Showing Posts For Dawdler.8521:

[POLL] Which is your LEAST fav map in HoT?

in Guild Wars 2: Heart of Thorns

Posted by: Dawdler.8521

Dawdler.8521

You forgot to add the 5th new PvE map, desert borderlands.

New borderlands gotta go before WvW is dead

in WvW

Posted by: Dawdler.8521

Dawdler.8521

You can keep the basic upgrade, only T1/T2/T3.

That was a perfectly acceptable compromise to stop upgrade trolling, yes, along with the separating keep and player supply to help against supply trolling (I say help, you can still build 20 rams heh). But the autoupgrade timers, ugh… 1 step forward, 50 steps back and falling off a cliff.

Edit for the above: they havent dealt with it for 3 years and this already fixes most of it without autoupgrading

New borderlands gotta go before WvW is dead

in WvW

Posted by: Dawdler.8521

Dawdler.8521

It wouldn’t hurt to keep some element of automatic upgrade system in WvW – like a 3-hour hold upgrades walls/gates, and that’s the full extend of auto-upgrade – but the way it’s currently set up doesn’t really encourage any kind of defense or offensive strategy. Half the fun in WvW was choosing what to upgrade and where, or whether to save resources, etc. Maybe something else Anet could consider is the assault consequences that the Elder Scrolls Online WvW mode uses – where you have to repair any damage you did to the fortress/tower when you cap it. That might almost make auto-upgrades plausible.

But… why? I mean seriously, why would we ever need autoupgrades, as opposed to talking to some dude in the keep and say “Yo lord, upgrade walls and doors will ya” and the lord respond “Yep that will be 30 dollys of supply thanks”. There is absolutely no reason to skip this player involvement. The cost involved has always been awfull, but thats another thing. Of course it should always have been free.

Personally I would rather see towers/keeps work on per dolly upgrade progress and reserve the “autoupgrade” to how long a guild holds a keep. Guild held it for 3 hours? Congrats, guards now carry your guild banner and have 30% more HP. Something that doesnt change the fundamental way keeps, towers and camps are connected and why they are being fought over.

(edited by Dawdler.8521)

Horology - Taking Apart the Time War

in WvW

Posted by: Dawdler.8521

Dawdler.8521

  • Yaks can be crippled for 3 minutes by a Sentry.
  • Yaks can be cured of cripple with the medkit at the sentry point.

I did not know that.

An excellent touch to make a fairly simple supply line system more interesting and add player involvement.

Well except they totally ruined it all by not making it X dollys per upgrade stage with no autoupgrade, so no one care about them anyway.

That make me even more sad for WvW. Hidden deep in the dung pile is good ideas.

Like or Dislike new WvW Bordelands

in WvW

Posted by: Dawdler.8521

Dawdler.8521

Too large, too gimmicky, too much PvE.

How do you suggest it is too large, when is literally the same size land mass as the old borderlands?

Alpine was a rectangle, in case you forgot. The new desert border is a full square larger than EB. Its about 50-70% larger than alpine in pure landmass. Then add another 20-30% below the desert. Also take into account that alpine focused combat below the citadel line, which meant that maybe 70% of alpine was used for most combat. That doesnt change landmass sure, but it make alot of difference.

So no. You are wrong.

node nerf ?

in WvW

Posted by: Dawdler.8521

Dawdler.8521

When PvEers complain that PvEing is too hard, Anet nerf elite requirements from 400 to 250 points and shuffle hero challenges so that getting those 250 is a piece of cake.

When WvWers complain that WvW is broken beyond belief due to the new map and autoupgrades… Anet stealth nerf gathering nodes so that WvWers cant get too much monies.

Priorities mate. Did we honestly expect anything else? At least arrowcarts havent been buffed yet. I think.

And only needing 250 Hero Points as opposed to 400 doesn’t help WvWers who just want their Elite spec?

Ok.

What changed to make regular classes obsolete in large scale WvW warfare? Oh thats right – pretty much nothing. We could have happily played GWEN until GW2 shut down.
Either way everyone would have gotten their elite sooner or later. Hell they could just had let us trade stupid spoons for hero points.

The key to defeating Mordrem.

in Guild Wars 2 Discussion

Posted by: Dawdler.8521

Dawdler.8521

I choose to welcome our Mordrem overlords instead. Its not like they are going to make much demands anyway. A little water and some heavy breathing on their leaves every now and then? Mordremoth clearly just want friends. He want Trahaerne? He can have Trahaerne.

Is XP saved if your mastery bar is full?

in Guild Wars 2: Heart of Thorns

Posted by: Dawdler.8521

Dawdler.8521

It’s not lost. Turns out they put it in another line. I’m not sure what determines which line they put it in, but they definitely put it in one. Forgot about my mastery points for a while, remembered about them, thinking they were lost. Turns out they threw the excess exp from my Pact Commander Mastery line down into the Fractal line.

This is what I’ve observed as well.

Yep, I have noticed that as well. If you get past 100%, the overflow XP you earned is added to the next path you choose to train. Unless I’m imagining things that is.

node nerf ?

in WvW

Posted by: Dawdler.8521

Dawdler.8521

When PvEers complain that PvEing is too hard, Anet nerf elite requirements from 400 to 250 points and shuffle hero challenges so that getting those 250 is a piece of cake.

When WvWers complain that WvW is broken beyond belief due to the new map and autoupgrades… Anet stealth nerf gathering nodes so that WvWers cant get too much monies.

Priorities mate. Did we honestly expect anything else? At least arrowcarts havent been buffed yet. I think.

New borderlands gotta go before WvW is dead

in WvW

Posted by: Dawdler.8521

Dawdler.8521

You just described why it sucks for roaming.
No one is there upgrading the bl since it’s on auto pilot, and since upgrades require no effort and the towers/keeps are completely disconnected, no one cares to defend.

This means the only way you’ll find a fight is if you just happen to run into each other.

True, but you can still roam. The meaning of it is not always the explicit purpose to disrupt dollys… Sometimes I just run around. Most of the time I cap camps without caring of the strategical value.

But as I said, its boring. Yes, the meaning is diminished, so that means less players and less recaps, which in turn mean less to cap and slower gameplay for everyone. WvW would be 1000x more fun with connected towers keeps and X amount of dollys required per manually triggered upgrade, which would no doubt bring back players and give them work to do.

That’s not roaming, that’s….. I don’t know….. exploring?
I mean that’s like saying you can find a ton of fights on the new bl……. you’ll be fighting PvE mobs or doors, but you’ll technically still be fighting.

To be honest, “exploring” has always been 80% of my roaming… Its been like that on alpine too. Most people are afraid to fight unless they can 5v1 you for a certain kill, lol. There is no need to glorify roaming to high heavens, but yes it definetly does suffer with this new design since there is no reason for anyone, roamers or otherwise, to hold the map caps other than for PPT.

Even if I still can do it, its not going to be very fun in the long run, no. Especially not when I know that the only ones I will meet out there are explorers like me :p

(edited by Dawdler.8521)

Would you like to see WvW reverted?

in WvW

Posted by: Dawdler.8521

Dawdler.8521

Sort of.

EB, 2 alpine and 1 desert. Desert border would go to the middle ranked server.

At least that way we can keep WvW a little functional while still having the new map in to trial (not that we really need to now, we already know everything thats wrong with it).

And even if we did a full border reversal, we’d still have the autoupgrade issues.

New borderlands gotta go before WvW is dead

in WvW

Posted by: Dawdler.8521

Dawdler.8521

You just described why it sucks for roaming.
No one is there upgrading the bl since it’s on auto pilot, and since upgrades require no effort and the towers/keeps are completely disconnected, no one cares to defend.

This means the only way you’ll find a fight is if you just happen to run into each other.

True, but you can still roam. The meaning of it is not always the explicit purpose to disrupt dollys… Sometimes I just run around. Most of the time I cap camps without caring of the strategical value.

But as I said, its boring. Yes, the meaning is diminished, so that means less players and less recaps, which in turn mean less to cap and slower gameplay for everyone. WvW would be 1000x more fun with connected towers keeps and X amount of dollys required per manually triggered upgrade, which would no doubt bring back players and give them work to do.

New borderlands gotta go before WvW is dead

in WvW

Posted by: Dawdler.8521

Dawdler.8521

The WvWs just need to learn how to actually play a large scale map, not just zerg around in a blob with no consequence.

It sucks for roaming too…..

To be fair, it works OK for roaming. I am actually finding myself drawn to the earth shrines just to get that buff, which is a good thing.

That said… its still boring as all kitten because towers and keeps have no purpose. They dont even draw defenders.

Heres is my 1.5 hours in the middle of primetime, T2 SFR homeborder.
- Run straight out of spawn, die soon after due to running off a cliff
- Get joined by two buddies, so now we are a 3 man on an outmanned border, yay.
- Cap 2-3 camps and about twice the shrines for an hour, spend 50% of the time being lost. See no enemy from either server, or friends for that matter. Ootmanned went away long ago, probably just a border hop.
- finally find another 3 friends by Academy, decides to ram it.
- Spend about 8 minutes being molested by guards.
- Cap it, still not having seen a single enemy… And we just took SFRs border tower of all things.
- Finally, an enemy 10 man zerg! The 3 of us quickly dispatch it and realize it was a single Necro minion master holding some siege
- Cap our own border tower that had been capped since we got there, of course undefended.
- Roam for another half hour capping a few camps. At the end, we finally met 3 enemies and had a 10 seconds fight (they had an upscale).

I had more fun in 20 minutes on the old borders, at least roaming enemy borders gave a sense of danger. People wanted to protect them. Now… They have no purpose.

I want to see more druids

in Ranger

Posted by: Dawdler.8521

Dawdler.8521

Yes, I don’t get many bags but I don’t really care.

This is a HUGE issue for many and to be honest, one of the WORST designs for WWW content. Some classes and builds are just hugely penalized. That anyone in the raid,group tags is enough is just completely lack of understanding, imho. It makes me so angry, how they could have done it like this, I cant type anymore.

I can understand this.
I must also admit that while I don’t care about bags in WvW, PvE is whole different story. I have been leveling my masteries in HoT lately and I would rather tag as many npcs and totally avoid healing even if people have to die in the process :/

I appreciate fights for the sake of fights just as much as the next guy, but… well… loot bags is loot bags. You dont need them but getting them is great. Its part of what make it a fun experience and the druid staff IMO is just plain frustrating to play with after a short while. With no real other damage skill to back it up it feel like swinging through air (I mean guardian got for example wall of reflection that when placed at the right position tag half a zerg lol).

It remind me of the period when I tried to use Mesmer staff in zerg combat instead of greatsword, except without the single decent AoE attack. Yeah… It was a sad time.

For smaller scale I suppose I see more use in the Druid burst heals and obviously its going to be easier to tag smaller numbers.

Looking for a roamer chasing class

in WvW

Posted by: Dawdler.8521

Dawdler.8521

The only classes you listed that actually have real mobility are Engineer, Warrior, and Thief.

Out of those 3, I think the engineer pretty much drop away because he wont catch any of the others. Nike warriors can move fast, but predictable. Thief win hands down for fleeing (thats what 90% does anyway) and I would think chasing as well.

Some of the elites got decent abilities for short term chasing, like the low cd reaper teleport or druid staff teleport, but its often situational.

So I say Thief still win if you want to stick to someone like glue (and also cheese out from any fair fight you think you will loose).

I want to see more druids

in Ranger

Posted by: Dawdler.8521

Dawdler.8521

In PvE I think we will see plenty of healing druids eventually, or at the very least hybrids (I have a shortbow/staff condi build). The way they heal work ok in bossfights. In WvW its unfortunetly DOA. The staff has good utility but as a weapon its godawful. You will be lucky to get a couple of lootbags when you wipe 50 man. The glyphs being very short range pbaoe means the only way to use them is rushing straight in and the druid doesnt really have the survivability for that. Its also really lacking a constant AoE heal. Guardian and elementalist healer beat it IMO while offering just as good utility in zerg warfare.

Builds for fastest camp flips - Post em' !

in WvW

Posted by: Dawdler.8521

Dawdler.8521

Zerker wellbomb reaper will no doubt clear fast and safe, assuming you can bunch them all up. Necro already did it good before but reaper shroud is considerably better in multi-target melee range. I’ve barely ran with elite specs though. My condi trapper druid seem to work fine for camp capping.

It isn't the total size, it is the spacing

in WvW

Posted by: Dawdler.8521

Dawdler.8521

The proximity of towers to keeps so that they can siege each other is the core principle of alpine and EB WvW map design.

To whose standards?

The maps standard. Just look at EB, how towers and keeps are placed, you will see that everything is in fact connected. Its not everything that WvW is when it comes to gameplay, but its the way WvW maps are designed.

But of course it is also possible that some drunk dude at Anet randomly placed keeps and towers by tossing darts at a crudely drawn map on the side of a noodle box they got with takeaway. Maybe they just got lucky.

(edited by Dawdler.8521)

Emergency Guild Hall Upgrade Error

in Guild Wars 2 Discussion

Posted by: Dawdler.8521

Dawdler.8521

Heavy prefix automatically makes it only lootable in a 75+ map.. we do not have many centaurs in lvl 75+ unless you mean the centaurs in dry top, and they are FRIENDLY.

Does living story mob kills give bags? I honestly cant remember. I think there is a mission where you start slaughtering them because reasons.

It isn't the total size, it is the spacing

in WvW

Posted by: Dawdler.8521

Dawdler.8521

Just a note that I have never said that the Alpine and EB maps promote bad sportsmanship.

You said and I quote Having towers and keeps play battleship with trebuchets promotes bad sportsmanship.

The proximity of towers to keeps so that they can siege each other is the core principle of alpine and EB WvW map design.

If this wasnt the case, then why would you ever want to bother capping a keep or a tower? Well, ignoring karma trainers. Its just a simple cascade effect that force a server to react to towers and keeps switching owners – if you capture Keep A that is threatened by Tower B and Tower C, you want to capture Tower B and Tower C to secure Keep A. But what’s that? Tower C is within siege range of Keep B. So you want to cap Keep B also to secure Tower C. But unfortunetly Keep B is threatened by Tower D and E. Etc and so on.

When all keeps/towers are disconnected, like on desert and eotm, this completely falls apart. You no longer have a strategical reason to cap things. And that’s what you called bad sportsmanship. IE how alpine and EB is designed.

Enemy Nameplate Format Change Overdue?

in WvW

Posted by: Dawdler.8521

Dawdler.8521

It has been requested before and it doesnt need to be trialed. Just add a UI tickbox option with “Abbreviated WvW nametags”. End of story, implementation done.

WTB c++ coder

I dont have any for sale at the moment, sorry.

Also I question the need for a C++ coder as I doubt the composite tag string is hardcoded, the ingame UI probably pull the server name string from a data file. The options menu itself is most likely scripted.

But it doesnt matter. Point is its a fairly simple thing and Anet hasnt bothered adding this little QoL option, despite this exact suggestion popping up every now and then. Well at least they improved the downed state tags.

It isn't the total size, it is the spacing

in WvW

Posted by: Dawdler.8521

Dawdler.8521

Having towers and keeps play battleship with trebuchets promotes bad sportsmanship. Who needs ground troops anymore when your keep can just bombard the crap out of a tower and all of its siege placements/supplies? Trebuchets on the premise of a tower or keep should ONLY be capable of defending.

Which would be the reason why people want to cap tower and keeps on a strategical level, or keep enemies from capping them. Its not bad sportsmanship, its the threat of an attack. Its the possibility that trebs could be there that matter.

Besides, what you are saying is that alpine and EB promote bad sportsmanship. Arent they the maps we prefer over desert and eotm?

Enemy Nameplate Format Change Overdue?

in WvW

Posted by: Dawdler.8521

Dawdler.8521

It has been requested before and it doesnt need to be trialed. Just add a UI tickbox option with “Abbreviated WvW nametags”. End of story, implementation done.

Borderlands, what's wrong ?

in WvW

Posted by: Dawdler.8521

Dawdler.8521

You didnt even mention whats the most wrong with it – it breaks the core principles of alpine and EB WvW map design.

- Towers dont threaten keeps due to being too far away.
- Keeps dont control their area due to no waypoints.
- Camps are no longer the lifeblood of upgrades due to autoupgrades (at least EB only suffer this).

And you can pretty much stop there, because everything else people mention is superficial, fixing stuff like the PvE event or flattening the map with a bulldozer wont change this.

Roaming is Broken

in WvW

Posted by: Dawdler.8521

Dawdler.8521

I would have to spend at least 30 minutes PvE’ing dinos to finish it.

I noticed that as well when I went there for the hp, its pointless to try to finish it. One of the enemy sides even had it at 40% but then they had given up lol.

When you take into account keep sizes and extremely buffed lords its quite obvious that desert border is 100% aimed towards zergs. Shame really. I used to complain that ESO had poor scaling because it required 20+ players to get started, while GW2 WvW was awesome and scaled very well even at 1+ because roamers could still do good – especially on the borders. Was.

Melee Unfriendly Mobs

in Guild Wars 2: Heart of Thorns

Posted by: Dawdler.8521

Dawdler.8521

I played through the whole game mostly with my greatsword.

Yes, the Mesmer greatsword is a great ranged weapon.

Anyway, the OP would be correct. Pretty much all the mobs are melee unfriendly either due to heavy pbAoE attacks (stupid shrooms!) or heavy cc (keep rollin’ rollin’ rollin’ yeah!) in combination with heavy damage. Champ bosses literally say nope to melee.

[Constructive Feedback] Desert Borderlands

in WvW

Posted by: Dawdler.8521

Dawdler.8521

There is absolutely nothing wrong with the new maps, apart from the PvE event which should not be there.

The only problem is the attitude of the players to change. They don’t like it, Period

Dont like it? The total loss of the strategy is not just “not liking it”. Towers no longer serve a purpose because they do not threaten keeps and keeps no longer serve a purpose because they have zero area control. If you do a deep analyze of the fortification layout in desert border compared to alpine, you will find serious design flaws on the size of being the reason for capping things – which incidently have nothing to do with the irrelevant PvE event.

Both alpine and eb share this fundamental WvW design philosophy, while EoTM and desert do not. Coincidence? No. Its not about “not liking it”.

(edited by Dawdler.8521)

Mentor tag vs commander tag

in WvW

Posted by: Dawdler.8521

Dawdler.8521

I am not sure where you are going with this.

The commander tag has the ability to create squads, check supply and change colors so that they can be organize.

Mentor tag is a silly apple over your head and a fancy chat tag.

That silly apple can be used if you want to try commanding yes, because who want to spend 300g if they dont like it? Almost free seems fair for having an apple on your head that make you look like a complete fool.

… so what is the problem?

Consensus on Healers (SPVP, PVE, WVW)

in Guild Wars 2: Heart of Thorns

Posted by: Dawdler.8521

Dawdler.8521

Raids have player health bars, you have to focus on them when playing a druid to keep them alive. It was very very similiar to GW1, with one exception. You could not see people conditions in the raid Squad UI.

Glhf focusing on menu health bars, because all skills heal skills are either targeted AoE or pbAoE with about the range of a stretched out staff.

Regarding stacking druids in a zerg, it will be a mediocre. I mean sure, some zerg healers are great… But guardians easily fill that role too and have as much or more utility, plus they can frontline. On top of that, 90% of the zergs heals come from blasting waterfields, which you actually only need a zerker ranger for and not even a druid. While I have no doubt druids will be part of zerg (everyone on ranger will probably go druid due to speed trait) I dont think many of them will have any kind of healing or even use the staff.

(edited by Dawdler.8521)

Like or Dislike new WvW Bordelands

in WvW

Posted by: Dawdler.8521

Dawdler.8521

promotes tactical gameplay and most chokepoints have a decent size (not to small).

At the cost of total loss of strategical gameplay due to towers and keeps being completely disconnected from each other.

A trade I dont quite see the worth of.

Revenant ability that goes through walls?

in WvW

Posted by: Dawdler.8521

Dawdler.8521

To enable this feature you must purchase HoT.

Yes, because its not like the guardian staff has ever been able to hit things through walls.

[Constructive Feedback] Desert Borderlands

in WvW

Posted by: Dawdler.8521

Dawdler.8521

In 100 words or less, describe how the new BLs could be improved.
The layout of the areas is hideously flawed, and is the real root problem for countless other complaints. That can be fixed, and I was hoping it would be with the new maps, but the same flaws were repeated. The keep needs to be in the very back line, the towers need to be between it and the enemy thirds (in FRONT of the keep, not behind them….), and the camps need to support them. Flip the entire north upside down, and it’ll be a good start. The south would need a bit more shifting around to fix. The paths should funnel the players to the objectives, which is where the fights should be encouraged at. Not funneling them away from the objectives, and encouraging fights to never happen.

Well, except that this cant be “fixed”.

What you describe is a new map, not a fix. This isnt photoshop, you dont mark an area and select rotate 180 degree then its done. Changing one area requires all the other areas to change.

Its not that I dont agree with you (I do, the objective layout is horrible), its just not a fix that Anet can do given the map that we have.

Like or Dislike new WvW Bordelands

in WvW

Posted by: Dawdler.8521

Dawdler.8521

Cut the servers by half, and the maps will be great, with actually people to play with.

Fully queued borders doesnt fix their design flaws, they wont be any more great than they are empty.

Is WvW Really Dead? [Merged]

in WvW

Posted by: Dawdler.8521

Dawdler.8521

Now I’m staring at the grind for HP to enable the elites on my alts. That grind is intimidating, especially for my Rev. I really can’t see doing the story on all my characters, and once I resign myself to this I will happily WvW on my Reaper or Scrapper. Until then I’m beating my head into a wall trying to get a Herald.

You only need 3 PvE masteries (glider, updraft and shrooms), then you can get 200+ hero points in a couple of hours (thats without doing the story). Gonna take longer to get them the first time, after that its easy. Its not really such a grind is it?

Anet are quick to fix PvE anyway, if you find it hard just complain in the general forum and it’ll be nerfed within days. WvW on the other hand… well that will remain broken.

HoT is not soloable

in Guild Wars 2: Heart of Thorns

Posted by: Dawdler.8521

Dawdler.8521

In terms of PvE, I think HoT is just right. Yes, mobs hit like trucks but they usually have well announced attacks. Hero challenges has already been nerfed, though some can be still be challenging… that’s kind of the point of a challenge.

An idea for the new Desert BL

in WvW

Posted by: Dawdler.8521

Dawdler.8521

As for zergs avoiding each other, I disagree. I think zergs would tend to use the tunnels making their movements more predictable

Predictable to the point of teleport, after that who knows.

The thing is, its not the actual tunnels that’s the bad idea, its that you want them to bypass the terrain and dump them in the back. The map is simply too large to dump an enemy force behind enemy lines and hope it create a fight.

In comparison, if someone where to teleport to say the NW camp on alpine, you could literally see everywhere they can go by standing on 1 spot, on the ridge of the camp. Either they go to bay, south (in which case they have to pass within view of both bay and garrison), up toward the tower (easily scouted) or north (there’s only one way to go). The terrain on the desert border is very vertical yes but at the same time a 50 man zerg can disappear in 5 seconds and you probably wont find them again in the terrain that shift from massively wide open to cramped maze. Even EoTM is “better” than desert border in this aspect, due to its triangle shape focusing battles more and more closer to to either point you come.

(edited by Dawdler.8521)

An idea for the new Desert BL

in WvW

Posted by: Dawdler.8521

Dawdler.8521

Its an interesting idea letting the roamers bring in the zerg, but not a very good one I’m afraid. These tunnels would bring forces behind the enemy lines, which may be a good tactic in reality but it create poor frontlines in a game. Worm tunnels doesnt do anything for EoTM and it wont do anything for WvW either.

On the old borders, the waypoints took you to hills, bay or garrison, each presenting a frontline toward each other. If it was on your home border, a waypoint in bay meant you controlled the left side of the map and had a solid wall against their border tower, which when held by the enemy threatened bay. This created a frontline there. And that’s what waypoints are supposed to do – bring people together against the enemy.

Your tunnel would just make the zergs further avoid each other instead of making them clash. And that’s on a map that already make them avoid each due to design.

Is WvW Really Dead? [Merged]

in WvW

Posted by: Dawdler.8521

Dawdler.8521

Uuuuugh… Saturday reset (already hate this instead of friday), roaming around our home border for an hour and all I can say this this:

Anet you’re breaking my heart.

The map is so beautiful and so detailed, yet its all being completely wasted. Thrown out the window due to a choice in design to make everything too big and poorly placed. A couple of more resets like this and WvW will be dead. Our largest border zerg went to EoTM instead within 15 minutes. We capped enemy garri, academy and that was it. That’s how freaking bad it is. EoTM! Just to find people to fight, sigh. 70+ man queue on EB, no borders queued. An enemy zerg capped our home border NW/NE towers within maybe 20 minutes of reset, guess what their status was after 1 hour? Yep, still capped. No one could even cap them back. Our two towers closest to spawn on our home border with little opposition there after they capped them. On bloody reset night.

What happened to SfR?

in WvW

Posted by: Dawdler.8521

Dawdler.8521

Servers with the most PvX casuals and population coverage will be hit the hardest by HoT in WvW initially. Its not really a mystery.

Are solo players discouraged by Anet in WvW?

in WvW

Posted by: Dawdler.8521

Dawdler.8521

It isn’t that I’m opposed to a larger-scale map making zerg movements mean more (as it takes longer to make moves, longer to get places, and therefore adds meaning to death), but I’m not sure how roaming is going to pan out. If that was a sacrifice to make the larger-scale fighting more meaningful I can see that decision making sense, it’s just a bit of a bummer for me personally.

Its not a sacrifice – nothing is meaningfull on the new border. No matter where a zerg is, it only represent a threat to the specific keep its at or another zerg. Its not a ramping up threat to the map as a whole since towers no longer have a purpose (ie being enemy held locations in siege range of keeps) and side keeps no longer have map control via waypoint.

So yeah, roaming is not meaningful and zerging is not meaningful. Sucks to be all of us.

No guild rep = WvW strategic advantage?

in WvW

Posted by: Dawdler.8521

Dawdler.8521

People represent guilds in games even when there arent any purpose of the tag other than having a tag. I see where OP is going and it would mean a tactical advantage… but honestly I cant see any serious/hardcore guild doing it. We have seen guilds secretely reform under other tags but thats still tags. I cant see any less serious guild bothering with it.

Worst case scenario, I can imagine the somewhat less than honorable but very well known roaming small size gank guilds running tagless.

Warning for WvW players

in WvW

Posted by: Dawdler.8521

Dawdler.8521

WvW consist of huge amount of PvX players, pure wvw players have to get a reality check when come to numbers because reality is, at least half of what you usually see in WvW will be gone.

And when that at least half players return to WvW, they will quickly get bored and leave because the others got bored and left due to them leaving in the first place.

Thats why the stable WvW players are far more important to the longevity of WvW than the transient PvX majority… And Anet has an alarming trend of consistently ignoring them.

Tbh, If Anet want to go down this road I only see an EoTM style WvW setup in the future, all instanced. Maybe thats what they want. WvW after all is the only server based remnant left and probably costly to run.

Is WvW Really Dead? [Merged]

in WvW

Posted by: Dawdler.8521

Dawdler.8521

The will to play WvW is no doubt at an all time low due to HoT, broken WvW features, autoupgrades making WvW play itself and a border thats way too big to focus fights, but in addition to that its now also friday – most people probably still have their internal WvW clock set to a friday reset, so few play this late in the week…

The real 4 main issues with the new WvW

in WvW

Posted by: Dawdler.8521

Dawdler.8521

I just wanted to add that a group of two to three people takes several minutes to blow up a barricade.

This is pretty easy to solo within 30 seconds.

So whats the trick? Tried to duo a barricade yesterday and after about 15s, the hp bar wasnt even down to 99% – it didnt move at all. Needless to say, we gave up.

Haven’t been able to log in this morning due maintenance,

But with the normal hits between 35-65 I’ve had a couple of hits for 900-945 a couple of times.

Noticed this only happened while I was using the revenant Hammer 3 and Hammer 5 tho.

I’ll test it again when I get home tonight.

I was hitting around that 40, yes… But I think I see it now. I bet its the elite spec weapons and revenant that can bring down the barricades – my duo was a ranger and mesmer (both own hot, but neither specced elite).

With all thats happened. Anet being this cheeky against roamers seriously wouldnt surprise me.

Desert Bordeland map is very small

in WvW

Posted by: Dawdler.8521

Dawdler.8521

The only thing I’m concerned about is that ESO failed mostly because its map was too large and made fighting seem more like a marathon jog than quick combat … meanwhile GW2 thrived.

I’m still a ways off on making a decision about the new maps, but it’s something to keep in mind I guess.

GW2 still isnt close to ESO (what, about 20x as large as the new border with 600 players per side?). But you are right, it did fail mostly because it was way too large. It wasnt fun.

The very reason I came back to GW2 after ~2-3 months of trying to adapt to ESO was because there, I could play 1 hour where 50 minutes was just running, running and even more running (then rubberbanding back and re-run the same stretch). We’re talking primetime as well. The scaling in ESO was 20+ players or forget about it. You needed a guild waiting for you. In GW2 I could just join a border and enjoy myself 50 minute out of an hour instead.

Like or Dislike new WvW Bordelands

in WvW

Posted by: Dawdler.8521

Dawdler.8521

I think they’re pretty, and I didn’t mind the vertical space usage. But Anet should’ve realized when they utilize vertical space, they almost doubled the size of old borderlands.

Uhm… its more than “almost doubled”. Much more. Its 2x as large on the 2D plane alone by using the full map square. Then you got the huge area beneath the desert which would be enough to fit 2 Stonemists. And to be honest thats as far as I have explored, but I am guessing there are more multi-level areas. The effective surface area of the new border is probably more in the range of 3x as large.

The real 4 main issues with the new WvW

in WvW

Posted by: Dawdler.8521

Dawdler.8521

I just wanted to add that a group of two to three people takes several minutes to blow up a barricade.

This is pretty easy to solo within 30 seconds.

So whats the trick? Tried to duo a barricade yesterday and after about 15s, the hp bar wasnt even down to 99% – it didnt move at all. Needless to say, we gave up.

Guild Hall Map Closing

in Guild Wars 2 Discussion

Posted by: Dawdler.8521

Dawdler.8521

We had everyone in the same instance when capping the hall (~60 peeps). Upon capture, about a dozen of us got dropped from the main instance.

I think the limit for an owned hall is 50 people, which would be ridiculous. Anyone done a headcount?

Everyone should fit in the hall.

Auto-upgrade: The Bane of WvWvW

in WvW

Posted by: Dawdler.8521

Dawdler.8521

All that removed was having to toss coins at the quartermaster and hope someone else didn’t screw things up.

No, thats not all it removed. It removed the need to be in the tower as well. It removed all association to the actual act of upgrading. Which is what is so bad. I dont think anyone will miss dumping gold in the upgrades, but they will miss upgrading.

No more +5 in camps/towers/keeps

in WvW

Posted by: Dawdler.8521

Dawdler.8521

So anet either forgot about small roaming guilds when they made the new system or they really hate us and want to encourage us to just run with a zerg.

Yep, they really just hate roamers.

Think about. Everything with the new WvW is about making roaming unviable and force people to blob up. All the changes meant to “split up zergs” just crush roaming instead.

Supply camps has been moved far away, no running back and forth. You want the blob to get in keeps.

Guild catas, the main tool of the roamer to cap things now cost as much as a regular cata. Not that you can small group cap keeps anyway now.

Guild upgrades like +5 made impossible for small guilds.

They went so far to physically block roaming on the border by adding barricades only zergs can go through.

They are forcing everyone to either cheeze it or zerg simply because dying on the new map is a severe punishment – it take too long to get back out there. Zerging is safer.. or not running out at all.

Dollys and controlling supply chains is now pretty meaningless, theres no reason to be deep in enemy territory.

Scouts arent needed to keep track of zergs, everything from scouting to keep status is automated. Even if you wanted to scout, gl watching over a gigantic keep.

All in all, roaming is now pointless. Either let the border play itself or bring a zerg.