Was it on foefire? Just curious lol.
Standard procedure is that 8-10 people vote foefire. People join, never accept start (because of course). Clash at mid, whichever team loose the fight give up and its a total blowout.
Everyone voted for it and everyone wanted a quick win. Just sucks to be you if you ended up on the loosing team.
Other “normal” hours with a more varied PvP crew, foefire can come up and get like 2 votes lol… most of the time much, much more balanced matches.
Well at least dont pick the theif or driud. They suck compared to gaurd.
You know WvW is just sPvP on a macro scale. Oh we lost mid 3v4 1m into the match now I’m gonna AFK the rest of the round cause you all suck and its your fault we will loose this.
The answer is no. Nothing can be done. Anet cant fix players. All you can do is keep fighting until you cant fight anymore. Everyone gonna stop sooner or later.
Sigh. These couple of week we enjoyed 2-1-1. This victory points distribution has potentially many benefits over 3-2-1. But I haven’t seen anyone analyzing the effects. Lot of touchy, feely based opinions only.
Or people saying stuff without really saying anything.
What potential benefits?
Presumed pros such as “well this surely encourage 2 and 3 to focus 1!” has been thoroughly plowed into the ground both in theory by people in the forums and in practice ingame over these weeks.
Care to share the benefits?
I have played with that idea before, problem is it become complicated very fast. I definetly dont like tier bonuses because they are huuuuuuuge currently.
I would personally propose an incredibly simple idea that give players more control of any extra PPT:
- Each tier on all objectives gives +1 PPT to their worth
- Each tier on connected camps give +1 PPT to their connected objective worth.
Two rules and thats it. No algorithms, no timeframes for decay, just instant values at any given point.
Bay in this example would get for example 10 (base) +4 (max on its own at T3) +8 (max with two T3 camps).
How you “decay” PPT is to control the lands… IE WvW.
(edited by Dawdler.8521)
The response to 2,1,1 is mixed
Hahahaha… I dont think you have been reading the same things we have. It’s disliked by almost everyone. That’s not exactly a mixed response.
5/4/3 over the normal 3/2/1 I fail to see the point of but literally anything is better than 2/1/1 so there’s always that.
We still need some sort of score bonus features for hitting servers that currently have more points while getting less score for hitting servers that has less points.
Also increase PPK or severly reduce the PPT tier bonuses as they have wrecked havoc on the score landscape. It’s waaaaaaaaay to easy to snowball points now for the top server due to heavily defended upgraded objectives the lesser servers simply cant take so easily.
The PPT scores was OK pre tier bonuses. Not perfect, but skirmishes reduced the impact of nightcapping and it was OK. Then it got ruined again :/
(edited by Dawdler.8521)
Not really, cc’s/blocks kill warriors. Someone skilled with a warrior is always gonna be tough, but then that’s goes for anyone.
You can CC and block a warrior all you want – they’re still gonna regen 1000 hp/s.
Nice video, perfectly to make this exploit known gamewide.
Sometimes it’s better to simply have common knowledge of exploits. It’s the only thing that can hasten a fix. WvW hitbox/building exploits isnt exactly top priority. If people hadnt posted videos on how you could completely bypass DBL keep walls and just leap through both outer and inner on the druid we’d probably still have that.
(edited by Dawdler.8521)
Same reason why stacking DHs is OP – passives, heals and invoulns/blocks means that you need at least 30s to kill one of them in the perfect conditions, but at the same time they have so much damage you rarely survive that long. Power isnt really a counter nor is condi. Now stack 5 of them. They are essentially immortal.
TL;DR nerf healing signet + adrenal health
I believe the devs have said before that racial changes, due to the personal story and other coding aspects, are not possible with the current engine.
And its still as stupid as the day they said.
Look, its real easy. We can do manual race change today in 5 minutes.
1) Move all your ascended gear/items/bags to bank. Salvage exotics, keep the runes/sigils.
2) Delete your character
3) Create your character
4) Insta 80 with tomes
5) Insta elite specced by heroics in WvW
6) Transfer back all your stuff in point 1
7) Done, race changed
What do you loose? Bagslots and the gold cost for replacing your exotics. Your personal story is gone. Your age is reset. But it still works just as good as anything. Most choose to skip step 2 – just create another char in a new slot. You already suffer the same limitations as a race change would. You cant equip your old human gear if you are charr for example.
Anet could easily allow this automatically
What would you be paying gems for?
- To transfer soulbinds on character (with the exception of race bound where you get gold per item mailed to you and the item destroyed)
- To keep the same bagslot expansions
- To set the same age
- To copy the same story progresses
Thats it. Its databases and numbers. Copy paste.
Anet can do this. Whether its worth the effort is another matter.
Wait was it 3 people or 50? Cause OP says it was 50 on outer then all was on inner. Unless it was 50 DHs…
If only Asuras could be a tad bigger…….see, here I go again!!! I need help. LOL!!
Largest size Asura are only a human head shorter than the smallest humans. They become comically fat if you go bulky armor and big head, haha. Most you see will run smallest size I think.
In my opinion this should be changed to either defend events are triggered when a certain number of enemies are in the vicinity(10+) or when gates/walls take more than 100 points of damage in one hit.
Your second condition fails as players will probably hit for more than 100 points of damage on a door with certain high value attacks. It will only work if you increase that number to say 1000 damage or something.
Personally I think contest should have 3 simple conditions:
- Doors are attacked by siege or if they have taken more than 10% damage (counter resets on event done or cap, that way broken doors wont be contesting stuff).
- Walls are attacked by siege
- Lord is attackedGuards are expendable, they really dont need to be part of the equation.
What about camps? There’s several camps where guards can be killed without pulling the lord, which then could be cleaved down too fast to notice and rescue the camp, before it’s capped.
Well a single person can pretty much assault a camp and have everyone dead before contest even pops…
But the answer is simple in this case. It could work just like now.
I am guessing that the current guard AI simply have a state that says that if it’s attacked, the objective linked to the guard is contested.
Disable that for keep and tower guards (either via a new template of guards or a simple 0/1 switch). Keep it for camp guards. Problem solved.
Hell I wouldnt even mind seeing some fun visual interaction on this for NPCs that are capable to contest. So you attack a camp guard? He gets out a horn and blows on it, alerting nearby units (and obviously contest the camp). Attack a keep guard? Well the lord couldnt afford horns for so many guards so he’s kittened.
In my opinion this should be changed to either defend events are triggered when a certain number of enemies are in the vicinity(10+) or when gates/walls take more than 100 points of damage in one hit.
Your second condition fails as players will probably hit for more than 100 points of damage on a door with certain high value attacks. It will only work if you increase that number to say 1000 damage or something.
Personally I think contest should have 3 simple conditions:
- Doors are attacked by siege or if they have taken more than 10% damage (counter resets on event done or cap, that way broken doors wont be contesting stuff).
- Walls are attacked by siege
- Lord is attacked
Guards are expendable, they really dont need to be part of the equation.
Engineer is the funniest profession, with their elixir gun and bombs and odd gadgets.
Asura is the funniest race, with their goofy run and their cartoony change-of-direction animations.
They’re a natural together.
Still make me laugh every time I fire my pistols.
the reason for 2-3 DHs on one team and its popularity is not because DH is overpowered
It is because DH is very easy to play for good results without that much knowledge required
If you know PvP then DH isnt harder to fight than other classes
Yes well heaven forbid the actual DH know PvP.
Because that would be overpowered.
And yet it was still fairly close at 434 vs 500. Either of the duos on your team might have been a predetermined victory. Pretty poor example.
Lol, are they hitting you with wet noodles? I don’t think I’ve seen a single attack on you that was over 2k in the whole first part.
Have you fought these kinds of thieves? It doesnt matter what attacks you have, they have near perma-evade and are practicly unhittable.
That said I see near zero condi pressure in the vid, which is the only proper way to kill these builds. It doesnt have to be that high burst, but you need to constantly apply it to keep the HP trickling down more than he can heal (duh) even when you cant hit him. The enemies basicly brought spoons to a knife fight.
They never increased passive ppt from the tick. They merely re-balanced it to fit the new 5 minute timer. They reduced it to 5 minutes so that camps mattered, something players wanted. Getting higher points from flipping stuff that is more upgraded is something players also wanted. None of this takes anything away from ppk since ppk has nothing to do with the tick, only the scrim, which lasts 2 hours.
Higher PPT ticks from upgraded stuff most definetly diminish the importance of PPK to negligable at best. Problem is that they boosted PPT far too high. This wouldnt have been so much of an issue with an extra 10% for each tier. Instead, we are seeing 50% higher PPT just going T0->kitten->T3 keep is almost 3 times the PPT and the others arent far behind. This is just massive.
This is what wrecked PPK.
Edit: kitten Anet and censoring. T*zero* to T*one* and T*zero* to T*three* kittenmit kittening kittens.
(edited by Dawdler.8521)
But of course there’s an Arenanet-approved solution to all this..
Buy more bag slots from the gem store!
And its on sale, what a coincidence!
At least people are halfway. This is nothing compared to the some of the old WvW achievements, which where calculated to take like 20 years to complete if you played 24/7.
Presumably Anet has the actual data regarding map use. If they see the alpines getting way more play, then I can’t imagine they’ll just let that sit without doing something about it (even if that’s just another poll to measure what people think).
Until then, just use a different map. I’ve never felt “forced” to use it, so don’t.
Uh…
They have let us sit with it. We can get the kill stats from the API, ie overall activity. An example from the matchup start 25th nov:
(EU in order of tiers)
60.156 26.591 7.112 31.314
42.152 24.098 8.456 20.705
39.357 18.029 7.866 15.584
33.595 21.943 9.164 15.932
47.353 12.156 6.794 19.740
(NA in order of tiers)
55.224 18.031 10.179 14.646
38.229 11.949 4.218 27.511
51.927 18.265 8.469 14.567
59.774 14.979 7.556 16.068
Take a wild guess which is EB, which is desert and which are the two alpines. No really, guess. I wont spoil it.
The ping of -90 might be your problem. With negative ping, you are actually getting data back from GW2 servers before you even sent the input. This make the client confused and cause lagg instead of normal lag.
Can still be summed up in a simple manner:
Bring back the 8v8 sPvP we had in the GW2 beta and apply it to Stronghold.
It’s possible they are adjusting things in preparation for fridays relink. Highly likely that these servers will loose any linked servers then (ie ET and AR) or get lower population ones.
The way that crap poll was worded you’d think they’d do something with the deserted bl’s like make some improvements. little has been done and the map is trash. No blood lust still lol. I mean, barely anyone plays the map just get rid of it.
Quite a bit was done to improve it but still… There are several simple things they could do to improve it further:
- Delete the pointless stealth fog around garri. All it does is cause heavy framerate dips. Spikes are enough.
- Clear out the central area and put bloodlust caps there.
- Make an exit south of main spawn straight into the northern camp.
- Make jump pads or something in garrison that leap you half the distance to hill/bay
Something that would make it a little bit more tolerable.
But given the fact nothing has been done since that overhaul, I think they have tossed it completely aside. We’re stuck with it and it’s our own fault. For the record I was one of those that voted to delete it despite Anets threats of “oh but we’re never gonna make another map if you vote no”. Most of us that played it more than a glance knew what was wrong. It’s broken. It cant be fixed. It doesnt follow the WvW standards that Anet set themselves with ABL and EB, ie keeps and towers are distanced to each other just right so that there is a constant threat and momentum of wanting to cap them.
That’s not disengaging. That’s stealthing and hoping for the best. Disengaging is purposely getting so far and so fast you are out of combat. Stealth gyro in particular is extremely bad at that since a single burst will destroy it and any AoE will keep the engie in combat.
I haven’t been killed by a PP condi engy in a 1v1 since HoT came out and that comes from a power shatter mesmer perspective however a power scrapper is very hard to beat generally because they can always disengage when the get low and regen to full/wait for CDs to recharge.
Lolwat?
Engineer or scrapper, power or condi, they have literally zero ways to disengage from a mesmer unless that mesmer is a moron, in my opinion.
Kit out your scrapper, for solo it’s fine as it has loads of stealth and sustain, lots of might stacking and can go toe to toe with many builds whether they be power or condi.
This is what I’m running at the moment, you can always switch out zerker armour to marauder for extra vitality at the cost of ferocity. If you replace either bloodlust or energy sigil with concentration you can hit 100% boon duration easily with just 2 wanderers accessories and can switch rings and amulet to PVT, zerk or whatever you want.
It’s worth mentioning a scrapper plays well with others but warriors less so as they tend to be all about personal survivability and offer very little for allies. Scrapper brings group stealth, group cleanses, group damage reduction, poison and if you see the enemy coming you can generally switch a utility and you will win easily.
p/p condi perform far better roaming because it’s the only engie build that has enough lingering pressure to kill fleeing thieves/mesmers/whatever, which is what happens in 9 out of 10 times when roaming. Power Hammer is more fitting for frontlining 5-10 man havoc squads where you are supported by more mobile/ranged classes.
Roleplaying got totally wrecked with the removal of servers and Anets complete refusal to either fix instance hopping or leave cities on the old system.
Dont think they ever recovered from that. Was pretty sad to watch the decay as I had joined the unoffial EU RP server on launch.
Where on earth is this rant even coming from? Have they said that we’re gonna have a tournament or something? Because last time I checked, never gonna happen ever again.
If your zerg dies in 10 seconds, you’re doing it wrong.
Want to know a dirty little secret?
Fully specced out healbot eles stacked for every 5 to 10 man in the zerg constantly casting offensive waters and you can push through hell and back with the entire zerg. Everyone will regen 1000+ HP/s (that’s only passive heals+regen, not active or personal regen).
But wait, what am I saying? Healers are taboo! We dont talk about healers. This game dont have healers. You’re not supposed to play healer. Zerker or gtf out.
FSP gained some guilds from other servers a few months ago now, who went there ‘looking for fights’. No idea if they are still there or whether they all bandwaggoned somewhere else.
Possibly to deso because for some reason I am always seeing the same guilds on both both servers, like one man standing in FSP spawn while the same guilds five man gank squad is at the spawn camp. Or maybe JS as well, hearing someone swear out loud in french on TS and then suddenly go quiet is fun.
HoT release?! That was over a year ago! This lag has only just appeared for me.
Skill lag has been there since the release. I have several threads about it years ago here on the forum actually. Maybe you werent on a high populated server.
Haha indeed, this is perfectly normal.
I was in the same fight OP describes (cleric ele, all the heals to carry the train through insane AoE, none of the bags) and the skill lag is actually much better than it was years ago. Long ago, the server skill queue basicly shut down in 3-way SM/garri fights. All skills would keep blinking forever, only 1 would work (sometimes barely even that). Nowadays, the skills handles sluggishly and wont fire but they dont lock up. Sometimes you have to try like 10 times to get it off. Sometimes its 3-5s delays instead of minutes in the past. They have most definetly improved the skill queue delays.
But yes, its still annoying and no, it cant be removed completely.
This would break many things for thieves.
That’s how you fix things.
You break what’s broken.
Wouldnt it be nice if the game simply said hey I will give you +5 rating at the end no matter the result if your team bring only unique classes?
Players would be encouraged talk amongst themselves and have a wide array of classes specced for sPvP, maybe even be less toxic if they loose on a “diverse” team vs 5 DHs.
Now add +5 rating if your team lost but scored higher than 425 points as a “GG well played” bonus for a potential max of +10 points for diverse and decently even matches (ie +- 0 if you would have lost 10 ratings on the match).
But I digress. Lets go deeper down the hole instead.
Simply put, condi wars dont have enough conditions. Burn guard suffer the same flaw. The burst may have extreme potential but unless you meet someone that has no condi cleanse or nothing on cd, it does very little. Winning condi classes completely overload the enemy with 6+ condis instead, not necessarily high stacks. The only reason a condi war even stays up long enough to make a dent is because they are being carried by healing signet+adrenal health as usual. Having more power damage and the same carry will pretty much always be better.
Far Siegerpeaks
Ha! Its a well known fact that most servers FSP face has more siege in T0 towers than FSP has in T3 garri, lol. Being on FSP I take those kinds of towers daily.
Either way, it really doesnt matter. Deso obviously have way, way higher PPT population at the moment (they’ve lost a couple points to JS, dont think FSP has won a single skirmish?) but that could easily change with new links. FSP can still outman them sometimes. JS pretty much flee as soon as they see anyone, as usual. We have had the same matchup a couple of weeks and I am kittening sick of facing both servers. I honestly dont really like the high tier, T2/T3 prelink was always most enjoyable.
PS: If you love roaming on a thief or mesmer, go join deso. I mean they are pretty much all gankbuilds on thieves and mesmers already, but they could clearly use more, 2 or 3 thieves for every enemy is the optimal amount. Deso roamers can go eat a bag of kittens.
There is a traitline called SA that enhances a Thiefs Stealth abilities.
There is a trait inside that line called Hidden Thief which stealths a thief after a steal. On steal a thief can apply poison and confusion .With hidden theif they are then stealthed for 4 seconds. This means the thief can apply his damage and then remain stealthed for those 4 seconds.
If a thief wished they could use a SR to stealth beforehand and then use that same steal with hidden thief.
This has been there since day one and people have learned to deal with it. It has nothing to do with traps. It is a defined class mechanic. One might as well complain that after being attacked by a guardian/warrior he can throw up a block and I can not touch him for several seconds or that on shooting at someone from range the damage just reflected back. Those too are class mechanics.
A DH can stack traps outside a portal and then leave the area. A person stepping on them can take thousands in damage and never see the DH.
Hahaha wat?!
Have you ever actually fought ghost thief?
The steal stealth and what little condi it does is the least of your concerns. By them dumping all the traps in a well timed strike you will have ~6-8 conditions and a hefty amount of immobilize. Fail to cleanse that immobilize or have kittenty passives that doesnt cleanse/reduce condi effects and you will die where you stand without ever seeing the thief, end of story.
Wait how does this discourage a server fighting? You got huuuuge spaces to simply run past them from the spawn side exits and go cap something/fight somewhere else. Unless they have two 50 man zergs the screenshot isnt showing of course.
Maybe in NA you want those “fair” timezone resets but in the EU match reset is a ritual in the middle of primetime – the only primetime that exist. Setting it in the middle of the night is completely pointless. Whoever play then is an infinitesimal minority. It’s not like the 10 people that’s online are going to enjoy a good reset anyway.
So unless you suggest separating NA and EU WvW systems, no. I cannot agree.
% team vs enemy – is your teams percentage compared to the enemies I assume (your team made 48% of the kills enemy team did the rest: 52%)
Tbh this one can be really confusing, lol…
I once had a round that went down as 500 vs 300 (Kyhlo). Now, this doesnt sound like a total blowout, does it? 300 points is a decisive loss sure but its not horrible. The enemy must clearly have done something. Looking at team damage, we pretty much equaled each other, 52.8% for team total. Then I looked at % team vs enemy…. a neat 100% and apparently I did a third of all kills the entire match. Waaaaaaaaaat…
That match really made me question what the percentage meant :/
But I suppose it was just a lucky break.
after 100 game i was still in bronze now im in gold and can still win fights. am i a bronze rank being carried? or am i a legendary being held back by bad players? or is it all based on luck and not skill?
You are the sum of your team, ie 20% your skill and 80% RNG luck.
Good explantation, it is based more on luck than skill that is why the “pro players” team up to reduce luck,
So why is our skill being displayed individually in a team/luck game?
Of course.
A good duo where both players are on TS or otherwise know how to complement each other is 40% skill and 60% RNG luck. That is a massive boost to your chances of winning.
Nah, just remove the portals and make the doors open and close automatically whenever friendly players are at it.
Come on, it’d be insanely fun.
after 100 game i was still in bronze now im in gold and can still win fights. am i a bronze rank being carried? or am i a legendary being held back by bad players? or is it all based on luck and not skill?
You are the sum of your team, ie 20% your skill and 80% RNG luck.
There’s nothing wrong with Dire or Trailblazer the same way there’s nothing wrong with conditions.
There are specific skills, traits and utilities that need to be adjusted. Not a nerf across the board.
Oh you mean sort of like how we are trying argue that certain specific OP gearstats need to be adjusted instead of nerfing condi across the board?
I see…
Rules would be simple. Any player can call timeout, and the team needs to vote on it. If all 5 teammates agree, the match is halted for 30 seconds. Players are frozen in place like they were CC’d, and a countdown timer starts to tick.
Np, the pause will never happen then.
At the moment 10 people cant even agree to start the match they queued for a minute earlier.
We need more new players who stay. We can welcome them, but they need a reason to come in (it used to be for map completion or because they saw a request for help on map chat in a server based town – both have gone). Make WvW fun for new players again.
Just a comment. WvW also used to have a steady stream of players coming in to do crafting. PvE players used to tell other PvE players to go to WvW for this reason. Once there players could see it’s a whole another set of maps, explore and try WvW out. No one in PvE recommends going to WvW anymore. I used to suggest going to WvW in map chat to new players all the time and give instructions on how to get there. I haven’t done it once since crafting was removed and I never see it in chat anymore from anyone else.
Removing crafting shut down a steady inflow of fresh, new players and it also removed a reason to even think about WvW unless you’re a PvP player. And before you say, but… queues!! Crafting was in the borderlands and how often does the borderlands have queues.
It was good to remove crafting from wvw: We often faced the problem of being under heavy attack on our map but had a big queue due to so many players crafting and thus blocking slots for others that wanted to to defend the map
They could have increased the map capacity for all the borderland maps by the average number of people who craft/hour instead of removing the crafting tables. Or they could have put them in a separate instance, like the Obsidian Sanctum is in its own instance.
Edit: if there were that many people coming in to craft that shows how much of a hook that was to pull people out of PvE and into WvW. Any business will tell you that the hard part is getting people through the door. Crafting was the “door” through which PvE people entered WvW and then stayed to “buy” the product (play on the maps).
/shrug. I know ANet isn’t going to reverse this decision and as for me, my crafting char is now parked at a crafting table in Divinities Reach. But if ANet ever wants to look into why the population in WvW is dropping they should not only consider the reasons brought up by WvW players but also the reasons why PvE players don’t go to WvW.
Since you never ever spawn into WvW on log on, the crafting tables in WvW would always be an extra step compared to having a char parked near PvE crafters. Its just as simple to click a city on the map as it is the WvW home border. The idea that this was “doorway” into WvW is bizarre.
No, what has hurt WvW is among other things:
- Arrowcart damage buffed by ~80%
- The stability debacle
- HoT elite spec CC/passives and approach to I’m-full-dps-and-bunker traits
- DBL which reduced border activity by a third and remain crippling to this day
- The constant removal of player involvement in favor of automatic systems (scouts being pushed aside by sentries and watchtowers for example)
- The absolute destruction of small size guilds with the HoT guild system
- OP tactivators for those that can afford it
- Server links without fixing the identity issue
- Massive bonus PPT for high tier objectives which wrecked the scoring system that actually started to turn out decent, PPK tuned down to TL;DR level of importance
- And now we got 2-1-1 on top of this kittensauce
And probably 50 more things. Removing the crafting tables (and finally adding banks ffs) is one of the good things.
(edited by Dawdler.8521)