The tier/match-up system in GW2 is pretty much determined by server population. The higher the tier, the more players they have that play WvW. But if you’re curious, this is how Anet divides the tiers:
- T1-2 = Gold League
- T3-5 = Silver League
- T6 – 8 = Bronze League
If you want a lower population but still have a bit of action, I’d join a server at the top of each league. with the exception of T2 in NA, they’re known for more organized GvG’s so if that’s what floats your boat try them out.
Remember, after you find a server, its finding a guild to join.
The problem here, is that you’re looking at this as a casual player, these tournaments you’re talking about have CASH prizes to them. Cash prizes attract and are normally meant for serious, hardcore players/teams.
And Anet/GW2 promotes these tournaments heavily, just not in game. For instance, your log-in client will show many of these posts when sign-ups are open, when they are happening and when the post-videos are up to watch. They also promote all these on Twitter and Facebook. It really isn’t hard to find any of these.
Instead of asking to change the competitive/semi-pro tournaments they’re trying to set up. You should ask to see if they’re are non-cash tournaments, which do pop-up from time to time. These are very small and player-run/hosted/created. You could, yourself host one if you wanted something casual.
I don’t really know if this is common knowledge or not, but I feels like posting it because I just figured this out today and I want to shares it.
In PvP, you can check out the other team via Scoreboard, then you can right-click every name and see if they’re in a party or not. If it says, “Invite to Party” it means they aren’t in a party, and if it says, “Join Party” it means they’re in a party. You can do this for both sides.
So if you’re getting rekt’d you can now see for sure if they’re premades or not.
Hope this is helpful.
They both mean the same thing, and that extra healing effectiveness doesn’t effect you only your allies.
This is so that when other players heal you, you don’t get the extra healing power because they didn’t have that ability. Its a form of balance/redundancy (I guess it works)
And the way healing works, unless its a static heal (like blasting water-fields) the heal scales to the player that its applied too. So when I grant Regen on a player that has no healing power investment, the amount they Regen is lower than the amount I Regen for, these traits/abilities make up for the lack of healing power so your support/healing character is more effective in combat if you have these traits/abilities. For water-fields, the static heal is scaled to the player who casts the field, not the player who finishes it with a blast-finisher.
lols trying to troll? use this site to translate it into HEX code, then change the value and then translate it back into base. there are youtube videos that will guide you step by step, learn to google, you’re just lucky i’m a little nice, if I was nicer I’d have done it for you, but alas I’m not.
There is an option, just toggle all the targeting assist functions in your options window. This will allow you to just leap forward at your intended direction. Skills that need a target to activate (mainly, mesmer skills) still need a target to activate.
Woah, this thread is turning darker and darker by the minute.
@OP, GW2 isn’t completely toxic free, Anet is deluding themselves when they say that. But it’s not the worst. You get salty players in every mmo, and I literally mean every mmo. If you can’t deal with it, maybe you should stop playing mmo’s in general (not trying to sound sarcastic or comedic there, just trying to voice a serious opinion)
When players, in game, say to kill yourself they’re usually referring to your in game character, not you in real life. If they do threaten you, the physical you/the real you, that’s a real federal crime and can really be reported if you really feel threaten. Please don’t over dramatize your situation, it makes real threats and real dangers look like jokes when they aren’t.
For players that just talk crap about your build, just win the match and show them up. I run non-meta builds all the time and constantly show up nah-sayers. You have to remember that PvP is a competitive game-mode, you can’t blame players from wanting to win or insuring the best chances by playing meta builds/play-styles/strategies that are proven to work. So as long as you win with your build, anything they say doesn’t mean kittensu.
And also, pinging your nice drops is a kitten-bag move. Players in this game farm for hours for drops, you should know this, and you want to rub salt into their already bleeding wounds? Expect salt. You want a congratulatory message? Ping it to your friends, the people who know how long or hard you worked to get that drop. Not to the people who are working just has hard, if not harder, and still have to keep working for it.
Ofc thieves should be punished for missing attacks!! After all, all other professions get punished with conditions for missing their skills right?!… Right?!….
/facepalm
Other professions are indeed punished if they get blinded and miss their skills their skills enter cooldown if other professions use skills on a blocking players their skills enter cooldown , thief is the only profession that has access to easy stealth and shadowsteps and ontop of that a non cooldown system and to top it off their auto attack skills become stealth high damage skills so being auto attack skills means they dont cost initiative thus thief is not being punished in any way .
this thread isnt even asking for thief nerfs but simply make stealth be counterable .
Thieves get punished other ways when non-thieves are not:
- You can stand on point and stay for cleave DPS midst teamfight
- You can contest the point if teammate is low (to keep it yours)
- You have more chances surviving while reviving a downed teammate
- You can pressure a whole point with AoE’s + doom/geomancy sigil
- You have more survivability vs attacks head-on
- You can survive better while performing more auto-attackchains in 1v1 or teamfights
- You can win vs low to average thieves without even noticing he’s trying to attack you (AoE DPS/Condi/Peel)
- You are easier to cleanse/heal compared than a thief midst teamfight
- A Thief can easier be seen useless to your team due wrong rotation (if team has equally good experienced players)
- List can go on and on..
Im sure u can find some things about what Thief can and others not but if you think about it, other burst classes can do lots of things thief can, while this list shows what a thief cannot do reliably while others can (excluding mesmer, ofc)
FYI: people who cannot stop attacking whilst blinded or getting blocked, should be punished with CD’s.. (Stow Weapon FTW)
the only profession that can do all those things you mentioned would be pretty much shoutbow warrior
I think Terror is trying to say that thieves only really have one viable play-style Stealth+Damage (Power/Condi). Thieves don’t have a supportive style other than giving stealth to allies (can’t really call venoms support). Thieves don’t have a tank play-style (maybe an evasive/blinding play-style but this relies a bit on stealth too).
Other professions can do so much more, where as thieves have just one/two things going for them.
No problems with thieves’ initiative system. It’s been nerfed so much since launch, they’ll have to delete thieves as a playable profession if they want to nerf it more.
Stealth, on the other hand, is a problem in every game.
Solution:
Make Stealth a STACKED effect
- Every second of stealth obtained is equivalent to 1 stack of stealth.
- Every second spent in stealth removes one stack.
- Every physical hit received, removes one stack of stealth and therefore 1 second of duration.
- Losing all your stacks, means losing stealth. (Losing stealth via losing stacks doesn’t apply ‘Revealed’ debuff.)
Whammo Bammo! Everyone wins. Stealthed players have a clear and visible way to see stealth duration without hovering over the buff or counting flashes. And there’s a viable counter to it.
For immersive purposes: when you hit a player (even in stealth) you should know you hit that person via recoil and some other bs, so losing some of that stealth is like a person narrowing down the stealthed player’s location.
This would also make being in stealth require some skill, you can’t stand there and wait for your cooldowns/initiative regen anymore. It’s not just the damage you’re afraid of, its losing your stealth too.
This Charr’s Meat Stick, yes, that’s what it is, a giant meat stick that he waves around in the public.
Dude, its magic. Do rangers actually carry arrows? No, when they pull that string a magic, physical arrow appears via magic, that magic arrow runs out of juice at a specific range, then poof it magically disappears. This game is filled with magic, though it’s just not as pronounced as other games, it’s still there.
Don’t ever stop believing in the Magic.
I’ve been messing around with Sword/Shield + Mace/Sword with Physical Utilities and been having a bit of luck with it (well, more fun than luck). Bulls Charge and Savage Leap to close in and traited my blocks to reflect and interrupts to put Confusion. The only real problem I ever have is with conditions, I only have one cleanse (Cleansing Ire) and that only works if I manage a hit (in melee range), so if they block/dodge then it’s gone and so am I. I don’t know, maybe I’ll put on a Warhorn or a Purity Sigil to compensate for my lack of cleanses.
Regardless, range does feel like were the meta is at. When I do go range, it does kind of feel like PvP on easy mode when I compare it to melee.
Oh, the warrior was a ShoutBow, he had Dolyak Signet so I’m assuming the other two were shouts, but I don’t know, maybe there are Shoutbow builds with only one shout. He didn’t have Fear Me, that’s for sure.
Was just in a PvP match, tried to CC this Warrior and he was Invulnerable to the CC.
He didn’t have stability, was this Berserker Stance? I don’t remember ever triggering invulnerable when trying to hit a CC on someone with Berserker Stance up. Then again, I could of seen it but just forgotten.
TY in advance
Bringing the topic back. Do you guys think it’ll happen with HoT? We know guild halls will be added.
Personally, I think this would be a great way for ArenaNet/GW2 to make some money, throw in some personal housing and sell a bunch of decor items via the Gem Store. Players get their personal homes, ANet gets our money, win-win.
If they do add personal housing, I’d like to see personal Airships. We can get different models, decor the insides and outsides. If they added this, they could make flying docking stations, were you and your party could dock, then you and your party could compare whose ship is bigger and better. In the dock, they could put all the farming nodes there, so it doesn’t clutter the actual ship and you can shares with your friends/party who dock with you. You could even have it so while you’re exploring your airship would be flying over in the corner of the map so when you look up, you could marvel at its beauty.
I’d like to have manequins and weapon racks too, that way I could show off my best looking armor and weapon. They could turn the useless titles into wall trophies and make titles into something more epic.
I don’t know, I’ve been playing GW2 since launch, and to be honest I never really cared for the thought of personal housing until now. I’d just like a way to truly show off my accomplishments in game to my friends.
What do you guys think, will they add housing? Should they add housing? What kind of housing would you like to see? What kind of functions would it have?
The problem isn’t that there isn’t any opportunity to fight/PvP. Say an enemy player snipes your NPC, do you chase him or do you look for another NPC/PvE objective? What has more weight to winning the game? Chasing/stomping him or getting supplies for another go? Do you engage an outnumbered/losing match to keep them occupied for a few seconds after they lost their NPC or do you leave them and take that opportunity push for your teams own win condition? Is being out of the game for 15-20 secs worth engaging an outnumber fight or do you look for another objective to win? This is PvP, and players should actively seek fights out, but its a competitive mode, the priority is to win. A lot of Stronghold is fun, but winning a match doesn’t revolve around fighting.
The bulk of my Stronghold experience:
You have 1 high burst/dmg player escort your 5 starting doorbreakers, he only has to burst down guards and let the doorbreakers do their thing. If a defender(s) comes along, their priority is still the NPC guards who can 1-shot doorbreakers.
The other 4 rush the enemies’ spawn corner and keep them occupied until both gates are down. If the enemy went defensive then your already in their corner you just quickly swap lanes and join the escort and have your most mobile player run supplies. Either way, its a rush into Lords room.
Once you have your enemy on the defensive its a lock. Your team already has the point advantage from guard kills and breaking gates, so if they managed a good defense and stalls the match out, you win. If they can’t manage a proper defense then the lord is dead and game over.
When you saw more and more groups do this, to counter this, groups had to focus down on doorbreakers because it was nearly impossible to keep your guards alive. The thought goes, “Can’t fight you here, gotta get those lil skritt out of the way fast”. So its not that they didn’t want to fight the 4 players in their corner/lane, to win players had to kill enemy NPCs fast, then spawn as many as possible, because the first one into the Lord’s room wins. When players are coming at you, they really aren’t fighting you, they’re after your NPC’s, you’re attacking them while they attack your NPC, they are PvE’n and you are trying to PvP. I don’t know how to explain it, I played stronghold for nearly 3-4 hours (lost track of time) and the more I played it, the less and less it felt like PvP. It was still very FUN, let’s face it, if it wasn’t fun I wouldn’t have been doing it for that long. It’s just not PvP.
- You have to interupt people,when they channel something. I like this,because it’s not just,that someone with 1.2k+ range dares to shoot you 1 time and interupt your channel. They have to commit to fight in a sense.
I liked this at first, but the more people played the more they learned. Experienced players would just pop stability and hard channel. Warriors, Guardians and Rangers have huge sources of stability and if they got started in a channel, there’d be no way to get them off unless you had access to more than 10 hard CC’s.
- Matches don’t drag out,shorter time means,people have to actually do stuff,then be in game for 20+ min.
Nearly all my matches either ended before 5 mins because of Lord rushes, or lasted till time ran out because of (defending) Lord rushes.
- Plenty of pvp to be had,if you play it right
The problem was that PvP was very optional in this mode. It would only be mandatory if a team made it past both gates and into the Lord’s room. Out side of that, players only need to focus on PvE objectives like killing doorbreakers/heros and collecting supply. There can be made an argument that you need to fight other players in order to do this, but more experienced/skilled players could easily snipe NPCs and disengage from combat (why risk dying in combat, dying means you’re not in the game to help when it might actually matter) or los around supply depots and channel with stability for supplies. Yes, plenty of PvP if you choose to PvP and risk giving your enemies an advantage when you really didn’t need to.
I pretty much agree with you with everything else, Stronghold was fun. But it really doesn’t feel like PvP when you take a step back and really look at what you did. There was just too much priority on PvE mechanics and not enough objectives to force players into a PvP situation. If they added Stronghold as it is, I’d prefer them not label it PvP and put it in PvE with Activities along side Sanctum Sprint and Keg Brawl. But I’d like to see them change Stronghold and make it into a real MOBA style PvP mode for all of us.
You say that as a defender all you do is fight npcs but then say you are facing 4 enemy players.
All you have to do, when you’re defending is kill the NPC and run back into your keep/stronghold. I think the general consensus from the PvP community, is that this is PPT via PvE. PvE to win. Rather in conquest, there are PvE mechanics (ie trebuchet, lords, etc) but the focus is still PvP for your points, granted your main objective is capturing nodes but two enemies can’t stand on the same node and earn points, which forces players to PvP. In Stronghold, you aren’t forced to PvP, rather once the NPCs (ie the PvE objectives) are out of the way, you can sit back in security and waits it out.
I personally like Stronghold, but when I think more and more about it, it just doesn’t fit PvP mode. It feels more like the Activities you find in PvE (crab toss, keg brawl, sanctum sprint, etc.) Where players work for an objective and combat each other to stop them from theirs.
Stronghold was fun. It was different. And will definitely make a comeback for sure. But Stronghold was clearly less PvP. All PvP is about earning points, PPT, and in PvP you rack up points via PvP, but in Stronghold you racked up points via PvE objectives. This should be brought back, but as it is, it’s more suited as an Activity along with sanctum sprint and keg brawl. Where players win via PvE objectives while competing against each other. If they brought it back in PvP, there’d definitely need to change the mechanics around a bit.
Lols, love how one comment can derail an entire thread.
Um, by your definition you are not a PvPer actually. Conquest isn’t PvP, its PPT. You don’t have to fight anyone to win at Conquest, you don’t even have to kill an NPC, you just have to stand on filling circles. So are you are actually asking for a new team Deathmatch map like Courtyard? You might want to change your thread title.
So you’re saying that in conquest, when two players, from two different teams stand on a point, they don’t have to fight in order to win points?
Deathmatches are PPT too aren’t they? It’s not like wiping the entire party is the win condition, its getting the most points via kills, PPT via PvP. Wait… That kind of sounds a bit like Conquest, PPT via PvP on nodes.
To the OP:
New conquest map would be nice, but adding new PvP modes/mechanics are a better investment, imo. Stonghold was fun and different, but can’t be considered real PvP when the focus is PPT via PvE with a bit of PvP.
cut them some slack, dev’s have betas to test and gather feedback. they’re reading the posts but aren’t ready to respond to anything yet. GW2 is experienced by 10s of 1000s of players, they probably want to chime in but with that many players, more than most players will flame out rather than help provide productive criticism when they see a red post.
No need to kill other players
remove the supply depots, and make it so that every kill automatically drops 2 supplies forcing players to actually kill each other to progress in their offense lane.
long respawn timers are a pain, in higher tier fights, players force downed players to stay in downed state as long as possible, so add that time out of combat plus a longer respawn timer, would be a pain. if anything, they should make the map a bit longer/larger so it takes them longer to run back, so respawned players can either run back or go to another/closer objective.
Too many hearts to do anything about it now guys. Just be glad they aren’t including them in HoT. They’re being replaced with Adventures so that should be interesting.
I know that there was way more hearts in the works when the base game went beta. So to give hearts more flavor, I’d like it if they would rotate hearts out and put new ones in every month or so. A little variety never hurt, I know when they replaced some hearts in the starting zone, I was mildly content/surprised and a bit interested in those zones for just a moment. Only a moment though, for as long as it took me to find out it was only 5 hearts that was changed.
- In defense, as long as you kill bombers other players can’t do anything to your base, so why would you even care about them ?
The bombers ignore players and guards. They won’t attack or defend themselves. They will only bomb the door down and nothing else.
If the teams do not defend them, they’re helpless on their own and will get wasted by the guards and players.
Killing the players allowing your bombers to advance is imperative.
You admit this in your third point, but erroneously exclude the defensive side of it, saying the offensive team is the only one who has to worry about it.
If the enemy defender does not kill the players allowing the bombers to advance, they will lose their gates and fail.
Killing NPC’s takes away focus from players. Who can then kill you, and allow their bombers to advance.
This is where skill kicks in, where the better players will take victory.
I think the OP was saying that Defenders only need to prioritize NPC/doorbreakers and can pretty much ignore enemy players. And later he mentions that only Attacking/Escorters have any real incentive to attack enemy players, like you said. The problem is that defenders don’t have any incentive to fight enemy players. And you’re underestimating defenders a bit too much here, its pretty easy to take out an NPC while dodging oncoming attacks from players. Once the NPC is down, defenders don’t need to defend from real players anymore and can just disengage relatively easy. Again, this is because there is no incentive to defend against attackers if your gate is still up.
- Supplies, just run two of those unkillable mobile specs like DD eles and run them in loops ignoring attackers.
That’s what the treb is for. Utilize it.
This is only incentive for players to fight at trebs, once trebs are down, roaming players like the DD eles only need to harass/los because there is a lack of incentive to actually fight to the death.
Offense is the only place where you fight players, as it’s part of protecting your NPCs. But it’s still only useful in this context, when you have no NPC you should just ignore them and go back tu running supplies again.
And if they just let you do that, they’re going to have a bad time.
I think OP is referring to the fact that an attacker isn’t worth engaging if he isn’t escorting an NPC and that defenders should look for other objectives, the problem is that in PvP the objective should revolve around PvP, not some PvE objective like gathering supply. Ideally, this situation would result in both parties fighting for supply, but there are so many PvE objectives, this is rarely the case.
This leads to situations where attackers attack defenders, but the defenders try to kill the NPCs and never fight back. Once the NPCs are down, defenders reset in their base and attackers leave.
Those are some dead defenders against a team worth anything.
Defense is too easy, if you defend around the gate portal, you can easily disengage and heal up and reengage since attackers can’t get through without NPCs. Again the problem the OP is trying to bring up is that Defenders have little or no incentive to actually engage in combat with real players. No PvP in PvP?
Since people are complaining about a lack of player fights
Spot on. Stronghold, at its present state, is filled with PvE objectives (prioritizing killing NPCs, over Players). The OP was stating his observations and making a complaint about having too many PvE objectives in PvP mode, which I think is valid. Its still in beta, and he’s hoping that by posting this, he could somewhat influence it’s development, that’s why developers have betas, for his, yours, mine and all players’ feedback. And complaining is a form of feedback.
I think your solution is valid too, removing some of the PvE objectives (spawning NPCs with starting supply) in the beginning would help early game out a lot.
I like the MOBA aspect of this mode, but after playing it all night, its PvE with a little vP in it.
I feel like this should be a new activity in PvP along with keg brawl and sanctum sprint. Since you prioritize the PvE objectives over PvP, this mode as it is, shouldn’t be considered PvP.
I think a good solution would be to remove the supply aspect. Or change it. You can make it so that instead of channeling/fighting for the supply center. Kills give you supply, this is incentive for players to fight one another.
I also think that there’s too much supply at the start. The game should be about fighting players for those supply depots so you can start your push against the enemy lord for that late/end game battle in lords room. But you can skip the fighting right at the get go because you have enough supplies to push the enemy’s lord.
Wow, it’s PvP. It’s suppose to be competitive. What makes games competitive are the rules/restrictions organizers set in place. They’re meant to keep the game balanced a fair, it makes the game more about player’s skill than about their builds/equipment/profession. It’s over-simplified to make it more appealing/less daunting to new players. It’s restrictive to make the game mode more competitive. I like the system. If you want options, go roam/duel in WvW, tower objectives are another form of conquest.
I really like the game mode when its more push-and-pull, rotating players from defense to offense and vice-versa.
And because doorbreakers are so easy to kill, I think players put a higher priority on escorting them or in offense.
When I think more about it, I wish there was another win condition revolving around defense, I feels like that might make for more interesting matches. Because its either kill the lord (offense) or stall out the match with more points (defense). But there are so many objectives already in kitten might make it too confusing and stretch an already stretched 5-man team.
I don’t know, still like SH, only thing I really don’t enjoy is the shorter zerg matches that I get from time to time.
Don’t get the wrong idea guys, I actually like Stonghold, it has a MOBA vibe to it, and who doesn’t like MOBA?
But SH as it is seems to be veering towards that PvE speed meta, where faster is better.
I’ve just had a match were it was literally a race to see who could provide swiftness and get their Doorbreakers to the gates faster. Both sides was practically glued to guarding the first 5 Doorbreakers. No one wanted to break off, and risk losing their Doorbreakers and so yeah… That just happened.
That match was literally a race, barely any PvP at all, only when the random person wanted to try and interfere with the other team but they’d meet a 1v5 situation that always had the same ending.
Is anyone else having 3-6 minute matches? Am I just imagining things?
I like the MOBA vibe that stronghold has. I would like less focus on killing mobs too. When the priority is killing NPCs, it stops becoming PvP. Maybe a mechanic to revive your guards, so you can have more NPCvNPC so players can focus more on PvP.
from my experience you can interrupt them, just not with regular attacks, it has to be an actual crowd control skill. i.e. fear, knockdown, knockback, pull, luanch, daze, stun, etc. you know, skills that interrupt.
It has a time limit. If you have more points when the match ends, you win. Def is a very viable strategy. I won using 4 people defense before.
Oh, so we can stall it out. That seems a bit interesting.
I’d prefer it if they actually displayed the real average queue time. Says 3 mins, alright, I can wait… Waits 9 mins… 3 more mins… Yes, getting into a match finally! NOOOO, someone failed to hit ‘ready’! Fml
Says 3 mins, but realistically, 15 mins.
Is killing the lord the only win condition for this mode?
I’m racking up small points here and there, but if they don’t matter, why keep track of points?
Just a little confused, can I win by racking these points or no?
5 minutes?
The stream started at Noon.
They talked about WvW stuff until about 24 past and the whole thing ended about now (35 past).
That sounds like the majority of it was actually about the WvW stuff.We also got quiet a bit of new information that was not covered in the blog.
let me rephrase that, why’d they spend 20mins reading something we could’ve read in 5mins?
The only new information I gathered was the actual times of upgrades, and what was in each tier. And Waypoint changes.
What else did they talk about that wasn’t in the blog post? Why they were changing ability point distribution? Why they changed it to the auto-upgrade system? Wasn’t that covered in the blog post?
They didn’t have anything to reveal, no demonstrations of any of the WvW changes. How is that different from reading it on a blog post? If they weren’t ready to reveal any of these changes, why stream it?
The only content they demonstrated was Dragonhunter play, this was a Dragonhunter reveal 2.0
Today’s Ready Up was a joke, 5 mins to read blog post?
Why reveal something you’re not ready to talk about? Should of just called this ‘Dragonhunter Reveal 2’
Beginning to think Anet doesn’t take WvW seriously.
Topics like these are always so toxic. I can never till if the OP is just a troll fishing for rage or an actual character looking for something to do.
Should’ve just asked in-game, would of had responses and people willing to actually take you around and do content with.
The derailing is so bad here. And that kind of godly control would be misused everywhere, not just here.
It be nice if they just had a better merging system. I don’t like my new thread being lumped in with a thread about the same topic 2 years ago. I don’t care about the opinions of players from 2 years ago, I want to hear from players who play the game now.
Wow, normally posts about dungeon exploits are removed almost immediately. But this one actually has some traction (12hrs).
Is this Anet saying, “We give up?”
I mean, WoodenPotatoes did an entire video showcasing this exploit in the background, and that got over 25k views. So maybe they did give up.
Its the Constortium that’s rebuilding Lion’s Arch. They explained that it took awhile for them to finalize on an actual design plans. But the Constortium are not just constructing in LA, they are building off-site and dropping in buildings into LA from the sky via airships (look up in LA and gander at the spectacle). It’s safe to assume they have been building offsite all this time.
And also, MAGIC.
I would of been okay with them making WvW ability points into a currency to buy stuff with.
This is NPE for WvW. And I don’t like it.
Auto-upgrades (as in an upgrade process that can run without player input/gold/etc) are great. Inevitable auto-upgrades are a problem. The fact that even taking camps can’t prevent upgrades from happening eventually is a problem. This is the one new change that I think really needs to be looked at; dolyaks should be a required part of the upgrading process for objectives, not optional.
Edit: And to answer your question, I think the current counters to upgrading (capturing camps and killing yaks) are perfectly fine, I really think those should still be counters to upgrading.
YES, yes, and more yes. I missed this reply when I went into it again. But yes, totally agree to this. Reading my mind shivers
Yes, turn WvW into PvE. That’s what we want.
edit: talking sarcastically, please don’t take my response seriously
I think the auto-upgrade and removal of upgrade costs is a good idea, but not entirely thought-out…
Some random ideas:
The upgrades should not progress at all as long as the “neighbour” camps to an objective are not captured by the owner of said objective.If one of the camps is captured by the objective owners, the upgrade should progress automatically, but very slowly. If both camps are captured, it should progress faster (at the speed that is intended to be the auto-upgrade speed right now). Each Dolyak reaching the objective should give a boost to the upgrade speed (as intended to be implemented right now).
This is a nice thought, but… correct me if I’m wrong, but what do you do about camps that supply more than 2 keeps/towers, NEc/NWc supply 1 tower and 2 keeps (one being garrison) this system would have enemies prioritize NEc/NWc over other camps. Do you make these have stronger upgrades?
Another possibility would be, that as soon as the neighbour camps are in enemy hands, the auto-upgrade should drain lots of supplys from the objective (like really sucking it dry very fast), so that defenders actually have a reason to get their camps back asap.
No idea if any of this would be easy to implement. But the announced changes sound like my favourite tasks in WvW (upgrading and defending camps and objectives) will get very uninteresting…
I, personally, think an auto-downgrading system like this is the only real counter to an auto-upgrading system they want to implement. It makes the most since when you think of using opposites as countering.
I also think this takes away objectives/task from WvW, like defending camps and upgrading, that players can do solo or in smaller groups. There’s just not much else other than scouting and roaming, if you want to play solo in WvW. It’s like Anet has decided that the only way they want you to play WvW is in a Zerg/Blob.
From a RP point of view, yaks are still delivering supplies to Keeps/Towers only half of them can be used by players for building sieges and other stuff and the other half is kept in a private vault only used by the keep/tower. And I don’t find it hard to see keeps/towers from having a surplus of saved supplies to continue auto-upgrades without a stable supply line. This doesn’t break my immersion at all.
What this auto-upgrade system does, is tell me, ‘ef-off, solo-flipping camps means nothing now, small groups don’t make any impact to the grand scale of things, to play WvW you have to be in a blob’
They need to add a mechanic to stop the auto-upgrade, some sort of counter. All they have is a way to delay the upgrades. Auto-upgrade is way, way to overpowered. Though, I think its a step in the right direction.
overwolf, mumble, rainmeter, there are tons of third-party apps.
This has been on my mind all day, how about making so that captured camps send ‘sabotaged’ dolyaks into enemy keeps/towers to downgrade them?
i report this everytime i enter an lfg who’ve done this ahead of time via /bug. everytime i post this on the forums, they just remove it. posting this on the forums is a breach of ToS, they see it as promoting an exploit. I don’t know if they ever plan on fixing it. this’ll probably get removed soon.
naw, just rebooted the client and whamo bamo, clear skies all ahead