(edited by Dusty Moon.4382)
Well, many FA guilds went away, to other games, because fights in T2 are few and far in between any more. With that and constantly being out manned, blobbed to death AND brought to SMC to fight under Air Ships/ massive amounts of siege gets old.
Since FA has no SEA population, also, TC and BG have free reign to PPT until the cows come home. Still, they are not as far ahead of us, in score, as they could be. It gets old, to come into our BL, to see TC sitting behind massive amounts of siege in our gari. And they don’t fight, they run and hide.
Reaper’s need some adjusting. Deathly Chill still needs to be nerfed again IMO (and that is a class specific nerf not a blanket nerf to all conditions) among other things.
I’m just curious why out of everything you pick “Deathly Chill” as needing another scale back. Why? Chill by itself is a rather easy condi to cleanse and I never notice (on players) the damage to be any worse than lets say burn. Another nerf to the damage of that trait and you will basically make it useless.
Because of the uptime. Have you fought a Burn Guard? They can keep Burning on you almost constantly. They apply it with nearly everything they do and it’s quite difficult to keep it off of you. Your best bet is to just save cleanses for when they try to Burn stack you and tank the smaller stacks because you won’t cleanse them all. The reason that’s okay is because Guards don’t have access to a ton of other cover conditions.
Reaper on the other hand, with enough condition damage, Chill can do upwards of 1k per tick and can be re-applied with just about any skill/trait. It’s the same idea as Burn Guard, you won’t cleanse it all and it has extremely high uptime. The difference is that Reaper has a ton of other cover conditions which means you’re only option is to not even let the Reaper hit you in the first place.
Either the access to Chill needs to be reduced or the damage needs to be reduced. We can’t have such easy access to a highly damaging condition when we have easy access to a ton of other conditions as well.
I’m not saying I want the trait to be useless. As someone who has been a condition Necromancer for over 2 years, I was really hyped when I heard about Deathly Chill. But IMHO… It is absolutely OP. Some people might disagree with that opinion but I just think that it has too much going for it (cover conditions, high damage, easy application, strong effects – movement reduced, cooldowns increased).
I can understand some of your points. I do think that 800-1K damage is situational in World vs. World. I think it depends heavily on gear stat allocation. I personally have not gone above 650 – 700 damage from “Deathly Chill” on a player. However, I run in all exotics minus one dire + rabid amulet with a karmic infusion. I don’t think that the majority of condi reapers in World vs. World are able to pull off 1K damage ticks from DC. Also, unlike burn which you mentioned chill only stacks in duration not damage and chill can be rather easy to cleanse. I just don’t feel that DC is in need of any more adjustment downwards in damage.
A condi Mesmer can do WAY more damage than that. 25 stacks of confusion will destroy all of your HP when you use one skill. Torment is not even as bad as confusion. There is no way to cleanse, because as soon as you do, you are dead.
It is interesting that the skills 6-10 are really enchants, they call them stances, as they eats up energy (very much like enchants did in GW 1 but you knew how much recharge your energy bar had). So, when GW2 came out, they said that there would be no enchants or ‘energy bars’. Well, looks like they fooled us again.
What do people think?
Well, if they are in EBG, then they will be in ABL’s, sorry to say. I would just like them removed from ALL BL’s.
Change takes time, reading a decent addition to the forum also Dusty Moon.
I divided all the options post per post not to exceed the limit of words per post.
All the possible categories for a realistic comprehensive and neutral poll/ survey are mentioned aswell as all the options the WvW playerbase can select (- choice)
Enjoy reading i do aswell:-)
(positiv thing is that i got your attention!)
There is a difference between reading simple well explained ideas and reading a tome. Yours is a tome and I neither have the time nor the patience to read it.
If you cannot simplify it, into bullet points, then maybe it is too complicated.
Alpine borderland was:
1. simpler & easier to learn>Simpler yes and flawed design
2. smaller & faster to travel = less time spent on traveling, more time spent on fighting and having fun
>It has been proven there really is no difference between DBL’s and ABL’s as far as travel.
3. every tower had strategical meaning e.g. you could built a treb on it to attack nearest keep
>No – sorry they didn’t. Same with on the new maps.
4. supply camps were located closer to the other objectives, shorter distance for supply runs
>Nope – about the same.
5. Alpine borderland lacks gimmicks, which just detract from game play, like shrines, jumping pads, wind blowing you off the bridges, auto fire cannons etc.
6. The keeps and towers were much smaller, making them easier to scout
>BAY was a pita to scout because of the amount of running. No difference between the new BL’s
7. The original Alpine borderland had a lake. Underwater combat, yeah!
>Underwater combat – BLEH!
And last, but not least: the Alpine borderland felt more like home, more like a location you would want to fight for. Maybe because it had forest, meadows, lake, hills and snow and buildings also looked more normal instead of the alien design of earth keep of desert borderland.
>People complained about the ABL’s being stale and people started leaving. Now people want ABL’s back, so they can complain some more.
(edited by Dusty Moon.4382)
You actually expect people to read all that? Why not just do bullet points?
Lol, I will continue to do what I want and t3 your ebg
keeps because of the current double teaming from fa and db. Also I might add that db will back stab fa which is funny.Double team what? Not when TC has TORK and CERN consistently ignoring TCBL scouts. No one needs to even try to make a double team. LOL
Is this post serious?
TORK only uses siege or runs – they don’t fight and CERN prefers taking BL’s that aren’t manned, so they don’t like to fight either – Disco of CERN will fight, the other CERN commanders not so much.
Even with the extra guilds and players coming to TC, they still are not doing as good as they used to do. Why? They forgot how to fight
Joke’s on you TC never knew how to fight.
You’re losing to baddies, what does that make you? hmm? HMMMM?
TC did WHEN I was on TC, now I am not on TC any more.
As I said, I don’t care about WvW any more, not until they fix it.
Even with the extra guilds and players coming to TC, they still are not doing as good as they used to do. Why? They forgot how to fight
Joke’s on you TC never knew how to fight.
You’re losing to baddies, what does that make you? hmm? HMMMM?
I was on TC and they did. But, since PPT is everything now, TC has forgotten how to fight.
As far as losing. I really don’t care any more until A.Net does something to actually fix WvW. I don’t expect they will so WvW will just end up being all the PPT servers, each hiding behind their sieged up keeps not fighting.
INITIAL RESULTS
With a good chunk of quantitative data in, I can say with confidence that the Desert BLs do not significantly increase travel times between roaming objectives. That is, camp-to-camp, spawn-to-camp/tower and camp-to-tower.
Which is pretty meaningless data, other than for camp flippers, for example when people used to do small group the “defenders” rarely went camp to camp, they used paths like garri to nw camp, which was much shorter on Alpine than it is on DBL.
Same thing for defending south camps, take the old SW camp by bay where there used to be lots of small group action, that it is 25% faster to get there from the SW spawn is irrelevant, that path is fast regardless, that isn’t what has killed fights at that camp, it is that it now takes much longer for defenders do get there (to the point it is simply not worth bothering) because there is no bay WP they can use, the path from garri to SW camp was much faster on the old Alpine map than the new DBL map and to top it off on Alpine people would use the camp area for siege to attack bay from, the result it went from a hotspot of small group action to a deadzone under DBL, whoever designed DBL simply has no clue at all.
No, sorry, wrong – There are paths that are the SAME amount of time from Gari to Bay or Hills on DBL’s. Obviously, people who are complaining really haven’t played them and just want to complain.
As I said before, I think the DBL’s are great maps, if they didn’t have all the PvE and HoT Kitten stuff in them.
As someone who has probably spent a legendaries worth of gold upgrading towers/keeps with absolutely zero thanks. Reward. Or even respect for it.
Nah. The upgrade system atleast needs to stay.
And the tactivators as well. Those are fun.
The shield gen is the ONLY thing we have to stop the alpine BL karma train from coming back (drop 2 trebs in a tower. Push the smaller zerg away with a bigger zerg. Destroy there keeps walls while they have absolutely NOTHING they can do about it).
Atleast the shield gens will help with treb spam. (You want our shield gens down you can walk into OUR arrow cart fire instead of the other way around). Maybe defending will actually mean something. it sure as HELL didn’t before HoT.
The new sentry system makes them actually useful. They can slow down yaks. And they can give away zergs. Gives roamers a purpose (Hey someone kill that sentry before we get there…no not 20 people god kitten it wheres a roaming group when we need it)
The new yak escort buff is pretty kitten mandatory if we don’t want to go back to how we were with 1 condi thief killing literally every yak on the map even if you have 3-4 people escorting the yak.
Many of there new systems WORK. They do exactly the job they were designed for. Getting rid of some of the WORST parts of WvW. Since there changing the BL anyway (and throwing away likely massive amounts of effort for the sake of pleasing the wvw community(Lol like we are EVER pleased)) lets see how the old map interacts with the new systems BEFORE we get our pitchforks and demand they burn down everything they have ever made.
No you don’t. To stop the karma train, you need actual defenders and ARC’s – that is it. Shield Gens, like the tactivators, are just a crutch. If a keep is T3, gates are hard to get through.
I guess we remember different games then. Because what I remember was watching the walls on my Garri fall after defending it non stop for 2 and a half hours with absolutely nothing to show for it. (Becuase we simply couldn’t reach there towers without being wiped) Simply because they had a big enough zerg we COULDN’T push them away from there tower. And they simply hard rezzed anyone that went down becuase we didn’t have enough people to push them off the bodies.
Numbers meant everything. If they had more than you then they kept you from there trebs and the tower that contained them.
What I said in my post was that I was HOPING that shield gens make a difference there. If we had had those back then MAYBE we could have held out long enough for the enemy zerg to either try something desperate (giving us a chance to actually wipe them) or forcing them to hit another location. Atleast giving us a tiny bit of satisfaction.
I was on a Gari defense on ABL’s many times and the fights would go on for hours. It was a 50/50 chance that the Gari would fall. Most times as a defender we were outmanned and many times we would wipe the invaders and start again (I was on TC and in T1 at the time).
It is the difference that people have decided they don’t like the DBL’s (I think it is actually all the HoT add in stuff people don’t like) and there are no longer fights like that. It is easier to get into Gari from home base, on DBL’s, than it was on the ABL’s as the gates were closer together and the invaders can camp to pick the defenders coming in off.
Shield Gen’s add nothing. They are a crutch is all.
INITIAL RESULTS
With a good chunk of quantitative data in, I can say with confidence that the Desert BLs do not significantly increase travel times between roaming objectives. That is, camp-to-camp, spawn-to-camp/tower and camp-to-tower.
Of note, the northern side camps take the same amount of time to reach coming from the tower but take longer to reach on the Alpine maps when going from the camp to the tower because one has to travel up a switchback instead of jumping down it. Ironically, on the Desert BL, the path between the eastern tower and camp has 0 verticality and the western path has only a minor hill.
For the southern map, getting to the corner camps from spawn is about 25% faster on Desert BL while getting to the southern tower is about 25% slower. Getting to south camp is about the same. Moving between the corner camps and their towers is about 10% slower.
With the current data, the only significant increase in travel time is from SWC to Firekeep which clocks in at about 60s, or twice as long as SWC to Bay. This isn’t a roaming objective, but I figured I’d mention it.
Finally, none of the recorded Desert times require any pathing shenanigans (the road is clearly marked for most of it) or cliffs. There are also no barricades on the paths so they work regardless of who owns what tower.
I’ll be getting more times when it’s not Reset Night.
+1 – I have said the same before and people told me I was crazy.
I hated the ABL’s as they were too easy to spawn camp and so much of the maps were useless (a jumping puzzle on one side?).
EotM is what started the K-train attitude that spread to WvW. I wish they would remove that and the WvW jumping puzzle (Obsidian Sanctum) as they are both a waste of resources that could be used to actually improve WvW.
As someone who has probably spent a legendaries worth of gold upgrading towers/keeps with absolutely zero thanks. Reward. Or even respect for it.
Nah. The upgrade system atleast needs to stay.
And the tactivators as well. Those are fun.
The shield gen is the ONLY thing we have to stop the alpine BL karma train from coming back (drop 2 trebs in a tower. Push the smaller zerg away with a bigger zerg. Destroy there keeps walls while they have absolutely NOTHING they can do about it).
Atleast the shield gens will help with treb spam. (You want our shield gens down you can walk into OUR arrow cart fire instead of the other way around). Maybe defending will actually mean something. it sure as HELL didn’t before HoT.
The new sentry system makes them actually useful. They can slow down yaks. And they can give away zergs. Gives roamers a purpose (Hey someone kill that sentry before we get there…no not 20 people god kitten it wheres a roaming group when we need it)
The new yak escort buff is pretty kitten mandatory if we don’t want to go back to how we were with 1 condi thief killing literally every yak on the map even if you have 3-4 people escorting the yak.
Many of there new systems WORK. They do exactly the job they were designed for. Getting rid of some of the WORST parts of WvW. Since there changing the BL anyway (and throwing away likely massive amounts of effort for the sake of pleasing the wvw community(Lol like we are EVER pleased)) lets see how the old map interacts with the new systems BEFORE we get our pitchforks and demand they burn down everything they have ever made.
No you don’t. To stop the karma train, you need actual defenders and ARC’s – that is it. Shield Gens, like the tactivators, are just a crutch. If a keep is T3, gates are hard to get through.
Even with the extra guilds and players coming to TC, they still are not doing as good as they used to do. Why? They forgot to how to fight and run from every fight TC unless it is near siege. They PPT on BL’s that have no others on, it is sad how WvW has turned out. PPT can only get you so far…..
I hope TC gets to T1, then we can see how 2 siege humping server fight OR NOT.
The guilds I have seen from JQ are KAZO and KILL so far and I am sure there are more.
(edited by Dusty Moon.4382)
They would have to revert the whole game so that will nrot happen. Just remove all the tactivators, shield gens and PvE from the BLs.
Paper arrow carts are already really weak. I think superior arrow carts are in a reliable place, damage-wise, right now.
If you think that AC’s are fine then you haven’t been on the receiving end of an over sieged keep. AC’s along with siege generators should be disabled for now while A.Net fixes the peek over issue with them.
There is no beauty to the current scoring system. It doesn’t reward fights but does reward PPT’ing on an empty BL.
All other siege hits harder than ACs. Even if it’s ACs in a bunch. So after ACs get nerfed you guys cry about everything else until all there’s left is indistructable catas and rams and PvD.
But if a keep is T3, you can’t PvD any more as the gates are invulnerable to PvD. AC’s deserve the nerf or removal because so many are used where you can’t see them (eg. 3rd floor of SMC) it is ridiculous.
Also, A.Net should fix the camera issue with AC’s.
Just cut out all the HoT stuff from WvW and the population of WvW would slowly return (I also mean cut it out from the DBL’s).
Do you really want me to start posting ALL the condi autoprocs? You would probably get to the conclusion that to avoid a condi burst, the opponent must be on a perma dodge!!!!
Then tell me please how it is possible for me to deal with most condi builds (exceptions are necros and mesmer – if i change build i can deal with them though) on my melee ranger with very little cleanse.
I’m not saying, balance and procs and passive crap are totally fine. There are lot’s of things that should be changed and of course this includes many condi things. But it doesn’t include deleting condi builds in general (or nerfing them into uselessness)
have you read my post? The reason is simple: condition is not fun, it has no place in an action combat mmo. Look at BDO, there are impediment movements, but there is not something called condition damage.
It might be not fun for you – probably because you don’t know how to deal with condi builds – but that’s only your personal opinion.
Now this is very important, because the counter question is: why you want condition damage to be at the same level of power damage, instead of beeing just a side effect for the kiting classes? […]
I think, variation is always good and condibuilds can offer an interesting alternative to powerbuilds. Nothing more and nothing less. That being said, i play power builds 99% of the time and only try some condi stuff if i get bored. Your assumption that i just want or need “easy mode” is utterly wrong. Condi builds can be just as hard or easy to play as power builds.
Sorry, There are more Condi build being used right now compared to power. If one build can stack 4-5 condi’s at once, then it does MORE damage than a power build. Period. If you look at zergs now, so many of the builds are condi. it is ridiculous.
Please tell me about all those condi builds …
From my experience in wvw roaming most thieves, warrior, guards, revs, eles, rangers and engies play power builds. Only necros and mesmer are often condi (not all though). Some of those other classes can use condi builds just fine, but there are good reasons, why their powerbuilds are more common.
If i look at zergs, i see mainly hammer revs (power), dhs with traps and lb (power), staff eles (support/power), staff druids (support/power), rifle or hammer warriors (power) and of course necros (both power and condi).I see people complaining about this condi meta in wvw since i play this game (2 years), but i haven’t found this ominous meta yet.
If you haven’t found it ominous, then you aren’t playing in WvW, period, or you are on a low tier server.
Pretty easy to name all the condi builds, really. Condi DH’s and Guards (all that burning), Flame Gun warriors, Condi Rev’s, Condi Necro and Reapers, Condi mesmers. The only professions not running condi are Ele and Scrappers.
As long as you have sufficient people for a 600+ tick and to spawn camp the remaining 5-10 people playing against you with double+ numbers (e.g. yesterday’s whole evening) I’m more surprised anyone wants to play with you at all. Asking for the dissolution of other servers is quite telling. Perhaps we should propose to divide the players of UW between Vabbi and RoS instead. If you don’t like it, there’s obviously something wrong with your original request.
in EU, the bottom 2 servers are basically empty as an UW player (probably “just maintenance”) says we are back against vabbi and Ros. Blacktide had them last week and steam rolled up, and although we came second this week down we go in a zombie match up.
People are already saying they won’t bother with WVW this week… and it’s not started!
please can you roll up the bottom tiers I don’t mind if 26+27 go into 25 and 24 to keep it fair, or both into one or god bless you- you use stats(?). As long as the servers are kept whole, can’t see they would argue . We’d love to have em.
stop the rot anet, pls do something its now affecting our server.It would also balance us against fow/whiteside who are alot larger.
I can’t see why you wouldn’t. If you roll a server give them all a free one off transfer to compensate their ’t’s+c’s’ and we are done.
See, this is the mentality that bothers me. No server should be able to get 600 PPT on other servers from that same tier. What it points to is a mis-balance and the overemphasis of PPT.
Arrow carts simply do too much damage to players, everyone knows this is true. Defending should be about trying to counter the enemy siege placement, but killing them in 3 seconds with sup acs.
More problematic in my opinion is the inner smc 2 door shield gen + door treb + multiple 3rd floor sup acs defense. 4-5 people can defend INSANELY well against a massive group, 100% countering tons of golems, rams, catas and almost whatever else is used. They should add walls to inner smc now that shield gens and un-pvdable gates are a thing.
True – 3rd floor arrow carts should NOT be able to hit outside siege but they do. Arrow carts are simply broken and need to be removed. Same with Shield Gens. The game was fine before HoT, now it is just ridiculous.
So is aoe and most range skills, people need to be clever not ending in AC spam, theres siege with longer range, would be better to tone down players damage and then see what is needed to work on siege.
Stack a good “number” of eoe peeps near wall and u can clear siege easilly, and even wipe players at siege.
Castle design are so bad that is not difficult to counter AC’s.Ac’s need to be strong to be in pair with other damage sources….so other things need to be reworked first.
AC’s are too strong NOW. Also defenders can place AC’s where they can’t be hit by AoE and don’t even see over the walls to hit. That is ridiculous.
It used to be that it was a 50/50 chance that one could lose a gari (on ABL’s) before HoT but, they are EPIC battles. Now defenders have they upper hand with all the HoT crap added (chilling Fog, Emergency WP, etc.). This is one reason why PPT during low population times is big right now.
(edited by Dusty Moon.4382)
Those autoprocs are stupid and annoying (especially perplexity rune) but definitely not the main condi source. It like saying there is no counterplay to direct dmg because everyone can apply it with autoattacks or unavoidable sigil procs and so on …
And i still don’t get it why people complain about 1-2 condibuilds and then demand a nerf for condis in general. For most classes powerbuilds are superior in most situations. Stop ignoring this.
Sorry, There are more Condi build being used right now compared to power. If one build can stack 4-5 condi’s at once, then it does MORE damage than a power build. Period. If you look at zergs now, so many of the builds are condi. it is ridiculous.
As far as roam, all one needs to do is look at TC, who uses Cancer memser’s in teams of 2-3 to roam and deal with people. They are impossible to deal with.
Sorry, your assertions are wrong in the current meta.
reapers im ok at its more the mez who can apply like 10 stack of confusion in like 2 seconds, its builds like this they need to look at. Even in small roaming groups its better to run a condi group then power as you can normal just faceroll
Try 25 stacks…..
I do not get your point exactly Dusty, but I suppose it is something like golems/class thing affecting the other, such as the Mesmer’s phantasm damage getting increased while you are in the golem, these are not big issues and can be fixed, but that’s not my point, I just want the 25% movement speed can throw it anywhere even in the golem mastery. =)
Also many things are/were issues because anet didn’t care to fix wvw bugs ><
Well, A golem is a piece of siege and as such, should replace the effects of the player’s armor, etc. that is using it.
Mesmers’ and portals, that is what is used.
This is a MINOR problem. There are more major things that should be addressed first, in reality.
It’s a minor thing but it was a dumb thing for them to change.
I feel like it was another one of those things that was only changed to encourage people to buy HoT.
Take away 25% speed buff
Give new specializations (like scrapper, tempest, etc.) ability to grant golems super speed.
Sorry – you can’t give golems superspeed or any speed buff as they are siege. They get granted the buff themselves when they break through a gate. That is how it works.
I don’t mind this as Golems are so hard to kill by players. Also, as I said, Golems before could use certain weapons and skills so they were broken now they are working as intended.
(edited by Dusty Moon.4382)
I do not get your point exactly Dusty, but I suppose it is something like golems/class thing affecting the other, such as the Mesmer’s phantasm damage getting increased while you are in the golem, these are not big issues and can be fixed, but that’s not my point, I just want the 25% movement speed can throw it anywhere even in the golem mastery. =)
Also many things are/were issues because anet didn’t care to fix wvw bugs ><
Well, A golem is a piece of siege and as such, should replace the effects of the player’s armor, etc. that is using it.
Mesmers’ and portals, that is what is used.
This is a MINOR problem. There are more major things that should be addressed first, in reality.
How would you “fix” that?
Deny opponent siege placement (excluding flame rams and golems) within a radius of about 1,200 units of a destructible wall.
It would be the same code as is used in area siege cap (maximum of 5 within a radius of each other), with a few slight modifications and with a check for wall ownership compared to home server of the player trying to deploy the bundle.
So basically, you want to nullify flame rams.
No. I specifically accounted for that.
They need to be NEXT TO A GATE IN ORDER TO WORK.
No. I specifically accounted for that.
Well, this type of cata placement is needed since the radius and blind arrow cart shots is ridiculous.
No. Catapult has longer range.
People that complain about this, must just want PPT all the time.
No. We just want ArenaNet to try harder at making siege play more varied and nuanced. This thread barely scratches the surface of it, and to OP I gave -the- one correct solution for the most likely fix with the least amount of programmer effort and player pain. Read it again. If you’re still upset, just accept that you’re wrong and walk away.
PS: The next best solution is to allow friendly fire on the catapult projectile’s AoE when it hits a wall, so that the “blowback” damages players and the catapults themselves. It probably should be doing that anyway, but ANet is fanatical about disallowing friendly fire as an anti-griefing measure; and that position does make good sense, if online forums and chats are any measure of player behavior. :^)
If you really wanted that, Arrow carts would be removed as they are OP and do damage to other siege faster than any player can. Remove Shield Gens from the game as they literally are OP.
I think the way the game is designed, any ‘friendly damage’ would also include AoE skills, etc. and I don’t think you want that. This is the way it was described n GW1 and since this is a modified GW1 engine, I am assuming the same can be said for GW2.
If you have a bunch of cracked jars that are leaking water faster than you can put it in, would you waste your time trying to make sure they have an equal amount, or would you try and seal the cracks first?
If they eliminate servers they will drive more people away.
If they eliminate too many servers you will start seeing huge EB queues during NA prime, forcing people to play the kittenty deserted bl, kittenty EotM, or kittenty PvE while they wait. A lot of people will just log off instead.They need to fix the bigger problems first (which includes kitten near everything they’ve done since the stability change). Once they make the game playable again we will get a better idea of what the population for each server is. At that point they should remove all of them and come back with (fewer) new servers with different names.
SO true. The server population is NOT the cause but was caused by the inaction of A.Net to fix WvW.
Right now, Capture DOES NOT involve fighting. If you look at the high PPT servers, they basically do what happens in EotM. avoid and cap where the defenders are not or cap during a time where no one is on. This is happening in T2 with TC and DB, although DB will fight, TC will not unless they have siege or superior numbers (which they always do).
Until GLICKO is removed or fixed so that is doesn’t favor PPT, this above will be the META for WvW.
The problem is – Conditions damage is not what they say it is.
https://wiki.guildwars2.com/wiki/Condition_Damage
Link to WIKI which is supposed to be what the skills damage at and right now Confusion seems to be the highest in damage in came, not burning or Chill.
Just remove them – problem solved.
As far as Golems are concerned – no to traveler’s runes. They had problems with Golems using weapons, like Warrior Rifles and that was OP to the max. Golem are siege and should treated as such.
First, let us deal with the mechanics that really have chased players away.
1. Broken and OP arrow carts – REMOVE
2. Shield Gens – REMOVE
3. Tactivators – REMOVE
4. Automatic updating of keeps and too high HP walls and doors resulting – lower to amount before HoT came out
5. Too much PvE in the DBL’s – REMOVE
6. Scoring – redo or remove GLICKO
7. Rotating maps
The above points will help to bring back players then we can deal with what to do with the population after it comes back up a little.
Arrow carts simply do too much damage to players, everyone knows this is true. Defending should be about trying to counter the enemy siege placement, but killing them in 3 seconds with sup acs.
More problematic in my opinion is the inner smc 2 door shield gen + door treb + multiple 3rd floor sup acs defense. 4-5 people can defend INSANELY well against a massive group, 100% countering tons of golems, rams, catas and almost whatever else is used. They should add walls to inner smc now that shield gens and un-pvdable gates are a thing.
True – 3rd floor arrow carts should NOT be able to hit outside siege but they do. Arrow carts are simply broken and need to be removed. Same with Shield Gens. The game was fine before HoT, now it is just ridiculous.
Reapers can be killed easily and I have done so with my power Scrapper and Druid. The issue is that so many people are playing ‘cheese’ builds like the perplexity mesmer’s that can dish out 25 stacks of confusion at once (now this is ridiculous).
Burning was supposed the be the highest damage condi (as it was in GW1) but it isn’t. Confusion is and that is the problem.
Proxy catas are, many times, the only way to do something against the ridicolous OPiness of arrow carts that make the gates untouchable, and you want to “fix” it?
You guys want more ppl leave wvw or what? You want destroy the wvw definitveliy?
I really dont understand…..
If you want “fix” the proxy cata ask for a big nerf of arrow carts then there will be no reason to go for proxy catas anymore…Have you considered placing your catapults outside of arrow cart range? In some cases, this won’t even mean you need to charge the throw at all, so it’ll be the same speed.
Well, I have seen arrow carts hit well beyond their supposed range and that should not happen. Example, arrow carts on 3rd floor of SMC – that is higher than their range yet they do rain down on catas well away from the wall.
The other thing not mentioned is sometimes a cata placed in this position are used to knock down 2 walls, not one. This way it makes it harder for defenders to repair.
Everyone seems to be arguing under the assumption that “primetime” will be too cramped. Right now primetime in the top 2 tiers only queue a single map. Occasionally 2 of the 4 maps will be queued, mostly thats during reset. I don’t think it’s as cramped as you guys think it is.
If you look at all SEA activity across the two dozen servers it is still enough for a matchup or two I’d wager. It’s more about if there is a tag, and what the PPT score is atm.
That IS the point. If the servers that are merged have only populations in the ‘queued’ timezones than the queuing will get worse and the timezones that are not populated will still be unpopulated. Merging servers will NOT FIX THE TIMEZONE COVERAGE – it will exacerbate queues in the popular timezones.
Example, on T2, only DB has a HUGE SEA population. TC and FA have EU while DB and TC have some NA. I would not merge these server due to the way they play: FA is a fight server; DB does both fight and PPT; TC is a kitten PPT server only (they only fight under siege). The difference in fight styles will cause people to leave even faster than they are.
Server merger IS NOT AN OPTION.
Puck.9612, :\ why i do feel Anet would really introduce something like that…? and pretend that would be an amazing and fun thing..?
Experience.
Well, A.Net did say that all WvW players were really PvE’ers. So you see what you get…..
Another ‘Tactivator’ that just needs to be removed. Remove them all and WvW will be better.
Sorry, not installing the bug laden JAVA for this. Write the overlay not using JAVA then I might.
Thats the thread about legendary WEAPONS, there is a small chance they will still create new legendary armors or backpacks. Small chance. Very small…
If they aren’t going to make Legendary Weapons, why would they put any effort into something they haven’t even done before?
For fun?
Well, they know how to design Legendary weapons as it is only one item. With armor, you need to design 6 pieces, which if they have never designed it, will be a load of work.
They already have armor flaws that they haven’t addressed yet (clipping, etc). Then designing the armor so that it scales properly is another problem.
They can’t even fix simple things in WvW, you want them to take time out to actually create the recipes and everything for an armor set? I just want them to fix WvW first.
(edited by Dusty Moon.4382)
How would you “fix” that?
Deny opponent siege placement (excluding flame rams and golems) within a radius of about 1,200 units of a destructible wall.
It would be the same code as is used in area siege cap (maximum of 5 within a radius of each other), with a few slight modifications and with a check for wall ownership compared to home server of the player trying to deploy the bundle.
So basically, you want to nullify flame rams. They need to be NEXT TO A GATE IN ORDER TO WORK.
Well, this type of cata placement is needed since the radius and blind arrow cart shots is ridiculous.
People that complain about this, must just want PPT all the time.
One solution instead of merging or deleting servers would be dynamically change number of maps available in each matchup. The problem arise when you have high population servers and low population servers all fighting over same amount of objectives. In high population servers there is too many players gathering into one spot, creating the zerg. In low population servers few remaining players never even see enemy because everyone is spread out over 4 different maps.
So, for low population servers there is no real need for 4 maps, they can barely manage one maps, and thats all. Once you move up to higher tier where single map starts to get crowded and sometimes even queue may appear (go, rank 17! tho I am sure even Blacktide has queue once per week for 10 minutes, doesn’t make their server full of players) there will be new map added to the matchup.
It would make sense for high population servers fight over more maps. Nothing demands exactly 4 maps. If there is enough players in all 3 servers (not just 1 domanating server ofc) they could get to fight in 6 or 8 or 12 maps.
Dynamic map access also solves a lot of problems about low population times. Less players available means they are all fighting over single map even when at prime time when zergs roam around there are more maps to fight over.
Sorry, the issue is, on many servers, there is NO SEA or EU population, for NA servers. No SEA or NA for EU servers.
How does closing maps address this short fall? It does not.
I’d rather see some fix to PPT, DBL, NA glicko, combat-balance and rewards before server merge/alliances (for EU) is even being considered. I’ve seen so many low ranks lately that I do think wvw might recover (if handeled with care).
The DBL’s need minor tweaks if they remove all the HoT/EotM stuff from the BL’s.
Only a WvW player REMINICES about a time before HoT.
Fixed it for ya
Only a WvW player refuses to use AC’s in fair fights
Only a WvW player is able to make a 20 hour command shift
Only a WvW player starts singing in TS
Only a WvW player makes sure that every roommate in his appartment knows when you cast a HAMMAHSTUN!
Only a WvW commander can talk like an auctioneer
Man are these da truth!!!
Server mergers will NOT fix ANYTHING. IF A.Net merged the servers in NA, for example, there would still be no coverage (or very little in SEA) and too much in EU and NA time. So, there would be waiting lines to get in NA and EU and nothing for SEA.
There is no way to really get 24 hour coverage by forcing mergers. Sorry to say.
So what is the fix? tbh I was always against it as well but lets face it, people from each tier have complained about populations dropping. Who wouldn’t want more people to fight during prime time maybe besides T1? I get what you are saying and yes it would probably not make much of a difference on coverage but at least there would be more people to fight. Who doesn’t want more people to fight??
Also if they did merge some servers EoTM would be used for what it was made for in the first place and that is a waiting room for your war map queue to pop. That was the sole purpose of why that map was created and it isn’t used for that one bit.
There is no fix that I can see and that is the issue, with merging servers. It will only exacerbate the issue further.
The only fix, I can really foresee, is A.Net forcing (meaning they picking them) Alliances between NA, EU and SEA guilds and then making WvW 3 Alliance battles of the same size but this would only work if glicko was removed and all kittening mechanics were also (arrow carts, shield gens, ALL TACTIVATORS, any PvE on the BLs and EBG and lowering wall and gate HP – at T3 you cannot ‘man-mode’ gates which is stupid). I don’t think A.Net has it in them to do this.
I can’t see voluntary alliances because big guilds will align with big guilds and the multi-server guilds will be able to throw the battles to one side or another easier.
There is NO EASY FIX and no matter what happens 50% of the players (minimum) will be unhappy. This is a lose-lose situation and this is due to A.Net ignoring WvW fixes for PvE- period. After all, A.Net did say that most WvW players are in reality PvE’ers. All you need do is look at this attitude to realize what A.Net thinks, of WvW, and why WvW is in the state it currently is.