss I can relate to, unfortunately. I’ve reposted this information on the FA forum.
star lord from guardians of the galaxy lol anyone else notice this?
Haha YES!!!!!!!
Like someone said before…..what exactly is the new class mechanic?
Energy/Fuel, like Revenant.
I like Scrapper name. It isn’t Dragonhunter. Huehuehue.
Me too!
/15char
I can totally see gyros being invulnerable and the Fuel Bar being some sort of energy type mechanic like the Revenant has. Aren’t any of you familiar with the glowy orb things of Revenant?
if they build cart place where enemy can’t hit.
How was it ever intended that defenders were allowed to place an AC where it cannot be countered? That is not balance.
The ACs that are now broken due to LOS mostly could be countered, by a treb (not to mention large AOE and Dragon’s Tooth) but most commanders/zergs are too impatient to want to build trebs to clear siege. They’d rather just move on to an easier target. Now most all targets are a lot easier. T3 walls and 1700 supply mean very little now if you don’t have numbers at least roughly equal to the attackers. Coverage wars probably just got worse.
Remember, I am talking about “cart place where enemy can’t hit” — such as what can be seen in this video: https://www.youtube.com/watch?v=Pt7bivvaH3o. I also said I’m not going to disagree that the LoS patch is broken.
What you are saying about commanders/zergs too impatient to want to build trebs to clear siege can be said of some of these defenders who only want “cart place where enemy can’t hit”. There are a lot more options that defenders have to clear offensive siege too: trebs, ballistae, catapults, golems, and siege disablers.
Have you ever even tried to defend something?
Frequently. One of my best defense memories was during Season 2 against HoD and YB 2v1’ing us at our garrison in early OCX. We were badly outnumbered, all gates and walls were pretty open, we were out of supply. And we kept beating them back through fights alone. It took them over 2 hours to take the objectives.
if they build cart place where enemy can’t hit.
How was it ever intended that defenders were allowed to place an AC where it cannot be countered? That is not balance.
The ACs that are now broken due to LOS mostly could be countered, by a treb (not to mention large AOE and Dragon’s Tooth) but most commanders/zergs are too impatient to want to build trebs to clear siege. They’d rather just move on to an easier target. Now most all targets are a lot easier. T3 walls and 1700 supply mean very little now if you don’t have numbers at least roughly equal to the attackers. Coverage wars probably just got worse.
Remember, I am talking about “cart place where enemy can’t hit” — such as what can be seen in this video: https://www.youtube.com/watch?v=Pt7bivvaH3o. I also said I’m not going to disagree that the LoS patch is broken.
What you are saying about commanders/zergs too impatient to want to build trebs to clear siege can be said of some of these defenders who only want “cart place where enemy can’t hit”. There are a lot more options that defenders have to clear offensive siege too: trebs, ballistae, catapults, golems, and siege disablers.
PST gets in limbo a bit because we are kind of like off-hours and most off-hours only sees good action in the higher tiers which means we can end up getting blobbed, but in lower tiers it is like a ghost town.
My guild on Fort Aspenwood runs from 9pm PST up to midnight on Mon, Wed, Thurs and Fri (and there’s a guild that starts at 11pm PST and runs into early OCX time). We take in new players and do a variety of things in WvW: from havoc to zerging. On weekends there is usually enough members around to pug together in WvW or run dungeons/fractals/etc. We have some players who also have their own guild that runs havoc on Tuesdays.
If you play earlier PST, there’s a few guilds I know of in lower tiers who run up to about 10/11pm PST.
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