Whiteside Ridge
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Looks especially gorgeous on norn fems.
Strange, norn females are basically supermodels
Signed, some guy who has 2 norn females between his alts (not the main though)
And he’s totally not willing to buy it ASAP.
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I am terribly sorry for every duelers who got interrupted by the other Bubi.
Not all of the Bubi’s are playing this way, some know how to respect others.
A duel-loving Bubi
Oh wow! I hope you main a mesmer as well, that would be awesome!
2 mesmers on lvl 80
(A salad for CoF p1 and the Mainstream-roaming asura [only power for the fun!] )
I’m scared, he has an asura mesmer as weel for his roaming
I’m as much scared as the time I was using my asura mesmer for roaming and he was using a charr guardian (our mains are almost the opposite, only difference is that I’m maining a norn guardian)
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yea but my friend mentioned there was free transfers before a WvW tournament or something.
before Spring 2014 Tournament (aka season 2) there were some free transfers
However, player feedback (including myself) was overwhelmingly negative on the matter because of how it was handled.
Since Anet gave us something free that usually comes after a price and that was player reaction (justified nonetheless, but still a negative reaction), I sincerely doubt they are going to hand them free again anytime soon.
Random replies to some ideas
1. Supply carrier mastery – 5 levels at max, every level for 20 ability points, all levels do the same thing:
- You can place 1 supply in keeps, towers, SM for every 2 supply you have (So at max level you can carry 5 supplies to a tower/keep for 10 supplies)
^this
2. Salvage mastery – 5 levels – every level for around 15 points
[…]
lv3 – You can now take 1 supply from enemy supply stacks (supply huts) with a 1 min cooldown
lv4 – You can now convert enemy rams and arrow carts to your side after 20 secs of uninterrupdetd channeling
lv5 – You can now convert any enemy siege
For 1 hour my siege would be at enemy disposal. I get that you can dismantle with level 2, but what if you have to quickly move to another map or log off or dc or w/e? No one else can do anything and the enemy will constantly have rams up in front of a paper keep/tower.
I don’t like at all the idea of draining enemy supply. For keeps and SM, when outer is breached the supply amounts should be automatically reduced to a maximum amount (like 1700 -> 1000, 1300->1000, 950->950).
6. Dolyak escorter mastery – 5+1 levels
I like the 5 levels, I escort a lot of dollies and having a bloody enemy capable of just sniping them it’s frustrating. I mean I could somehow prevent if I’m quick with CCs and stuff, but still 9 times out of 10 the average attacker will kill the dolly protected by the average defender.
The TETA (The Tyrians for the Ethical Treatment of Animals) won’t ever allow mounting on dolyaks. Stop asking for it, it’s not gonna happen. Ever!
Detector trap:
Same cost and everything as other traps. You place it, and when an enemy walks into it, it gives a signal on the minimap for everyone on the map (similar to party members pinging). After triggering has an 1500 (2000?) range.
^this
Achievments
^^^^^^^^^^^^^^^^ THIS
Upgrades
[…]
2. Supply camps
[…]Name: Promotion
Cost: 20 silver, 250 karma, 200 suppsSupervisor becomes an elite tier guy, the rest of the guards become veterans.
The guards are all veterans already short of the quartermaster.
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As someone who plays with a couple of characters I have to admit it’s a minor inconvenience to swap siege between characters, but seriously folks, there’s much more major changes needed than this. I consider it a minor quality of life improvement, I wouldn’t want major time dedicating to this when there are huuuge problems with WvW at the moment.
This. Any character is always parked in front of any kind of bank access before log out. It happens quite often that I have to transfer ascended stuff, siege, food between characters (alt-holic), so while this is minor inconvienence I can leave with out
BTW, basic rams catas and acs cost just a few silvers, the 3-4 alts I use the most in WvW always have a good stock of them, so always ready “on the go”
When I’m planning to do a serious raid and require superior blueprints and guild catapults, I take my time to prepare, it’s not that those 3 minutes will change my life.
The thing is that we have less guilds in lower tiers, so statistically people will end up more on higher tiers.
It wasn’t a random drawing of who goes where, so that’s irrelevant.
I was replying to Mark saying “your guilds in lower tier should have applied”
AFAIK only 1 guild from my world applied (Whiteside Ridge / EU). We also had the huge barrier of timezone, so no one was particularly encouraged to apply tbh.
If there are 20/30 guilds in a T1 server that apply and 2 in a T8, where people would end? Even if they have no idea of WvW (as few devs admitted, and people blamed on them, like everyone has to do everything) you still have more chance on picking an higher tier. Then you had up the standard preference for higher tiers that the average player has.
At any rate, this was a good brainstorming. Don’t pick the bad all time, sometimes you have to get trough a series of bad ideas to get to a good one, I don’t think this was a wasted last chance.
I sincerely hope there would be a new round of adopt a dev, maybe when a few of the tweaks will actually hit the game.
Just having an extra line providing us the ability to input a custom amount of gems or gold? (see attachments)
We would still have the QoL of just pressing 1 button to buy bulk amounts and an improvement over the old system (which was convoluted, as I had to input gold to see its conversion to gem, then if that wasn’t the amount I was shooting for I had to tweak my numbers)
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We understand and have seen the feedback regarding the proposed white swords change and the team is discussing that feedback.
Thanks for the update on the matter.
The thing is that we have less guilds in lower tiers, so statistically people will end up more on higher tiers.
I do hope to see the program again and now that I’m thinking I’ll probably apply with mine, I’m not in a proper WvW raid guild so at the time I though we weren’t suited (Plus I live in GMT +1/ +2, but tbh I play a lot during late afternoon for them), however I’ll hope some dev would be happy to see the roaming scene in T8/T9.
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White sword (cross post from the related topic in the section)
Being mainly a roamer (alone or with 2/3 people max usually in enemy BL) I do like the advantage I would get, but I don’t like helping big blobs killing my keeps easily on the other side.
If I understand correctly, white sword are an effect of “defend xxxx” event (the one with the 3 minutes timer)
How about use event scaling as a way to delay the sword?
Example
1 attacker -> event will never trigger, no sword, could be a way to reduce troll tags. People able to solo towers or keep are rewarded with some extra stealth.
2 -5 attackers -> event (or just swords) will trigger in 1 minute
6-10 -> 30 seconds
11-20 -> 15 seconds
Up tp 30 -> 10 seconds
More than 30 -> 5 seconds
This will also be an incentive for people to form small groups instead of constantly blobbing.
PPK
PPK should be a part of the score, but not the main part, like in pvp killing someone gives us the same amount of points as holding a node for 10 seconds. Important but not that important.
If we are going to “test” this, please clearly show us how much is that part of the score.
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My suggestion:
Change the structure of vision so that you see on the map everything that any player on your team sees. So if a scout sees a zerg moving on the canyon, everyone’s map would show the players as the scout sees them (red dots). If the scout tags along with the enemy zerg, the team would have longer vision of the zerg’s movements.
It should be somehow related to an interaction with the enemy to avoid trolls from exploiting it, but why not?
Being mainly a roamer (alone or with 2/3 people max usually in enemy BL) I do like the advantage I would get, but I don’t like helping big blobs killing my keeps easily on the other side.
If I understand correctly, white sword are an effect of “defend xxxx” event (the one with the 3 minutes timer)
How about use event scaling as a way to delay the sword?
Example
1 attacker -> event will never trigger, no sword, could be a way to reduce troll tags. People able to solo towers or keep are rewarded with some extra stealth.
2 -5 attackers -> event (or just swords) will trigger in 1 minute
6-10 -> 30 seconds
11-20 -> 15 seconds
Up tp 30 -> 10 seconds
More than 30 -> 5 seconds
This will also be an incentive for people to form small groups instead of constantly blobbing.
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Yes, GW1 GvG involved objectives, but that doesn’t mean it’s better than GW2 GvG. Many people, myself included, hate point-capture and love death-matches.
Death matches make a stale meta. It has always been and it will probably always be melee train vs melee train, casters on the back or on the side.
Require skill? Sure, but you either go that way or that way. And it’s not balanced, the fact that engi and ranger are excluded proves it.
Many people, myself included, hate this kind of fights. And judging by all the people that played in GW1 and are in GW2, we share this PoV. Some of them are doing only PvE, others prefer to roam.
BTW GW1 wasn’t a point capture match. It wasn’t a deathmatch. It was a battle. A real battle. Even if it was 8vs8.
John, thanks a lot for the report, it was really interesting to read.
The smaller tweak are interesting (siege disabler balance, white sword, PPK and rally off a kill ). I’m really looking forward to see them, not going to discuss them now because it’s time to test features, not discuss them . I hope the schedule for those will be short (no Soon TM please
).
Regarding discussion on rewards for scouts and defenders: yes please. YES. Quick discussion and quick implementation
Raging because some devs don’t make the game as you want is like raging at a PUG for not joining server TS. You can ask, they’ll do what they’ll do, their decision does not depend on you.
I’ve done 1400 hours in 2 years (first year almost never played though). Yeah the game could feel repetitive and pointless, but if that is the case I just log off, I could be back in 2-3-6 months, maybe things would have changed, maybe I’ll do something else. It’s a good game all in all, it’s not that some missing features are making me thinking it was not worth my money.
And yes, GvG in GW1 was another thing. Like another game. I’m ok on having a WvW open world with impossible balance, but if sPvP was more guild oriented like GW1 (just 1 thing to keep people playing it: Guild Ladder) maybe things would have been different. But that was/is not the case.
Saying “If you want GW1 play GW1” is/was a bad idea. I want a fun competition like GW1 and improved mechanics and graphic like GW2. kitten me right?
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I have often questioned why we don’t have more Seigerazer events in WvW. I know the big worry is the potential problem for server’s to abuse it by suggesting players not log onto the map but in the current state of WvW I feel larger numbers will always trump fewer numbers.
I would love to see the ability for guilds to claim objectives and spawn their own champions in to help defend it, perhaps only if they were currently outnumbered.
Also, the current champions in towers and keeps are really slacking in the scaling department, and could use with a buff in my opinion.
It should not be PvE or PvE that take the place of a missing “P” in PvP
Be glad you already got my money for this game, because I would never buy it again.
Out of pure curiosity, what’s your /age ?
Is Hvaran post written in English?
After your meeting and compiling feedback, can you make a post summarizing what you learned? I know you can’t make promises as to what you can fix, but it would be nice to see what’s being talked about.
^ This
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Legendary Defenders
Place 1~10+ of them in objectives when a server is outnumbered, on a sliding scale of how many enemies vs defending players. […] Holes in this idea that haven’t occurred to me?
Besides them being overpower (can be tweaked), what happens if reinforcements arrives?
More: what happens if some one is playing an uplevel that prevents the defenders to spawn?
Population imbalance should be solved by having the same playing force on all the server, not by scaling tricks that could be abused or lead to toxicity between players
And even that, you can’t be sure of balance, but alas this is 24/7 open world. You can’t have balance all the time.
Even the one I play which is thief is kinda overpowered in some situations.
That should be the point.
Rock is overpowered when it confronts scissors.
In PvE definitely Engineers, they don’t have GW lore like Mesmer or tradition in rpg like Necromancer and Ranger or appeal of Warriors/Guardians/Elementalists/Thief, plus they are really outside of the classic scheme of RPG (similar to Mesmer in GW1 tbh)
In WvW any classes can be good for at least either zerg or roaming, so you see all of them. Still Engi is the less picked I guess, but just a feeling.
In PvP I see all classes more or less, the least played is not that less played than others. Engi are always there in PvP to compensate for their absence from PvE
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WASD: Movement with Strafe
123QE for weapon skills
RCVG for F1-F4 skills (although with sometimes I still use the usual F buttons)
F for actions
\ for weapon swap (default)
X for about-face
Z to look behind
Space for jumping (you don’t say)
I use a Logitech 602 as mouse with the following key bind
G4 for healing
G7 G8 G9 for utility skills
Middle button for elite
G10 for autorun
G11 for dodge
G5 for inventory ( <3 consumables)
G6 for map (really useful to have a quick glimpse on the map)
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24h coverage -> this is more related to balancing population tbh. I’m not a big fan on ppt scaling on population because of possible toxic behaviour. But we can face that some time zone have more people playing than others. What about decide some time modificators, like primetime 1x, afternoon 0.75x, night and early morning 0.5x
Snowball → cap the ppt on enemy borders (or maybe all maps) for a server far ahead (like > 150% of others). Give extra ppt for a server way behind if certain conditions are met (like owning all 3keeps in home border). Not sure it will help thought.
Stagnation →
What about gave a partial score for each night and give some rewards to all the participants.
Another possibility could be give feasible targets for server way behind.
Like take our current matchup, DZ is ridiculously far ahead on us and UW. PPT has no meaning, you play for fights. So, a new target is set for us and UW: get a certain amount of points from home border in primetime on a given night (say Thursday). DZ target ia to prevent this to happen on both borders. So we both fight half forces from DZ while we race with other world to get our target. The first world to get the target earns a prize. If DZ make us fail both the targets, will get the prize. (Details to address: starting condition, having 2 different targets and so on)
With this in mind, all rewards from WvW have to be revamped, having bigger rewards for a victory than 3 bonus chests.
Whiteside Ridge here. Sorry to hear you are going through hell, it happened to us just after last season. I know how hard is when you see guilds leaving because of steady matches with no competition or any related reasons.
Totally agree that some devs in lower tier would have been really appreciated.
PPT ought to be scaled by currently-playing population at time of tick to normalise server population and timezone coverage disparities.
“Rallybot noobs get out of the map, you’re making the other servers score more points”
See the problem? (talking from a T8/9 server that terribly suffers from night cap and population imbalance)
I hope this was the last tournament of Worlds and the next one will be an Alliance tournament (dreams are always free), but that said I had fun this tournament, and we could get to change tier after MONTHS of same matchup, so bigger fights and so on. All in all a nice tournament so far.
I might be a bit slow, but I don’t see a strategy if taking a tower or a keep is basically only a zerg vs zerg matter.
What if don’t a zerg that can help me because I’m outnumbered? I should just leave WvW, I have ZERO chances as being inside the tower does not give me a single advantage, in open field it’s pointless.
Fun fights!
Seriously: do the word strategy (strategy, not tactic) means nothing?
Outnumbered should not affect in any way battle stats otherwise it will be a incentive for toxic behaviour “get away from here pvers, you’re making things easier for the enemy”
Dual monitor -> I too have a gw2score.com fullscreen on my second monitor (I find it easier to read than millenium during action), something in game could be appreciated but not at the expenses of more importat features
Commander tools -> we just had multi colours and acc bound, which is totally nice and needed upgrade, but we are still short of what is requested.
I like the idea of a menu for quickly join squad. A commander could open a squad and have a 80 character description text like “defending and upgrading EB corner” or “havoc raid in * BL”.T
he idea is also totally reversible in PvE, like on Teq “offensive west zerg – western battery”… or Wurm “cobalt wurm”… and so on
Also, announcements are a nice idea. Say that also guild names that claims a structure are broadcasted, like “Double Experience have captured and claimed Lowlands for Whiteside Ridge” (self reference FTW ), guild activity in WvW would be highly rewarded with visibility, although it could create a slightly spam issue
John’s idea is interesting, could be tweaked a bit but it will surely give some variety to WvW (staleness is as bad as imbalance).
Each guild can be part of an alliance (that could even be formed by a single guild) and alliances are clustered together during off season, as per scheme John proposed, in order to have the same WvW players base.
In case a guild is not interest in WvW it will be a “freelance” and its player would act as a filler (more on that later).
Freelance guild status could work for all the PvE and PvP oriented guilds.
Regarding multi guild, let’s say everybody has to pick a primary guild (as proposed in guilds CDI) and they can play only for the alliance of said guild, its other side guild has to be “freelance” or still member of the same alliance.
If a player wants to leave a guild and its alliance, has to wait the new match up to join with the new guild.
Regarding freelance players: they can work as “filler” and be randomly assigned to a matchup each week. Of course this could rise an issue with siege trolls, so freelance could be limited on their siege deploys (like in a real battle you would give those “sellswords” less important tasks).
If a freelance player wants to join a guild, he can do that and the next week he will be part of the alliance. So recruitment during WvW will have some significance, as each week you could have different potential new player.
And people looking for different stuff can stay “freelance” for a bit a looking for a new guild and alliance to join.
Basically, any player interested in WvW will be part of some alliance. Any other joining randomly will be just an added militia useful for a PUG zerg.
It definitely needs some tweaking, but all in all I like it, I see more good than bad.
And for PvE: alliances will take the World as a parameter for assign you to a specific map, so no change with megaserver, you’ll still play with your community
There’s also good potential for RP.
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That AP is there as a small reward for going in low level zone, ideally to Anet you should always enjoy each map no matter the level.
On the other side, why not make enemy towers valid for PvP capture? Or why not make kills in the northern half of BL counting for “Shiverpeak killer”?
There are some dailies exclusive for PvE (usually a couple), 2 for WvW, 2 for PvP and the remaining 5-6 can be done in all modes (events and gathering only in WvW and PvE).
I think it’s balanced, you want to limit yourself to a game mode? Well, you’ll get less AP.
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Seriously?
Message Body length must at least be 15.
Scale PPT according to the people on the map on each side of the server.
Been saying it for over a year now.Red – 1 player
Blue – 10 players
Green – 5 playersCoefficient for gaining points – Red 1, Blue 0.1, Green 0.2.
So, if a server manages to get a great lead, they can just leave WvW, they’ll just outweight the points from the others. Or maybe you manage to swipe a border, then leave it empty, as no one will gain anything.
So less people will play WvW. And newcomers will hurt the server, as their return will be far less than the points they are going to give to the enemy because of an increased coefficient.
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Keeps, towers and supply camps are harder to capture
If a server has lesser player on a map, their keeps, towers and supply camps are harder to capture. For example: Server A and B have 84 players on a map, server C only 47. If server A tries to capture a tower from server B, there will be no different to now. But if server A tries to capture a tower from server C, it will be harder. Either they will get a debuff or the walls, doors and lords a stronger. (To take down the lord of a supply camp of an outnumbered server as hard as to take down the champion commander siegerazer.) The debuff will be removed if players from server A left or players of server C join the map.
Balancing points per tick
The points per tick are based on players on all maps. If a server has more players on all maps together, it will get lesser points for their objects.
What happens if inexperienced players make their way into the borderlands?
Now they still could be handy (except for being rallybots, but you can overlook that) and slowly get the grasp on the matter.
If PPT or capture are balanced based on active players they could be even harmful. And they will never learn anything because nobody want them to play.
I guess one of the deal breakers for Anet is to not change WvW into a elitist gameplay full of toxic chat like “log off noobs, you’re making things easier to SERVER_NAME”
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Balance world transfer price based on ranking
I mean, it’s still tied to global population, which means less than nothing now.
This is not a proper in-match balance method, but on the long run should help a lot. This works the same as “autobalance” for PVP.
The idea is this: going up in transfer always cost gems, pretty much the same amount. Going down (T1->T2->T3->…->T7->T8->T9) should cost much less, to an extent of a free transfer to really underpopulated server. You have the metrics, you know how many players log in WvW per each world, so you can figure it out.
I get that you (Anet) will get less money from transfer, but let’s face it, there are not many players who are so willing to throw 150-200g (don’t know the exact gem to gold ratio) to transfer to a t8 or t9 server. Even less 20€/$ I guess. And even if some of them do that, most of the time is to recruit a few players to the guild and then move to an higher tier (happened to us in WSR, I’m not complaining on their choices and it’s not Anet fault, but surely the background picture doesn’t help)
And losing players because they got bored by matchups is as bad as not getting a few € from those gems.
I get that this is from a low tier PoV, but if we manage to have a least more interesting matches, maybe have some competition with t8 and t7 and some variety on matchups instead of the stalemate we have outside of the season will make things way better than are now.
Free transfer before spring tournament (season 2) had its flaws, but look at how things have changed for Gandara (highest ranked international server with free transfer, jumped from 16th place to 4th/5th in EU). IF properly adapted, could give life to many and shake things up for the better.
On the long run, if you promote transfer for players on lower tier servers, population will spread out a bit better than now. That’s the first step.
Most common chatline Friday night “where is the battle historian?”
95% of people didn’t even notice that was in front of them while they were typingI guess a big purple flashing sign with something like come collect your hardly earned reward here would be nice, maybe some kind of pulsing arrow would be awesome too.
Or people should be aware of pushing alt to highlight npc nameplates.
yeah, and maybe you would ask people to dodge through the big ugly red circles… what next? properly stacking and buffing before fight?
AFAIK, dolyaks don’t give reward for defeding the caravan because of easy botting, so any kind of currency related to it is risky
BTW
I fear they’ll use bots to get BotS
I should give you lessons how to come up with creative names.
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Most common chatline Friday night “where is the battle historian?”
95% of people didn’t even notice that was in front of them while they were typing
I guess a big purple flashing sign with something like come collect your hardly earned reward here would be nice, maybe some kind of pulsing arrow would be awesome too.
So, EotM is WvW? I didn’t know, I just saw a blob running around, farming champs and occasionally bumping their head against another blob, with the biggest blob continuing its run while the smaller blob went back to square 1.
We want The Frog.
Takes 10 minutes to roam a border (or maybe 2) and kill the dolyaks if you are interested in the achievement point. I get that 10 minutes less of precious mindless farming strategic battles is a huge waste, but you can live with it.
MOAR bump for WSR
Bump for WSR
And since you are here, why not take a look at our last week all mesmer raid ?
Excuse my bluntness but stop whining about Gandara as if it won by default simply by free transfers,
I am not whining about Gandara victories (it’s not even my league). The critique was on the decision to give them the 0 gems transfers, making them an escape route from lower tiers. Which are bleeding to death, like a downed player.
And Piken didn’t get free transfer. There were a few silver league who had that, but Gandara was the only one international, that’s why I’ve said it was a bad decision, because it led people stacking on that server as it was an easy choice.
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Open letter to Anet WvW team.
Tournament Schedule
I guess it is pretty much clear that Swiss tournament wasn’t the best idea for schedule. If there are more Tournaments (I guess so) revert to fixed schedule. Seeing server tanking on purpose to get a better match-up for last week it’s not funny and it’s against any possible “fairness principle”.
What’s the point on winning against easy enemy and get 3rd with harder, when I can get 2nd on purpose and then get a victory with those easy again? It’s 6 points against 8 points, all matches are equal!
Tournament Prizes
I get that WvW is not and will never be about balance. But having tournament prizes based on server performance encouraged server stacking.
I don’t know who had the brilliant idea on making silver tier servers with free transfers, but thanks to this and thanks to the fact that there were only 1 international server in silver league with free transfer, Gandara ended up sweeping the League.
I don’t play for rewards. Most of people play for fights and another good chunk play for rewards. Many were appealed by leaving lower tiers free of charge to get their rewards and bigger population in game.
Plus, I can’t even get how a T3 server player will get less reward than mine (T8/9). Or how a total casual player from a winning side will get far more than me or other commanders from our server who put a lots of effort even knowing they were not going to make better than 6th.
For upcoming tournaments (because you will keep tournaments a thing), make the reward based solely on personal contribution to the server. Not sure this will prevent any kind of stacking, but surely will not encourage it actively as this tournament did.
Europe Ranking
Now, this hurt me a lot.
Here is the current outlook of EU rating
1) Desolation 1887
[…]
12) Piken Square 1652
[…]
18) Fort Ranik 1450
[…]
22) Blacktide 1229
23) Ruins of Surmia 1184
24) Whiteside Ridge 1028
25) Vabbi 945
26) Fissure of Woe 897
27) Underworld 719
Considering that we (WSR) are losing points this week and RoS are gaining, the difference between 23rd and 24th is roughly as the same between 1st and 12th.
The last 4 server are struggling a lot and are bleeding players (I’m sure on WSR, on others I can estimate based on what I see on the battlefield). The difference between T8 and T9 is huge, and a butterfly flapping its wings actually causes an hurricane in T9 matches. The 4th server that ends up in T8 (it was us before the season, it should be us again next week) plays the role of cannon fodder, as we can’t match enemy coverage.
Plus with current match-up mechanics, it’s hard to improve points for those 4, causing a tremendous staleness on match-ups, which leads people to be bored, which leads them to leave.
If you plan to keep 27 worlds up in Europe, maybe (just maybe) you might want to consider to help those server with free transfer after season will be over. Otherwise you’ll have 23 worlds that kind of get things going and 3 or 4 that will be deserts. (If this actually matters to you)
I’m not asking to rework WvW. I’m not asking to do dramatic changes. I’m asking you to help us a bit by discouraging server stacking on higher tiers (which is the opposite of what you have done up to now).
My 2 cents
I do actually think that Anet is thinking on reducing the number of Worlds (at least in EU) to better redistribute the population among those (side effects of Megaserver). If so, the 3rd point is just a cry for my World, but the 2 upper points should remain valid.
Thank for your attention
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As the season is getting to an end, this is the proper time to shake things up if WvW is starting to appear repetitive to you.
Want a new experience? We can provide you the best!
Whiteside Ridge is looking for a few adds to improve its gameplay and permit to be competitive against its regular foes. Whiteside raised from the bottom of the Europe ladder to improve 4 position. Through highs and lows, we still keep a fair rating considering our player base and we are capable of being a match for servers 250 points ahead of us (that is the rating difference between a T5 server and a T1!)
We have a core of dedicated guilds and players that constantly raids in WvW, no matter who the enemy is. Even constant outnumber does not stop us!
Whiteside Ridge features
Whiteside Ridge WvW experience
Want to be a part of our next step into the ladder and actually accomplish something in WvW? Join us now!
Contacts
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Anet should at least have left ONE server based PvE map that is a central gathering place for players on a server, such as Lions Arch used to be.
All he wrote and THIS in particular
What is interesting is that — while putting 21 points into precision makes sense if you have at least 4305 total points, the break-even point gets worse from there. I’d guess that’s the graph you generated … but the break-even point (where if you have more than this, it’s better to mix in precision and ferocity) always exists. Using 4310 as an example (I know this is above the break-even point for putting 21 points into precision and 0 into ferocity, though as you can see the difference is marginal):
4310 * 1.02 = 4396.2 < 4289 * (1.5 * .05 + .5) == 4396.225
It does gradually get better than that, though for low precision the scaling isn’t great:
[…]
I did all the calculation again, I was just “forgetting” the boundary conditions
Go check my post and apply the rules I’ve wrote and you can’t be wrong this time
Plus, on your “4305 example”, don’t forget Precision start at 916, so you are actually at 5221
Same on “6000 example”
TL;DR: the scaling is poor for precision and ferocity, but if you have enough total points to distribution some should go into them. And of course, we don’t have a choice, so Berserker is best for now.
I don’t disagree with your conclusion — the balancing for ferocity makes it underwhelming — we don’t have enough total stat points to get much advantage from the multiplicative effects. But we can reach a point where some precision and ferocity is better than none. I’d have to go through your calculations a lot more carefully to point out what’s wrong, but I can assert that damage is not proportional to power^3 — if you have that term, you’re calculating something else.
this is the build with the highest offensive stats I can have for a guardian
The build has already sigil of accuracy, 25 stacks of might, 25 stacks of bloodlust.
I assume that I’m in a party that can give me constant fury, constant banner of discipline ( +170 precision and ferocity), constant banner of strength ( +170 power) and empower allies ( +150 power) from a warrior and spotter ( +150 prec) from a ranger.
Adding this stuff (I’m also adding 7*21 from sigil of accuracy and the 20*21 from fury) I have
4197 power, 3021 precision and 1115 ferocity = 8333 total offensive stats -> 9624 av. dps
With these high stats, we do have a breakeven point, which is (having all numbers free)
3667 power, 3124 precision and 1542 ferocity
At this point we even have too much precision (> 100% crit chance), moving points from precision to power
3869 power, 2922 precision and 1542 ferocity -> 9780 avg dps = 1.6% increase
What was “wrong” is that I assume that Precision and Ferocity have a fixed difference (1582), however this maximize the “multiplier” factor but does not ensure me to be the best allocation. I have to fix that.
I should also impose that Ferocity is never lower than 0 and Precision is never lower than 916, Precision should never be higher of 2922 (=100% crit more is wasted), Power is never lower than 916.
So that is what is wrong, calculation are correct, conditions are not. I should rework a bit considering this (plus I did a small mistake on math consideration on the function), ty for your examples
The thing is, with normal builds and in normal situation, you’ll hardly get to those points where you prefer Precision or Ferocity, like you say here:
That’s pretty disappointing — I mean, including precision and ferocity in stats is better than including useless stats (in terms of DPS), but the optimal build would still be basically all power unless we had more total stat points to work with.
(edited by Dawntree.7246)
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