Showing Posts For Dawdler.8521:

Twas the Nightmare Before Christmas

in Guild Wars 2 Discussion

Posted by: Dawdler.8521

Dawdler.8521

You misinterpret wintersday. It is the season of gifts. Gifts of money to Anet. Buy those gems to convert to gold and get those good christmas feels!

World vs World Holiday Sneak Peek

in WvW

Posted by: Dawdler.8521

Dawdler.8521

The changes look pretty good. I really like the upgrade reversions and the PPK implementation. My instinct says restricting hard rezzing due to combat may be fight prohibitive. The goal is to keep people in the fight. I can live with the rally nerf though I would say it will lead to excessive pin sniping. I do have a suggestion for a solution for pin sniping. Give the commander a toughness buff for each player in his squad with at least 10 players that is alive and within a certain range.

Pin sniping is a player created problem that require a player created solution. Making a dedicated buff would be hilarious, since that was removed to help the issue (the tag originally showed as a buff, remember? Enemies could see the commander instantly).

We already have solutions for it anyway – stealth, tactics and backup commanders. Not to mention it would probably help if 90% of commanders wasnt the same exact Charr guardian with spiky hair and a huge backpack, but whatever.

Megaserver WvW Fix?

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Posted by: Dawdler.8521

Dawdler.8521

Dawdler: No, we don’t have 3 factions.

Yes we do.

This week I am part of the glorious red faction.

Which color faction do you belong to?

If you can answer that, then we already have factions. We just happen to be fighting a small part of them in WvW, while its all of them in EoTM.

If you cant answer that, well I dont know what to say.

What stat accessory should I buy?

in Engineer

Posted by: Dawdler.8521

Dawdler.8521

If you cant really decide, just go celestial. Yes, you will loose stats in your “dedicated” area but you gain a little more balanced stats. They are usefull in just about any build on any character. I use rabid+celestial on my gyro scrapper in both PvE and WvW (although I intend to replace the rabid part with viper dedicated to PvE later).

Zerker is fine too, but tbh, its quite hilarious to watch in upscaled events. Did one yesterday, we where about 40 peeps in a defense wave event where champ risen was spawning. Watching 20 peeps get insta-killed made me laugh real hard (at the moment I was facetanking the champ on my reaper necro hitting around 3K with autoattack, having 31K HP/2000 toughness I wasnt even phased).

If you go zerk, just know how to dodge. Knights+zerk is perfectly fine and you can go zerk+zerk when you want.

[EU] What's with the server lag (?)

in Guild Wars 2 Discussion

Posted by: Dawdler.8521

Dawdler.8521

One of the hamsters probably died again.

I have noticed extremely sporadic behaviour in WvW the last couple of days as well – dollys just freeze in place, then warp forward ~30 meters, only to freeze in place again shortly after. Strange this is, nothing eslse seemed to be lagging.

What can be Crit?

in Players Helping Players

Posted by: Dawdler.8521

Dawdler.8521

You dont really need to care about that. High crit builds go hand in hand with high power, ie what hurts non-crittable bosses/objects the most anyway (just go zerker).

Megaserver WvW Fix?

in WvW

Posted by: Dawdler.8521

Dawdler.8521

Its an absolutely ridiculous idea to place players on random factions so that you have to move around just to get play with your friends again, when it would be incredibly simple to just use the 3 kitten factions we are already part of.

This solution is like getting the choice of using a hammer or a rubber duck to hammer a nail and choosing the rubber duck because reasons.

(edited by Dawdler.8521)

World vs World Holiday Sneak Peek

in WvW

Posted by: Dawdler.8521

Dawdler.8521

Passive points should be turned off but connect holding and capping to the PPK, if you hold 1 keep you earn 1 PPK if you hold 6 keeps you earn 6 PPK etc etc, you hold 0 keeps then you get 0 PPK and 0 points full stop. This will still encourage people to capture and hold structures whilst still encouraging them to also come out and fight for the points they are passively holding. This way you also cater for a wider span of players, the players that enjoy capping, the players that enjoy defending, the players that enjoy upgrading and the players that enjoy fighting (large or small).

Oh lord, lol. Such a change would only mean that the server with less keeps avoid fights at any cost until it got more keeps… which is when the enemy server start to avoid fights and the cycle continue. Very poor idea. It also encourage the stronger server to roflstomp the weaker just for kills.

Best case scenario, I can imagine linking PPK value to PPT. So if you have 100 PPT, you get 2x points, if you got 200 PPT you get 1x and if you got 400+ PPT you get 0.5×.

World vs World Holiday Sneak Peek

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Posted by: Dawdler.8521

Dawdler.8521

Objectives upgrades will no longer be automatic based on time. They will upgrade based on dolyaks that reach them. Smaller groups can now prevent an objective from upgrading by preventing dolyaks from reaching that objective.

In my opinion a better solution would been to keep the automatic upgrade on time, and add also dependenncy of how many camps on a map a server has. The more camps you have the faster the timer goes. The less you have the more slow the timer goes. If you have zero camps the the timer stops. In short :

  • Keep the Automatic Upgrades with timer.
  • Keeps/Towers starts with “Zero” supplies.
  • Every upgrade to start will require a specific amount of supplies been present on the objective ( Here comes the Dolyaks dependency system)
  • Automatic Upgrade timer runs faster the more “Supply-Camps” you have and runs slower the less supply camps you have. If you have none then the timer completely stops.

This would create a very static combat model around camps.

Progress per dolly is simply the better way, especially since they solved the weak dollys with the boon while escorting. Controlling a map isnt just about holding a camp – its about holding the route from the camp to the tower/keep.

World vs World Holiday Sneak Peek

in WvW

Posted by: Dawdler.8521

Dawdler.8521

they are fantastic changes tho, wvw has for too long rewarded second rate players for simply showing up.

Which unfortunetly is one of the main reasons WvW is even played as WvW, instead of GvG.

Anyway, now we only need reset to be moved back to friday too…

World vs World Holiday Sneak Peek

in WvW

Posted by: Dawdler.8521

Dawdler.8521

I don’t really like this “Can’t res in combat” change. You say it’s to give small groups a better chance against bigger groups, but at the same time, it severely hinders the small group. As a thief in wvw, I tend to stealth and go to res people while the larger group is distracted. And since I only go with my guild (5 people at most) if even one of them in dead permanently for the fight it is very hard to fight back

Uhm… if you are fighting a small group then they would bomb the corpse and your thief dies anyway. If you fight a large group thats occupied with another large group… well then get out of combat and ress. If you are a group of thieves fighting a lesser force that kill you easiIy but cant bomb, well then its the cheeziest tactic ever and I wont cry over seeing it gone. I do not really see the problem.

The only change here that I am worried about is the rally change, because it swings both ways. At the same time it can improve outnumbered fights, it assumes equal quality (since rallying is literally 1:1). Even today a 20 man hardcore guild will roflstomp 40 average peeps, this change make it impossible for those 40 to even try to fight back. I fear it will place unecessary demands on the average player, alienate them from WvW and just cause griefing over getting downed.

On the other hand, maybe it will see a shift in the meta with more tanky peeps that can ress downed faster. I wouldnt mind seeing less zerker ranged zergs.

Supply +5

in WvW

Posted by: Dawdler.8521

Dawdler.8521

25 sup _

2 person guild catas are back, but at least it requires a keep to do it.

Gonna be fixed, no doubt. Plus, small guilds wont make guild catas anyway.

Mordremoth wins

in Guild Wars 2: Heart of Thorns

Posted by: Dawdler.8521

Dawdler.8521

The fly phases are a bit messy, true. Try to run into one of the updrafts, don’t jump into them.

Updrafts are activated I believe.

Anyway, there is a big branch you can stand on when in an updraft phase (only need to fly up once). Makes the fight dead simple. Well, if you can find it in combat.

Confirmed: Toxicity in Gw2 equals wasteland

in Guild Wars 2: Heart of Thorns

Posted by: Dawdler.8521

Dawdler.8521

Another way to look at it is that the game that those people enjoyed for over two years and which they could play at whatever skill level they had was taken away from them and replaced by something aimed at the hardcore, highly-skilled players who were whining GW2 was too easy.

I don’t really get when people say that the game was taken away from them. Central Tyria is still there just like it was before. They only added a small set of maps which you must buy to play. If you consider yourself a casual that want to be able to play things at any skill level and heard that HoT is hard, why even bothering with the latter then? The whole game you already know is still there waiting for you.

On other MMOs I considered myself a semi-hardcore gamer, but on GW2 I’m just a casual, since I don’t do dungeons (I find them boring) and rarely do fractals (been thinking about changing that soon). I’m loving HoT, have played the raid on the day it was released and I instantly felt that I should improve, just like if I decided to play sPvP seriously. But I was never offended by that, since it’s part of those game modes. If you want to raid just for fun with no risks, World Bosses are there for that.

If you dont get it I take it you dont play WvW.

What Anet did with WvW guilds is the eqvivalent of adding a 5000g entrance fee to vanilla GW2 maps. Everything was taken away.

Easy changes to desert borderland

in WvW

Posted by: Dawdler.8521

Dawdler.8521

I have a feeling the new desert map is designed to give defenders more advantage.

Eh? Its the complete opposite. Waypoint changes and keep/tower layout mean home server can only hold a single keep (ie garri) reliably and render defense of side towers and keeps completely redundant. And when you think a keep is safe… BAM PvE event.

Desert border is designed on a simple principle – you are meant to split yourself into 3 and hold the following combo: garri on home, bay+SW tower on one border and hills+SE tower on the other border.

Unfortunetly, its hard to split a person into 3. Well, maybe not that hard, but at the very least messy.

Make Balance b/w old and new classes

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Posted by: Dawdler.8521

Dawdler.8521

Balance in WvW is all about numbers, not classes.

But either way, of course its P2W. We all knew this would be the result of HoT.

The Plight of Dedicated WvWvW Guilds

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Posted by: Dawdler.8521

Dawdler.8521

Wish I could log on atm :<

There’s a sentry between the earth shrine and firekeep that I think would catch people. I’ll have to run around there to see how big his tagging circle is and if it can be avoided. Since I’m always defending my home BL I’m not as familiar with their detection radius as I don’t really have to sneak past them.

When you say north sentry I assumed you’re talking about the NE one? He -is- really out there…could definitely be positioned better imo.

Fine, lets just name them sentry 1 (first you meet north of bay) and sentry 2 (second, toward the tower).

Sentry 1 is utterly pointless. No, he wont see you unless you want him too. Someone attacking bay north wont be seen by sentry 1. You can take the camp as well without him seeing you.

Bah, now this entire discussion is about sentries.

The Plight of Dedicated WvWvW Guilds

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Posted by: Dawdler.8521

Dawdler.8521

- Keep It Simple Stupid -

Should be plastered on an Anet wall somewhere.

I thought it was Keep It Stupid Sheeple?

The Plight of Dedicated WvWvW Guilds

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Posted by: Dawdler.8521

Dawdler.8521

What northern route are you talking about, though? I mentioned the staircase that leads down to firekeep (which I’ll have to doublecheck in terms of tower visibility) but if you use the stairs up north then you have to exit the canyon next to one of two sentries.

From the earth shrine point of view there is actually 4 routes west – one south path that lead past the fire shrine (no sentry will spot you), a second south path that lead you to bay north just south of the sentry (he wont spot you), 1 middle path that leads out to the sentry and one north path that lead to the other sentry. The first sentry north is so utterly pointless I dont even know what he’s doing there.

There is also a second northern route across the desert that lead more toward the central area (not the stairs, the ramp). If you backtrack a little you can go into western bay, again without being seen by sentries.

And of course you can go down the stairs just north of SW camp and reach entire bay undetected.

(edited by Dawdler.8521)

The Plight of Dedicated WvWvW Guilds

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Posted by: Dawdler.8521

Dawdler.8521

Yes, I already mentioned the eastern path (ie spawn to south camp).

Also you can most definetly hit fire bay without going anywhere near either sentry.

The only way to avoid the sentries is to go over the top and then down the staircase to the middle of the keep. If you do that, you can be seen from the tower.

What? You cant be seen beyond the camp from the tower, that’s ridiculous. You also have a second path to go north across the desert and attack from north bay (sentry there wont see you).

If you want to see just how ridiculous the desert border tower and keep placement is compared to alpine, I have included a picture (the “walls” are obviously hastily done). On the left the alpine plane is just moved down to show the desert plane.

First off the new sentries are FANTASTIC. Whoever put that in, should get a reward. That being said, they are easily countered by sending 2 people ahead and clearing them. And, as has been noted by others here, then the tower placement becomes important, which currently, it isn’t effective for strategic vision of the theater of the battleground. This is true especially in the south.

That wasnt the point. How did this argument even get into the functionality of sentries? The point was that scouts (as in players) cant see troop movements from towers because the terrain either hide them or the next objective (be it camp or keep) is waaaaaaaay off in the distance. And even if there are sentries here and there, its easy to bypass them (afaik there is only one on the map that you cant easily go around if we assume you dont want to spent 10 minutes bashing your condi build against a barricade). There are plenty of paths because the map is huge.

The Plight of Dedicated WvWvW Guilds

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Posted by: Dawdler.8521

Dawdler.8521

Yes, I already mentioned the eastern path (ie spawn to south camp).

Also you can most definetly hit fire bay without going anywhere near either sentry.

The only way to avoid the sentries is to go over the top and then down the staircase to the middle of the keep. If you do that, you can be seen from the tower.

What? You cant be seen beyond the camp from the tower, that’s ridiculous. You also have a second path to go north across the desert and attack from north bay (sentry there wont see you).

If you want to see just how ridiculous the desert border tower and keep placement is compared to alpine, I have included a picture (the “walls” are obviously hastily done). On the left the alpine plane is just moved down to show the desert plane.

Attachments:

The Plight of Dedicated WvWvW Guilds

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Posted by: Dawdler.8521

Dawdler.8521

@Dawdler

On Alpine, zergs could go to south camp or southwest camp without being spotted by SWT. They couldn’t hit Bay without being seen, though, if SWT scout was on west side of tower instead of at the gate.

On Desert, they can still get to either camp undetected and can’t hit Firekeep unseen due to sentry on far path and visibility from tower on the overland path. Desert has the same choke within cannon range as Alpine SWT but is even more restricted, forcing people to go through a kill box or take down a barricade—neither of which should go unnoticed. Add to this that towers will eventually mark like sentries and things get even better.

Yes, I already mentioned the eastern path (ie spawn to south camp).

Also you can most definetly hit fire bay without going anywhere near either sentry.

I Did Not Quit WvW

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Posted by: Dawdler.8521

Dawdler.8521

New map too BIG!!!! Why you make so biiiig! New content not working cuz too big! Shrink da map!

The Alpine borderlands was bigger. 2/3 of the Alpine borderlands was never used, making it feel smaller. It is unfamiliarity with the map that makes you think it’s bigger.

That being said, the Desert Borderlands are still absolute poop. There’s absolutely no incentive to PvP on that map.

Actually it wasnt bigger. It was a rectangle slightly taller than desert, but also thinner.

When I get home I think I might post a thread with an overlay comparison of the two maps I did, complete with a 3D line representations of rough alpine tower/keep layout on top of desert border. The difference of the much, much tighter alpine border is quite noticable.

More visible titles/roles for squads?

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Posted by: Dawdler.8521

Dawdler.8521

All I really want now is subsquad tags appointed by the squadleader for a complete squad system.

Well that and seeing character name instead of account name, plus a tweak in the color of your own subsquad (blue or only slightly brighter blue is poor design.

I agree with the need for subsquad tags. But we already see character names instead of account names, unless you mean it the other way around?

Unless it was changed this patch, when you hover over a squadmember you see accountname.number instead of the current logged in character name.

The Plight of Dedicated WvWvW Guilds

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Posted by: Dawdler.8521

Dawdler.8521

They aren’t strategically placed at all, the separation that has been put between them has completely removed the strategic ‘flow’ of the map. Look at EBG and how the towers ‘protect’ the keeps, thats strategic placement.

Strategy is not limited to being able to treb other objectives from their position.

No, but thats not the only thing now, is it?

The towers on EB and alpine control paths and let scouts easily spot troop movements, giving them a reason to be there in the first place. Same with keeps. This is one of the basic reasons for them even being in that location.

Take the SW tower on alpine. It dominate the area. Clear view of the field up to bay (including bay), a chokepoint in the bridge and it can see anything coming out of spawn except the eastern path.

Take the same SW tower on desert. It doesnt dominate jack kitten. The door choke is too wide, you cannot see players coming out of spawn because the distance from the tower to the closest sentry is almost the distance from alpine tower to bloody bay! Entire zergs just slip past it.

So yeah, you are right. Its not limited to that. Which is why they suck even harder.

Supply +5

in WvW

Posted by: Dawdler.8521

Dawdler.8521

So, the obvious follow up question… is it actually working?

Just making sure.

Visual noise, anet you contradict yourself

in PvP

Posted by: Dawdler.8521

Dawdler.8521

PvE? Boss fights?! It doesnt even hurt PvE!

How about removing it from that other competetive PvP environment thats flooded with pointless colored badges?

NA Meta Week 4

in PvP

Posted by: Dawdler.8521

Dawdler.8521

Adjusting classes to “balance” a gameplay mode thats built on bunkering points is like applying a bandaid on third degree burns and hope it helps. Your never going to get around the fact that yes, the gameplay mode is indeed built on bunkering points.

WvW - Synopsis

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Posted by: Dawdler.8521

Dawdler.8521

Embark on an epicly thankless job from an epicly thankless gamemode. Become the altruistic hero! That hero nobody remembers or ever knew about to begin with. Embark on your journey today…

Yes… we are all One Punch Man.

Bug: Creatures still causing WPs to contest

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Posted by: Dawdler.8521

Dawdler.8521

Saw some bears spawning on the stairs up to north Eb keep gates, just popped out of the blue contesting it…

Bears? I didnt even know there where bears on EB :/

Sure it wasnt just a couple of drunk Norns?

More visible titles/roles for squads?

in WvW

Posted by: Dawdler.8521

Dawdler.8521

All I really want now is subsquad tags appointed by the squadleader for a complete squad system.

Well that and seeing character name instead of account name, plus a tweak in the color of your own subsquad (blue or only slightly brighter blue is poor design.

i cant locate my gw2.exe please help

in Account & Technical Support

Posted by: Dawdler.8521

Dawdler.8521

Uh… its not supposed to be in a temp catalogue in appdata. No wonder it disappear.

Install to C:\games\GW2 or something like that.

DirectX 11/12 request [merged]

in Guild Wars 2 Discussion

Posted by: Dawdler.8521

Dawdler.8521

what is the point in posting screenshots of fps u get in game where there is barely anyone on map. those just mean you in game and mean nothing.

if you want to post meaningful screenshots go into a at least 20v20 fight in wvw or a populated LA and post the fps u get.

Go to Shaman in Wayfayer Hills when the entire map is doing that world boss. There’s a good test.

Shaman in particular is good proof that the visual effects engine in GW2 is actually broken and the reason for many slowdowns.

You can have 100 peeps in front with a clusterkitten of sparkly effects at 20 fps (expected) when it suddenly – often for about 5 seconds – will go to buttery smooth 60 fps. I’m not even joking, the sudden performance jump is jarring with no noticable visual change, its still 100 peeps tossing effects in front. Then it goes back to “normal”.

broken waypoints

in WvW

Posted by: Dawdler.8521

Dawdler.8521

At least before this “bug” (seriously, wtf Anet) only allowed predictable wave spawns. Now, its impossible to cap some keeps even if you kill the same person 10 times over

What WvW BLs Will Look Like in the Future

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Posted by: Dawdler.8521

Dawdler.8521

It’ll be a megaserver system, identical to EotM, because they think that a bunch of strangers silently standing next to each other is “a social experience”, while actual communities are “irrelevant”.

Except that it sort of works and many peeps on this forum are proving them right. I’ve seen plenty of post saying go to EB or EoTM if you want a fight, dont go to borders.

Personally I still envision the full hybrid. No more WvW and EoTM separation. Just one single all-server WvW.

Imagine 9 EBs (1 per tier, EU) always open. Everyone on any server can join any EB but your server get more points for holding your color stuff on your " home EB" and home server players have priority access (ie mercenaries from other servers get kicked to either their EB or a border if queued but room for home server players). When an EB become queued, it starts a 3h EoTM or border map, linked to that EB. Anyone can join this. Winner gets a boon to the linked EB and the instance is closed again (until reopened).

So the amount of maps shift between 9 and 18. If that turns out to be too little, add a second 3h border matchup layer for 27 maps, etc. At this point I think 18 will be enough though, lol.

In terms of points it would get rid of tier matchups, but glicko ranks for servers can still remain. More like sPvP rankings, but for servers.

(edited by Dawdler.8521)

What WvW BLs Will Look Like in the Future

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Posted by: Dawdler.8521

Dawdler.8521

-Guild upgrades will eventually become prominent and people will be heavily incentivized to defend said upgraded structures. Towers will run Sentry Balloons just about always and keeps will run Hardened Siege/Walls.

Defend against what?

When defense increase, it only make people bored. So they go somewhere else or wait until there is few/no defenders. Combine this with the do or die attitude of returning to battle due to map design and that’s how we get PvD.

The future of the BLs is death by starvation. They are only being maintained because of a few hopefull roamers and small guilds trying to make things happen. When they stop, everything become pointless. WvW will become a choice between play for fun on EB and drop like a stone in the matchups or play for points in the borderlands and become so bored you want to kill yourself. It will no doubt only cause drama in the server communities because people on EB will blaim border roamers for the loss and people on the borders will blaim EB for not doing anything to help win.

So yeah its looking good!

NFL SuperBowl & Server Pride...

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Posted by: Dawdler.8521

Dawdler.8521

And… Last thing for now… Anet has the WHOLE team of engineers slaving away at keyboards with raw and bloody fingers for some super secret wvw project, yet they can’t toss us some reward bones to chew on or drop a couple nice qol features that wvwers have been begging for…

Yeah.

Well they could at least give us the autopsy report but I think they would have problems explaining the technical meaning of “death by non-existence”.

New WvW borderlands too much pve.

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Posted by: Dawdler.8521

Dawdler.8521

its just not fun anymore if the whole game mode is dumbed down and noone there to fight, but brainless pve karmatrainees…

Unfortunetly this perception is a worse fun killer than the desert border itself. Even if you go there looking for a fight, enemies will assume you are karma training and avoid you. And if they avoid you then the enemies must be karma trainers as well, right?

Not to mention peoples need to hug their EB safety blanket force people to try PPT on borders. Early in the week you are hopefull, later… I never really know if I should laugh or cry when seeing chat on EB like “OMG we lost ogres, how could you commander, fail, you should have defended it for the tick!” when we are 100,000 points behind and ticking 100 because no one even try on borders.

EOTM Spy (fix the yellow dot)

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Posted by: Dawdler.8521

Dawdler.8521

Funny thing is yesterday I got mad and kitten the people in guild chat then today I receive a kick cuz they say its (drama) and because I didnt rep in eotm after they refuse to do something on it.

See, the problem resolved itself and Anet can give themself a pat on the back for a non-bugged implementation.

65 Queue for EB says Everything

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Posted by: Dawdler.8521

Dawdler.8521

All we really wanted changed had they listened was the Alpine Borderland, slightly stretched, so that towers and keeps cannot be trebbed from each other. “LESS PvE” and 2 more towers in the top left and right corners in the unused Centaur and Skritt camps.

New texture and a bit of finetuning here and there, even going so far as redesigning towers and keeps to justify the expansion. But not the current maze like monstrosities we currently have to navigate.

Who wanted that? Being able to treb from towers/ keeps is what makes them strategic objectives giving you an actual reason to defend them. Now there is no reason to defend the towers… or with the auto WP the keeps as well. You should be able to hit targets from other objectives, it makes them more valuable.

Actually, if the towers were in front of the keeps, so that you’d actually have to deal with the towers before being able to advance to the keep, THAT would give them actual strategic relevance. The towers on the old borderlands had minor relevance, because they could treb the keeps. But for actual relevance, they’d need to block the paths to the keeps, and also be able to treb them. But right now, they don’t do either. ~
snip.

No, forcing you to take the towers before the keep would make it too easy. The fact that you can attack anything from any direction and in any order makes it more strategic and challenging. Forcing your opponent to make choices and distracting them with other targets and multiple targets at once is what makes it not as boring. Linear chokepoints or specified order of attack = Predictable boring same ol’ same ol’ monotonous game play. You want to be able to attack all objectives in any way possible, in any order possible, from multiple directions at once forcing people to make choices so that you do not have stale game play. The more you limit which targets can be attacked, by what methods from where the more predictable the gameplay becomes. Instead you need to give a benefit for taking each objective. Like taking the 2 northern towers before assaulting the keep allows you to treb the keep from both sides dividing their forces. Of course all the while you could very well go through water gate at the same time, and the towers could just be a diversion. You want both the offensive and defensive forces to have many ways to attack targets in any order to prevent it from being as stale.

Of course you would have to make a point to winning or taking objectives at all, as currently there really isn’t any point in doing so. You have nothing to really lose/ gain due to the new system. I agree the new DBL’s towers are beyond useless.. along with the rest of the map.

Though making the maps more linear would make them more monotonous, not less.

Problem with the non-linear design is that with too few players, people dont notice each other and there wont be any combat.

The way the old border did garri and connected towers was so much better than how desert does it (actually, desert doesnt do anything). It didnt force you to take the towers, but anyone approaching garri from the sides had to go past them. Didnt like that? Well then you had 3 other chokepoints to go through. Perfect.

With desert a force can suddenly appear on any side of garri, completely bypassing what should have been defensive lines. Its the wrong kind of non linear fights.

65 Queue for EB says Everything

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Posted by: Dawdler.8521

Dawdler.8521

Let’s not get ahead of ourselves here. If whatever guild/commander was leading on EB had instead tagged up on one of the bl’s, the queue would be for that map instead.

The guild/commanders leading EB don’t like the BLs either. So I’m not sure what your point is.

And even if they do, the players on his server must be amazingly in love with the new border.

In my experience, even if the most well known commanders on the server lead a 70 man EB blob, as soon as he post a border link and jump… He will lead 15 people. Maybe 20 if lucky. The queue will still be on EB and the border wont queue unless there are at least 3 20 man guilds in there.

Commanders may not like the new border, but neither does the players so the basis to command there barely exist in the first place.

NFL SuperBowl & Server Pride...

in WvW

Posted by: Dawdler.8521

Dawdler.8521

Its just too bad that WvW is an NFL match that begin with equal teams, then after a couple of hours the standing is 23 to 20 and the winning team go phew, that was close, what a fight! Lets continue tomorrow. Everyone leaves the field… and 3 guys come out to continue, running the ball in against no one.

When everyone come back the next morning the score is 158 to 20.

is druid viable in wvw-zergs?

in WvW

Posted by: Dawdler.8521

Dawdler.8521

I have found that the problem with the druid is that you got great burst heals BUT they are rendered completely redundant by “normal” blast healing. At the same time your passive AoE heal is weak. In contrast both an ele and a guardian can achieve strong AoE passive healing (well, as can warrior but no one use banners) while the ele provide water fields and guardian decent burst heal.

The druid is a very strong roamer and I guess in small scale GvG it can work too but I honestly dont see the point in 30+ zergs. Ultimately a tank guardian that can heal a ton will still achieve his expected zerg task, punch deep through enemy lines while providing on point heals to the melee frontline. A druid that also heal a ton mean that he cannot perform the task he does best, 1800 range longbow sniping.

Then again I suppose the ranger long range capabilities is replaced by the superior revenant anyway so meh.

To Those Who Think They Want A Megaserver

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Posted by: Dawdler.8521

Dawdler.8521

Whatever it takes to get back to good fights is fine by me. As far as I’m concerned they could randomly assign all guilds to alliances each season (lasting 1 month). While we’re at it, each WvW player should pay 3 gold for a ticket to WvW for the month. Then every day when a player completes a WvW daily, the player gets back 5 silver (in addition to the other rewards from normal play). If there are 4 WvW dailies and a player earns all of them every day, then that player doubles their investment (20s/day x 30 days = 6g). People would come back for the chance to make a profit, and when the maps fill up it gets fun again.

Great idea, know what would make it even better?

300 gems per WvW ticket and no return of gold.

I’m a genius!

EOTM Spy (fix the yellow dot)

in WvW

Posted by: Dawdler.8521

Dawdler.8521

Its not bugged, its working exactly as intended. Anet just dont think of WvW/EoTM is worth considering when implementing PvE features. Thats a whole other matter. Good luck trying to get it fixed.

Think Tank- WvW Rewards

in WvW

Posted by: Dawdler.8521

Dawdler.8521

No need to employ even the smallest of braincells, the structure is already in the game, they just decided to kitten over WvW by not adding it.

All they need is sPvP reward track design and slap a generic “WvW reward track” option on top which not only gives chests in intervals, but also normal siege, superior siege and other WvW related things. That way you could focus on something special (just like in sPvP, if you want for example ascalonian badges, legendary mats or whatever) and you got a default track for WvW related rewards.

(edited by Dawdler.8521)

Idea: Overpopulation Debuff

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Posted by: Dawdler.8521

Dawdler.8521

Said it before, saying it again – punishing players with debuffs merely for playing the game is incredibly poor game design and should never exist.

EOTM Spy (fix the yellow dot)

in WvW

Posted by: Dawdler.8521

Dawdler.8521

Then tell your guild leader so he can kick this member or you can just leave the guild.

Its not any more complicated than that.

To Those Who Think They Want A Megaserver

in WvW

Posted by: Dawdler.8521

Dawdler.8521

What they’ll probably do is give alliances their own maps for the week, in matchups of 3 alliances. Alliance members will probably have a certain amount of space reserved for them on in the maps (300 members over 4 maps = 75 each, or lower if map caps are only 100 players or less). While the rest of the space is filled out with randoms who are not part of the alliances, this is how they will keep those maps populated at all times.

Why do people still keep talking about these “alliances”? Its freakin impossible that it would be guild size based. We cant even fill 4 maps with entire T1 servers. You could probably slap together 3 servers and still just barely get enough coverage for one “alliance”.

Assuming of course, we’re actually talking about WvW.

At this point, it wouldnt surprise me if Anet shuts down WvW and introduce this as a new gameplay mode, quick EoTM matchups with these guild based “alliances”. They dont have to care about reset day anymore and they dont have to care about matchup balance issues (even if one side roflstomp the other its like oh okay the next match is in 3h anyway).

To Those Who Think They Want A Megaserver

in WvW

Posted by: Dawdler.8521

Dawdler.8521

All in all, megaserver tech is a success so it serves as a great player pooling tool. It’s always fun with more players, and after all, we are taking about a player vs player environment here…

… except it would be impossible to use in a 24/7 weekly scenario where coverage decide the winner of a matchup.