The numbers have drastically dropped it seems after s2 so I wouldn’t take it personal. Even in T1, most of the time, the maps are outnumbered. I think most people also will inevitably follow a more well known commander as opposed to one they don’t see tag up to often. I’m guilty of that myself, but I don’t often get in TS either and often I find I’m better off out of TS. I’m sure there are many other WvW’ers out there who are the same.
There never is really any “battle” so to speak in EoTM; it’s usually 1 group running over the other group with little to no resistance. As much as I like the look of EoTM, it’s basically a place PvE’ers can karma train to break the monotony of actual PvE maps. I wouldn’t wan’t them to alter it in any way as it is a great place to level up characters efficiently.
What I would like them to do is add another instance of this map to the actual WvW so it plays a part in the PPT score. While were at it, move some of the mobs from the EoTM map into existing WvW maps as they are a lot tougher to deal with.
Define population.
Easiest way to do this is have it work dynamically.. aka 100 vs 50 vs 25.. Those who have 25 on that map tick higher and gain more war score than the 50 or 100.
The system isn’t really “abusable” as its pointless to leave WvW just to give a team a better ratio, while people sit out.
It is very abusable. I remember the times in Warhammer when they introduced kind of “Outnumbered” buff. It worked not like in GW2 meaningless buff but actually gave quite a lot of extra damage and HP to the outnumbered side. People were leaving the warzone so the organised guild groups could insta take keeps or wipe big zergs with ease. Fact is that it was much easier to leave the warzone and come back.
We must remember that if there is something to abuse people will do it. Such changes cannot be made without much testing.
Your basing it on the premise that there is some sort of ultimate reward in the distance for people to voluntarily leave the map. Winning in WvW offers nothing so there is absolutely no point in voluntarily leaving a map then coming back, especially risking your spot if suddenly there is an influx of others who join.
If WvW offered some meaningful reward at the end of the week (or even some hourly reward based on what you held), then I can maybe seeing people making it worthwhile to abuse it. In WvW’s current state, I cant see why anyone would leave a map just so another group had a better PPT ratio.
cant blame you, the player exodus has been going on throughout the game, in most every guild and server. Seasons and megaserver, anet wrecking their product with both chambers.
I concur, I’m in T1, and every time I’ve walked into WvW in the past 2 weeks, we’ve always had the outnumbered buff, every map. The only exception is K-train Friday.
I remember the days on reset night you’d literally wait 3-4 hours for ques; now none of the maps are qued 2hrs after reset.
Even in PvE, megaservers and all, I’m really surprised to see most of the maps I’m in completely desolate.
Define population.
Easiest way to do this is have it work dynamically.. aka 100 vs 50 vs 25.. Those who have 25 on that map tick higher and gain more war score than the 50 or 100.
The system isn’t really “abusable” as its pointless to leave WvW just to give a team a better ratio, while people sit out.
The amount of attunements or kits doesn’t matter unless your traited and geared properly for them to fit the build. As we all know (at least in WvW and PvP), it’s better to excel in something rather than average at everything.
I honestly don’t think engineers and elementalists are going to swap out gear and re-trait every time they come across another player or zerg just to make full beneficial use out of weapon swapping where it’d be considered OP. It just takes too much work and all it does is takes the enjoyment out of theory crafting for builds.
Rather than giving them a weapon swap option, why not make it so the weapon has to be in use to keep the stacks.. aka, you swap, you lose the stacks. Nothing is stopping people from putting a second stat stacking sigil on their other weapon.
Add me to the list of bored players. I started doing something I never thought I’d do, start leveling up each class to 80. Even when I sit and think about taking one of these new classes into WvW, nothing really changes. As the OP pointed out, your basically fighting one of 4 classes as the other 4 have limited use. You can only take the same tower and SM so many times before boredom overtakes enjoyment.
Is it bad the only thing I really look forward to in WvW is taking my uplevel in on Friday for K-training for a couple hours?
The “server vs server vs server” idea never should have been implemented in the first place, not when equality is soley based on how many people on a given server prefer to PvP/zerg or not.
Hindsight however is 20/20.
It doesn’t mean it still can’t be fixed, but it does mean people just have to accept the current idea does not work and there is absolutely no fix to make it work. We can’t force people to be come WvW’ers or PvP’ers (if you will) when they simply don’t like it.
It just makes logical sense to combine all the people who actually want to WvW in either 3 servers (because there are 3 colors or 3 factions), or in one giant pool where players can freely pick for what side to fight for.
I don’t also see why they can’t use existing PvE maps for WvW. A few coding changes to add in the structures and voila, we have much larger maps which is one thing people have been asking for.
Ultimately though, some reward structure needs to be in place that allows people who wan’t to soley do WvW to be able to obtain the same items as PvE’ers get (and vice versa).
More often these players have no interest in 1v1 or small fights. If they wan’t that, they’d be in sPvP.
It’s WvW and they probably have more interest in running with their zerg, capturing things and making more gold rather than getting into a 1v1 and wasting their time.
One could argue removing siege from EoTM would work, because when generally asked, WvW players don’t like siege in WvW. If the WvW players (derailers) got their wish and siege was removed from WvW, I suppose they couldn’t troll in EotM.
Win win situation? I personally like siege; however, I don’t have much difficulty killing off the group of players trying to derail a karma train.
Now I understand this still may take a bit of time though they wouldn’t not having to be starting from scratch.
Why not just code structures into all the existing maps we have. It doesn’t have to be fair given there is nothing really fair about WvW to begin with. Every week a random 4 are taken and used as the borderlands and EBG.
Because the maps are larger, they should be able to hold more towers, camps, and keeps than we currently have on each map. Either add/subtract (or keep existing way points). Why not have more than 100 players per map given the size of these maps?
Might even be easier for world completion if all vistas, poi’s, and skill points remain in the maps as they are now, so those whom are in WvW can actually complete these without venturing into PvE. Add some random WvW related quests that dynamically change each hour for extra war score.
They still log on dead anyways, you may not get the stomp points, but the pain to re-log and possibly get back into WvW (if there is a que) is more of a pain.
I think it’d be cool in addition to new traps is to have tower/keep upgrade that also dumped out a few traps that players could pick up and deploy around base accordingly. These should cost no supply as it would be an upgrade.
IMO no elite should be negated by a lesser skill, or negated by stability
Give commanders an ability to pack up siege and re-use it. Allow one commander a map to do it that’s voted on in the map. Siege doesn’t make a great gold sink as it is anyway.
If you’re the underdog you should focus on defending,and make sure people will do just that,get 5 – 10 people in every tower and make sure it’s sieged up properly,you can hold of everything if done right.
Not really, a simple treb will destroy everything in that tower. The defense to that is a zerg destroying the treb.. which.. you don’t have.
It’s better to just remove PPT entirely and only award points for captures, defending, and killing other players.
That way an overstacked server at night will be “war score starved” as there will be literally nothing to do.
Yes, players can take advantage of this by simply vanishing from the map screwing their enemy over, but this also makes way for noobs to join WvW and get stomped in the absence of the main WvW group.
The only real purpose the outmanned buff seems to do is serve as a deterrent to enter WvW.
While some could care either way if they’re outmanned or not, IE, sitting in their keep on mumble ready to call in the map hopping zerg, for most that enter WvW, will leave.
While I understand an extra map would take quite some time to make fully playable and available to WvW, is it not possible to use one (or several) already existing PvE maps with a bit of polish to fit bases in?
I don’t think it would take much tinkering with the map. The layout can be left relatively the same as to have actual real elevation advantages and choke points. Plus they are a lot bigger too so it may just force players to spread out.
My 2 cents, but I can think of a couple maps that would make for fabulous WvW maps (like Frostgorge Sound and Mount Maelstrom). Granted I’m not a fan of too much water in a map, but I think these 2 in particular would make good ones.
Just my 2 cents.
What some people fail to understand, is the AvA or color vs color (faction vs faction) are not overflow maps if done correctly. For the sake of argument, lets say if this idea was implemented and there were 5 instances of each map. Currently, we have 8 matches going on in NA, there are 8 instances of each map. I personally think 5 is the sweet spot that will ensure even coverage 24/7 with little to no que times.
Using the sweet spot of 5 of each map gives us 20 maps overall. When you log on, you can clearly see all 20 maps and how many players from each alliance are on each map at any given time, then you pick and choose from there where you wan’t to go, simple as that. It’s difficult to call any of them an overflow when your choosing who you wan’t to fight for and where. This is nothing like an overflow or EoTM
This doesn’t have to be a system of “us against them” or “we’re better than you”; it’s a system of going out there and fighting against other players in even numbers in a PPT system that ultimately does not matter or holds any merit. All this would be is large scale PvP in an even playing field.
Right now, the only merit the current PPT system holds is showing which server had superior coverage that particular week. This is ultimately one of the reasons why WvW is growing stale.
While I agree new maps are needed, in all honesty, they aren’t needed at the same time because the current population doesn’t support a need for them. Even in T1 (outside of reset night), all 4 maps are never qued. I imagine when you go down in servers the coverage dissipates even further. There is a reason that servers with baron coverage tend to only congregate on their own BL. Now why would a new WvW map be needed in this case?
Talyn.3295:
I would never advocate the destruction of any server, from the largest to the smallest.
This sums it up, in a sense.. server pride. The elimination of a community or whatever you want to call it. Ironically, it’s this very thing which will ultimately cause the destruction WvW.
One has to think, when you start meeting people from other servers and teaming up with them, the community aspect will probably expand, not shrink.
plz, no more pve in wvw :/
WvW is a combination of PvP and PvE….
The only thing about PvE in WvW is the random baddies running around the map and NPC’s.
As it stands, WvW could use a little more PvE content in it to spice it up. I don’t mean living story content, not unless living story is PvP based.
A boss in WvW could make things interesting if it randomly descended on an enemies keep.
If people do not want any PvE content in their PvP, then they should stay out of WvW and go to PvP instead.
(edited by DeadlySynz.3471)
I only just started playing a condition (necro) build myself so I’m still a bit green with it. What I have noticed is that they are particular effective against defensive minded players but rather weak against offensive minded players.
What’s more of an issue is players who spec themselves completely defensively then seemingly expect to be able to outlast anyone in the game regardless of what damage build they’re running. If they can’t outlast them, they scream foul…
They complain they don’t have the cleansing available to outlast the conditions. That’s no different from me (mainly a power/berserker based player) saying defensive builds have too much raw damage against offensive targets. Why exactly does a tanky PVT build do more raw damage to a Berserker build than vice versa?
Consider it like rock paper scissors:
Power/berserker based = Strong against condition builds / Weak against defensive
Condition Builds = Strong against defensive builds / Weak against power builds
Defensive Builds = Strong against power builds / Weak against condition builds
Case and point, if your running PVT or straight defensive, expect to get trashed by conditions at some point because that is your achilles heel
(edited by DeadlySynz.3471)
It has been suggested before.. kind of in time slots, but in the same effect.. a series. The match can still be a week long, just break it up into 3 time slots:
12-8
8-4
4-12
Winning 1 time slot gives you a point, winning 2 will win you the match. This way, those that have overwhelming coverage say in SEA or OCX time are not guaranteed to win.
If yo take a server who has decent to great coverage from say 8am to Midnight and can win those time slots, it won’t matter if they have absolutely dismal coverage from Midnight to 8am.
Another thing they could or I think they should do is take the bulk of PPT off of holding forts and institute a system where PPT is awarded through quests within WvW. Quests based on what you hold and what the enemy holds. Gw2 is generally based on random quests throughout the world, it only makes sense to have WvW style quests within WvW.
It is impossible to all WvW players on 4 maps, this much is true, but it is not impossible to fit all WvW players across multiple versions of each map. This would not be an overflow because if it is done correctly (like many have stated), allow multiple instances of each map going at once. Then allow players to view exactly how many from each alliance (or color) are on each map.
It wouldn’t function anywhere even close to what EoTM is for 2 reasons:
1) The rewards in WvW aren’t as good, and it’s significantly more difficult to make any progress than it is in EoTM
2) You’d be able to see how many players from each alliance are on each map.
I think most people join EoTM for a couple reasons.. to level up and a champ box train. Unless there is a K-train going on in WvW, this idea would not function the same way EoTM does.
The advantages of this system:
- You’ll rarely see coverage disparities
- The enemy dynamics will never really be the same due to any player from any guild could theoretically be your enemy (even your own server)
- The matches will not be stale (though the maps themselves might) like they are now
- GvG is significantly easier because guilds can just organize on a low population map
- It’ll be far easier for guilds to set up map wide guild raids
The only cost to this system is, players have to abandon the idea of server pride, because your no longer fighting for your server; your now fighting for the sake of fighting.
Attach a mass amount of achievements to each alliance (or faction), and do not bind anyone to any faction; let players freely choose when they log on.
I’m thinking, if wvw was simply qued, beyond server vs server – it would make wvw fun again….wvw was a blast in beta – there wasn’t anything about joining the largest server, it was more about joining a big fight and discovering something new. it seems the problem is that wvw has naturally taken on a gvg approach – but on a server scale.
By simply queing up to enter a random wvw fight – everyone would have a chance to join a big fight – which from a product standpont should be a feature available to every customer – no matter what server they joined.
and another solution should be independent of wvw to fill the guild vs guild – this should actually be in the pvp area, where it can be more controlled. if you want to rank a guild on wvw – simply total up their wvw points as a guild and give em a gold star or something. wvw needs the mega server approach to balance things out and make it more fun / versatile again.
You’d also probably make more sales creating custom maps for gvg friendly fights (which have wvw options ) – and you’d probably have more control with lag by making all wvw fights optimal sizes – no que’s because each person is joining a random fight. The scores only really reflect who has the most coverage / population – so you wouldn’t lose anything historically relevant.
This smacks of getting rid of countries and patriotism.
No. We need our servers intact and better equipped by the devs to keep the attention of the rest of the GW2 community.
No the servers are not better off in-tact. The current system is living proof of why it doesn’t work and never will work. The devs cannot keep the attention of community when players freely take it upon themselves to stack servers due to greed.
The OP’s idea would work as long as players can freely choose whatever color they wanted to fight for when they log on, and can see the number of players, per color, per map.
All the more reason to abolish the Server vs Server idea and replace it with color vs color or faction vs faction. Then allow players to freely choose whatever color or faction then wan’t to play on when they log on. Anet loses money due to server transfers but could easily make it all back and then some by monetizing other things within WvW
The best part about it is, because there would have to be multiple instances of each map, those who wanted to specifically GvG could easily do so, even their own server, by simply moving to an un-populated map.
- No more stacking
- No more ques
- Even match-ups
Isn’t that what everyone wants? Or are most people still happy with the stale uneven match ups?
I think that is probably the next best option.
Unless they just abolish the server vs server idea and implement a color vs color vs color and just combine all like colors (IE faction based), the next best option would be to remove PPT.
It’d be interesting to see if players would start evening themselves out, because in essence, it’d be pointless to WvW in off hours by yourselves unless you care more about flipping stuff for rewards than actual fights.
Im not entirely convinced balance would be a concern. Clearly, some keeps and towers are far more difficult to take than others given map layout, siege placement, and/or choke points.
Not to give them ideas, but it’d almost make an interesting living story idea.. fortresses being constructed in say Sparkfly Den. Part of the story would be attempting build up your towers/keeps/main base, all the while attempting to stop your enemy from doing the same. The next part of the story could be outfitting your bases with whatever they need. The final part (which hopefully is added as permanent content), is WvW based inside a PvE map (minus the PvE quests). Although I wouldn’t mind world or meta events spawning, I think that’d add an interesting element to it.
Even though I play an Ele now, my Ranger is still the most played class by far. Barrage had decent AoE before they nerfed the damage. I wouldn’t have said it’s great, maybe good. After they nerfed the damage, Ranger’s AoE is just Ok.
Piercing arrows on the other hand mixed in with quickness can mess a lot of people up pretty quick. Regardless of what people say, the general reaction towards getting a rapid succession of attacks is to panic and run. Barrage combined with rapid fire/piercing arrows will usually cause any group to scatter.
If we compare Ranger AoE to say Ele’s AoE, it’s incomparable. Fully zerked Ranger’s barrage does maybe 1800-2.5K per tick (if your lucky). The ele’s meteor shower (not counting tornado) hits anywhere from 7K-12K, and it hit’s far more than 5 targets due to the meteor’s themselves hitting multiple targets.
I won’t consider Rangers to have great AoE until we can shoot traps from our bows or make all traps ground targeted like ranger wells at 1200 range.
I would imagine the entire lot of them would melt in a single AC barrage (maybe 2 max). While I think it’d be funny having 25 MM necros running around WvW together in a group… I don’t think it provides anymore use than amusement.
Obviously the number of player hours makes a difference. If server A has say 50,000 player hours in a week, where as servers B and C only have 25,000. Server A will obviously win because they will have coverage in other areas where B and C don’t. Coverage is king.
Now if Anet tied this into rating somehow.. meaning ratings are calculated with player hours in mind. More player hours = less rating. Then base wins on rating. So basically in the example above, in order for Server A to win, they’d have dominate 24/7 because their player hours reflect that they should reflect that they dominate the match at all times.
If B and C manage to beat the pants off them during even coverage match ups, well B and C’s score would sky rocket, while Server A’s would plummet. I think this could naturally even out the population gap.
I personally would like to see player hours per server posted. It’d probably stop a lot of the “we are better than you” chest thumping. Especially when the server with the greater hours is getting beat continuously in fights.
AvA is a bad idea for guild wars. We saw this with EoTM. Why people still can’t get this is something I will never understand.
With the exception that EoTM seems to draw more casuals who could care less about PvP and more about karma training.
Now transfer that same idea into WvW but not fill it with actual WvW players and we have a whole different ball game.
Question is (as I see your from BG), what do you prefer, rolling over someone with superior coverage, or having even fights whenever you log on?
Alliance battles are the way to go. As long as Anet creates multiple instances of each map, and allows players to join whichever alliance they feel like when they log on (so guildies can play together), give achievements based on each alliance, we should be golden.
There would be no ques, maps and coverage would be as even as ever, it’d work flawlessly. The only people that may have a problem with it would be the “server pride” people.
- issue: Guilds as proof of the ‘mega server’ anet would never part guild members from each other, thus making it a game of stacking a guilds(500people).. Sure this would support the name of the game but…. I’m pretty sure such a thing would result in even worse WvW play.
And WvW’ing with a new crowd every week + unable to do it with your friends if done your way would just as quickly ruin it. :/
This is system could work with some minor adjustments to allow guilds to play together.
It basically comes down to 2 things, either players voluntarily spread out across the “servers” or Anet forces them to do so. Either way, things are balanced in the end, everybody wins.
I kind of like the idea; however it doesn’t account for population disparity. There will still be blowout matches.. really bad ones.
Now if they say removed points all together and just determined placement via glicko rating. Then glicko rating takes into consideration population, where those servers whom have higher population receivers lower ratings when facing low population servers (unless they continually blow them out).
For example.. Take a Tier 2 server vs 2 Tier 1’s, if the T2 server manages to not only hold it’s own but do well in capturing objectives, both T1 server ratings would plummet. In fact, maybe PPT score meaningless.. it still ticks, but depending on the population, if a server who has overall lower coverage but still performs well, they will win.
The idea would work as long as it wasn’t done in the same way the OP has layed it out.
Allow players to pick each time they log on what faction they’d like to fight for.. at least then guilds won’t have a problem running together. Create multiple instances of each map and you have a winner.
One can’t argue it would be lopsided either because given the maps only hold 100 per team and now that the numbers aren’t just based off one server but the entire player base. You’d almost guarantee to have multiple instances of each map qued at once. Far more even this way
Edit – If they also instituted an objective based system that also awarded war score (just like random quests happen in PvE except these would be PvP based in WvW), it’d make it much more interesting.
Berserker really isn’t fine, though I suppose it depends on what game mode your in.
PvE, it probably doesn’t matter either way, as nearly everything can be done in zerker.
PvP, not sure how many people roll zerker gear in small scale combat and succeed..
WvW, this is where it glaringly shows how out of scale it is with the rest of the gear. If you pit 2 of the same classes against each other, then put one in full zerker gear and the other in full PVT gear; the PVT geared player does more damage.
Now seeing as that zerker gear is supposed to be the highest dps gear in the game, it makes no sense that a PVT geared person does more damage to them.
I really don’t think this was intentional on their part, but it proves zerker gear is not fine. Either that, or call zerker gear fine, and bring other gear in line with it, like lowering the amount of power on other gear and reducing the effectiveness of toughness.
The one time I actually I found people in the pavillion we were able to do this boss blitz event.
I recall there were about 20 of us or so. We were pretty proficient at pulling off the boss and killing the turret when it spawned. This fight took way too kitten long. I think we were at it for 20 min.
Now I’m all for the turret mechanic, but either drastically reduce it’s HP while increasing it’s healing, so as if people don’t pull off fast enough, then it’s a punishment. 20 min for doing things right though seems a bit ridiculous.
Now I see why this place is a ghost town whenever I go there.
It must be super unfun. Whenever I go there, it’s empty
Judging from what others have said, mass organization with a group of randoms with no real tools for organizing doesn’t work. With the mega server in place and it being empty, I think it’s a sign that it’s not all it’s cracked up to be.
Perhaps their efforts were better spent upgrading WvW.
Well I just entered the pavillion tonight for the 1st time during prime time.. annnnnd it’s empty.
Now this event isn’t that old at the moment, but the fact that it’s empty should speak volumes on whether people think it’s too difficult, tedious, not rewarding, or not innovative.
I guess I can file this under achievements that aren’t doable.
Everyone is the “mighty” skilled superior server, until they don’t have superior numbers anymore. Funny how skills seems to disappear when the numbers does.
and yet BLACKGATE was only 10K ppt behind yesterday before most of the server became too exhausted to play DESPITE being OUTNUMBERED by 2 to 1
BG is player for player the BEST NA SERVER, hands down
This isn’t true. Coming from a former BG player myself, I spent more time resurrecting dead BG players than I did killing enemy players.
Also some food for thought, when I’ve been on (mostly prime time), TC has spent more time fighting JQ than BG it seems, even despite TC being focused on by BG. What can we gather from this? Even while battling JQ, TC can still take out BG in the process and not only maintain the lead but build on it.
Coverage isn’t something to brag about, being able to overcome a 2vs1 is.
My spidey senses say that OP is from BG.
checks post history
Yup.
I was just going to say that.. bet you anything the OP is from BG… sure enough.
They are better off just eradicating gold and turning the trading post into a barter house. Then create an elaborate crafting system, much more elaborate than what we have now.
I wonder if they ever gave any thought or what they envisioned for this game 6-12 months down the road.
When you don’t add permanent content and take away all the sources of avenue for loot, what are players left with exactly? WvW? The loot sucks even more then on top of it being completely unbalanced.
They nerf the frostgorge champ train, Queensdale, Cursed Shore, and the Dungeons (which i wasn’t aware of because I don’t play them).
Also apparently world boss frequency has been reduced too, or i’ve heard because of the Megaserver. Perhaps someone can clarify.
Given all this, where exactly are they trying to push players? The gem store? What good is it when we’ve done all the content 100x over and the loot system is abysmal. Just to add in another slap in the face.. 100 blade shards for a green item? We were told to hold onto them for something valuable. Well I’m not sure who exactly finds greens (or even yellows for that matter) valuable. I personally was never excited for one, not even when I was a new player.
IMO, Anet (NCsoft) needs to get money off their bottom line. Put player enjoyment first and the money will flow. Make money and greed your priority and the cash flow will dry up.
Someone bought up all 3 and is attempting to flip them. More the reason why Anet should just abandoned gold completely.. preferably sooner rather than later.
Just institute either an elaborate crafting system and/or turn the TP into a barter house.
Much like Diablo 3, players can’t be left to control an economy without wrecking it. Greed plays too big of a factor when there is too much emphasis on gold.
The only system I can see that would ever see even match-ups across the board (by even I mean coverage) is to have a system that’s entirely based on factions or colors. We have 3 factions in the game and 3 colors, base a system on that create multiple maps of each borderland and EB and the numbers should always be relatively even.
If it’s matched strictly on colors, and colors are given a name (I’ll use factions because we already have those in game, it would probably be the best scenario.
If we are using this week’s current match up, and using Green as an example. Lets call Green: Order of Whispers. All the current green teams are lumped into 1 team:
Tarnished Coast
Sea of Sorrows
Henge of Denravi
Stormbluff Isle
Borlis Pass
Gates of Madness
Sorrows Furnace
Anvil Rock
Some are probably going to ask why having all the green teams on 1 team is fair but it doesn’t matter at this point. We’ll probably have at least 4-5 fully que’d maps at any given time where it’s actually 100vs100vs100. As we know that coverage is king and coverage no longer is an issue at this point.
As long as Anet allows people to que for specific instances of maps as to allow guild runs and friends to play together, it shouldn’t be a problem.
On the same token, as long as they also implement a system where a new instance of a map can’t form unless there is at least 20 on each side, we can also avoid having blow out maps. That way people remain in a que until either a map is free’d up or enough people join each side to form a new map.
Now take what i’ve said above and form that into a tournament. Even under the current Swiss style it should be fine (even though I don’t like the format of it)
Really? lol. I had an inventory full of blade shards I was holding on to.. just because. Deleted them about 2 weeks ago figuring there was no real use for them.
Seems like I was right.
Ahh yes, I remember doing some of this content last year with my warrior vs the ranger. Warrior, easy peasy; Ranger doable but not worth the effort as the warrior can just do it better.
Your pet is either doing 2 things:
1) Parked at your side along with the 20-40% dps loss
2) Dead with the 20-40% dps loss
Pets were also hit with the crit (ferocity) nerf as well. So aside from the Ranger losing damage from their class, the pets also suffered a damage loss as well. Just some food for thought.
Personally, I’ve grown used to my pet sitting at my side either buffing me or giving the occasional CC if needed. Most things in this game are not a dps race so losing the dps isn’t really that big of a deal.
Collision detection turned on for allies.. not so much.
Collision detection turned on for enemies.. maybe, it’s possibly worth a shot