Gandara
Gandara
They should increase WXP for getting kills while defending towers/camps/ etc. If you are in or within a certain range of your node you get bonus XP for killing enemies. And maybe you should get some XP when someone gets kills with the siege that you built/paid for.
That’s not a bad idea. There is a careful balance to rewarding defenders and having people farm defense points by just sitting in a tower.
Any sort of change that improves defense rewards will be far in the future if ever, as even the smallest change suggestion seems to always answered with “our code is uber complicated, and will takes lots of time”. I believe you, but that seems to be a design failure in my opinion.
For the short term, I see myself playing WvW (and GW2, as WvW is my main activity) less, the opposite effect I’m sure the devs were expecting.
Hopefully the zerg mega mob will die down in a week or two, but I won’t hold my breath.
Gandara
(edited by Esprit Dumort.3109)
I enjoy defending, but I ask myself; Why waste money on siege and upgrades when it’s more rewarding to not bother.
I want WvW XP as much as the next, but defending/scouting and WvW XP are like oil and water at this point.
I don’t mind sitting in a tower to keep an eye on it, helping maintain awareness of big groups. But, while I’m busy performing a critical aspect of the game, most are out getting rewarded for being a massive group.
WvW is supposed to be about big battles, I get that. But it’s now all about big zerg battles, and WvW is way more than that. Unfortunately that’s the way to get ranks the fastest.
Gandara
(edited by Esprit Dumort.3109)
Big mass groupings have become even bigger because people want easy Ranks.
Defense of towers/keeps has gone down significantly because there is little reward for defending a tower successfully, and no reward for failing to hold.
Players prefer to retake towers to farm their ranks, than hold them.
Offensive rewards have increased more than defensive rewards, so the latter is ignored.
It’s a downward spiral.
Offensive rewards far outweigh defensive rewards, and the Ranking has made the issue worse.
Gandara
(edited by Esprit Dumort.3109)
Dont know if culling was hiding the rediculous numbers previously but the blobs tonight were completely absurd.
How anyone can willingly take part in that is beyond me
It’s the WXP trains. Big blobs kill people, take keeps and towers, and WXP is passed around like candy.
The blobs are definitely far larger than before the update.
Gandara
The zerg trains are ridiculous now (including our server).
Lag is everywhere.
Gandara
Hardly a good fight. I think all of us suffered from severe skill lag. I was just standing there spamming 1
Minus that part yeah, but I enjoyed it nonetheless.
Gandara
Amazing SMC fight tonight!!! Win or lose, the craziness was epic!
Huge props to Eze for leading us in the fun, awesome job leading
Gandara
(edited by Esprit Dumort.3109)
Except the culling fix won’t change a thing with the zerker build; if you didn’t see him coming, he’s still going to hit you. Maybe, just maybe you’ll get in a swing or two, but that’s pretty much about it. If anything, it will encourage thieves to go to it now that the CnD spam will be negated with the “revealed debuff no matter what” being applied by the devs. So the P/D thief is most likely going to see less prominence.
Perhaps it won’t, but it will probably reduce their effectiveness in larger group fights. Right now with culling and stealth, thieves can slip around large groups like ghosts. But with the update, they will be seen more and have a 3s cooldown before stealth is an option again, which is plenty to drop a ’zerker Thief.
Now they’ll have to stick more to a spank ‘n’ gank role, roaming around. Or so I hope. And maybe, just maybe, as thieves realize this, they’ll put more in survivability to take damage in group fight, thus reducing their 2-3 hit kills.
Gandara
I do hope that they find a way to buff the thief because when you can see them they are usually an easy kill but frustrating as all hell when in permanent stealth.
There needs to be a balance that makes it a fair playing field for all involved.
Because getting spiked for a 10k backstab, in toughness/vitality gear, is not enough. A thief can go full beserker with little to no danger with all the stealth and culling, and get away with ease, unless they mess up, and even then, they have to mess up bad.
Thieves are basically given kills on a silver platter at the moment, while other classes have to put some effort into fights. It’s time for thieves to man up and play like the rest of us do.
Gandara
(edited by Esprit Dumort.3109)
Unfortunately 2 out of the 3 ideas you mentioned could be farmed and abused. You’d see players popping siege right next to a supply depot and build until it’s empty, just to get the XP (this also places useless siege and hitting siege limit). Players would buy upgrades at towers/keeps when they shouldn’t be; when under attack or buying services when a second worker should be ordered, or buying a Waypoint before other critical upgrades.
Ressurecting players could be farmed, but Anet has already stated that there is a cooldown on players recently killed.
In general, I approve of alternate mechanics to earn WXP, especially when it comes to rewarding players who defend… but it needs to be implemented so not to break other game mechanics.
Gandara
TL;DW – A collection of big zerg battles.
Gandara
Click on the screenshot in that WvW update post.
Mind linking it?
(yes, google, search, etc… hoping for some community here)
Gandara
Not a commander, but know many who don’t turn the icon on much or at all anymore.
Some reasons:
+ If no guild group, it becomes a major headache and act of frustration
+ Tired of being yelled at or demeaned in /t /m /s /w
+ Want to play another character (should be able to use your dorito on all chars, but hey, what’s 100 gold, just CoF for a few days)
Gandara
Swirling winds doesn’t stop arrow carts, dont know if it’s meant to be or if it’s a bug.
Arrow Cart arrows can go through anything, even meters of solid rock in caves. Why would some breeze stop them?
Gandara
Honestly… of all things… I can’t even…
Piken, we were chillaxing in the JP, having a tea party and y’all Golem rush our Keep. We’re sitting in there, thinking “Nah, they just messin’ with us.” Nope, 5 minutes later we lost our JP access.
Seriously Piken, that’s just rude, and on Reset night too!
Shame on you and you Jump Puzzle fun ruiners
Gandara
I Also Noticed it completely Ignores Stability and it ignores LoS a bit since its an AoE .
I’m a Mesmer and I can confirm Stability does indeed work against Temporal Curtain. Otherwise I would not see “Immune” all the time.
Gandara
Hilarity in the EBG JP as usual. Takes about 6-7 AR to kill one enemy player, and it takes 20+ of them to camp the puzzle. No skill lol
Gandara
Skill lag is not as prevalent as culling, imo. I’ve only noticed skill lag during huge concentration of players, such as SMC battles and Keep battles. Large 60 man skirmishes in a field I have not seen lag.
Gandara
The siegeing this match were light, no siege cap on map…. yet.
Visit us in EBG from time to time, both AR and PS appeared to have fallen into a pile of Superior siege on Sunday / Monday I must have seen at least a dozen Superior Rams. At one point they took out our T3 Ogrewatch with 4 Superior Rams. :P
The comment about Gandara having 5-6 AC’s on our gates is because of the Superior Ram rush and Golem attacks. Barely enough to survive a Superior siege Time Warp blitz.
Gandara
Agreed.
The major argument you’ll see is that it’s “World vs. World”, Zergs are the norm and expected.
I would love to see a mechanic that discourages Zergs… we’ll see next week what the big WvW update has in store.
What I find frustrating as well is that, if you spend an hour trebbing a keep, you don’t get any rewards while someone walking up to the lordroom and standing in the circle for 1 second gets gold reward.
That is very frustrating to me too. You could sit in a tower/keep/castle trebbing for an hour, and you get nothing, despite being the reason why your server could cap it. I understand initially that it’s so that people can’t rotate on the treb and tag the target and then get rewarded later (e.g. bots), but you should enable the walls/doors as an enemy, thus knocking it down aka “killing it” would count as a tag and allow a trebber rewards.
Gandara
(edited by Esprit Dumort.3109)
As much as it sucks, it’s a legit tactic, and it is unlikely Anet will change that.
Take pride in the fact that two servers are working together against you, that’s how much of a threat they think you are.
Gandara
There needs to be an anti-zerg mechanic added to the game, as WvW has essentially become Zerg Wars.
Want to cap a tower guaranteed and before the enemy has time to react? Zerg it with 4+ rams / golems with Time Warp. Gate is down in a couple minutes.
Even if you have a handful of players inside, the sheer amount of attackers makes wall defense neigh impossible due to all the spam. Rams have too much health for a few AC’s to take out before your gate is down. Forget about repairing the gate, you can’t get closer enough because of AoE. Most decent players place rams far enough back to be manned and not get catapult knockback.
Unless you have a zerg nearby, chances are your T3 will fall with most of the supply in it still.
Transferring servers is not an option, zergs are everywhere.
My solution? At least 50% reduction in loot and rewards and higher damage tag requirement, while in a group larger than 20. Rolling a 20+ group with your 40+ will suddenly becomes far less rewarding. This is an indirect solution to tower blitz’s as it reduces the cohesion of zerg balls because people will want smaller groups for loot and WvW XP.
Gandara
(edited by Esprit Dumort.3109)
All day long it seems PS and AR have been double teaming us in EBG. As soon as one goes for a tower, the other appears for another tower.
PS attacked our Keep, got into inner, meanwhile, AR creeps in and took Ogrewatch and almost had Veloka, with four superior Rams too.
AR, grow some balls and attack Piken occasionally, show us that you just don’t ride around in PS’s shadow.
Yes, it’s a fair tactic, I know… just calling you out to see if you can man up and actually take a tower without PS, and without paying to win with superior siege.
Gandara
(edited by Esprit Dumort.3109)
All said before…
But you must feel better. After all, this was just to rant to the masses.
Gandara
Best story from my side.
You surely can imagine what happened. Our mighty mesmer “double dodged” over the cliffs, as he tried to find a good position for the gate
Inside the hostile hill fortress we owned a brand new and quite sad golem … without any driverThis was the only time i “stomped” a dead corpse within the WvW ^^
Ouch. I feel for your loss. I’ve had my share of double-tap roll deaths, until I disabled it and used the keybind instead, never been happier.
I’ve seen plenty of enemies trying to run out of a just-capped portal, that wasn’t theirs. I’ve also seen players trying to run into a tower they thought was theirs.
Gandara
Bots would love that feature too!
Gandara
A teammate and I have used the firebreathing traps at the top of the puzzle on our own players… if you die from that, you don’t deserve the reward, simple dodge and healing.
Gandara
It’s a nice compromise. Thief class has always been too forgiving, now Thieves actually have to play a little rather than spam Heartseeker and C&D when it doesn’t work.
Gandara
I more consider the issue to be that servers need to learn not to overextend. If they’re. taking territory that they cannot defend, they can’t defend it.
Plus,
Making it take longer for upgraded keeps to fall would only make PvDoor that much more prevalent. It’s already enough of a problem without people having to start sitting on siege smacking a door for 20+ minutes.
I agree, the PvD aspect is rather sleep-inducing anymore. But shredding a Reinforced door in a minute I still feel as an issue that needs to be addressed.
I hate to make allusions to real life battles, but typically it’s a battle between two forces, not a 3-versus match. Say you commit 90% of your forces to repelling an equal sized enemy from a tower, or one of your Borderland Keeps, while you own Garrison. The third opponent could take advantage of this (relatively often occurrence) and take a fully supplied and upgraded Garrison before you can convince your randoms to defend against a 2 versus 1 essentially.
Obviously any possible solutions I would offer for this are going to be torn down or just told ’that’s life’, but… perhaps an Emergency Repair feature where you can commit X supply to add additional protection to your door, to get a fighting chance for your forces to come to aid against a golem rush.
At the moment, it seems your window is a few minutes to take a tower or keep before it becomes a protracted siege, that the defenders invariably win in an evenly matched battle. You either knock down the door with a ton of siege (e.g. 4+ rams) or your chances of failure skyrocket in a couple minutes past initial engagement. Gank or go home.
Gandara
(edited by Esprit Dumort.3109)
A few Superior Rams or a half dozen Golems with Time Warp, and Reinforced Door melt like butter.
Even if you have 8-10 guys on the inside defending, waiting for reinforcements, the enemy will likely break through before you have time to rally.
Keeps are expensive to upgrade, they should not fall like a house of cards because the enemy essentially bought their victory with a ton of siege. Give Keeps Fortified Doors, or give the Reinforced Doors more health to make it truly a target worth holding / taking.
Yeah yeah, all you white knights coming in saying “scout”, “have players there”, “get siege up”, etc… that’s not the point. Even some of the best sieged up Keeps can fall in minutes without an army to spike DPS on a Golem or Superior Ram rush.
Never having played in T1 or T2, I can say that T3 and lower, people have started to not even bother with upgrades (more of the T3 ups) because it’s a waste of gold to upgrade something that takes hours, with siege, and lose it in minutes.
Gandara
Is this different than what was mentioned above… the fact that after the timer reaches 0:00, you have about 2s when the WP is uncontested, where you can map in?
If it is, I would contend that the mechanism is okay, as I am against a gate that melts in seconds from golems. It’s like buying victory. :P
Gandara
[VII] and [TNTD] have been spawn camping Gandara for the last few hours. Legit tactic? Sure. But it’s pretty low and unsportsmanlike. Lost a lot of respect from us today, if there was any to begin with. Most just see them as zerg cappers who take advantage of culling to win battles.
Gandara
(edited by Esprit Dumort.3109)
Just lost our EBG keep for what appears to be a second time today, just signed in to see us lose a non-reinforced gate Keep. And PS is camping our spawn. Going to be a long week. /sigh
Seems VII is flexing their muscles. Would appreciate it if you gave a rest on our Keep, don’t scare off all our players, unless you don’t want badges anymore.
Oh sorry, I didn’t give any circle jerk shout outs to “awesome” battles.
Gandara
(edited by Esprit Dumort.3109)
I use the flame traps near the end of the JP to kill players on my server, weeds out the dumb ones.
Gandara
People were comparing the titles to GW1, which raises a good point:
Even though R15 took YEARS, you were able to display your current rank as a title!
That, is what I would love to see as a change, to be able to display the progression of these “ultimate” titles, just like in GW1. You could display titles starting at some set progression point (R4 for faction titles I believe).
Gandara
Could be a clever use of siege placement to mitigate the “max siege per area limiter”.
What’s more serious is how does the player in chat know gate percentage to 3 decimal places??? THAT guy is cheating.
Gandara
Learn to use stability.
I don’t believe any classes have spammable Stability skills. Most are on long cooldowns, like Armor of Earth (90s) for Elementalists, with a short duration (6s), barely long enough to use a couple of skills, and then you’re out for the next 84s based on your logic.
Because Temporal Curtain works on sides of walls, you don’t usually see it until you are pulled, which is too late to use Stability, even if you could react that fast.
Stability is not the answer to OP’s problem. But I’m sure you realize this and are just trolling.
As to it being bannable? Probably a bit harsh and I don’t really consider it a horrible offense. Who knows, maybe Anet designed it that way.
Gandara
(edited by Esprit Dumort.3109)
At the lower tiers, where there is a disparity of players, is to normalize the max number of players based on the server with the lowest population in the server.
So instead of 200 v 200 v 75 it’d be more like 125 v 125 v 75. Not exactly a pretty solution, but I’m sure you aren’t drawing player interest when they get stomped again, again, and again. Once you start keeping towers and pushing offensives, more people will join, and you can increase your artificial cap.
Gandara
Would like to give props to AR’s treb attempt on Ogrewatch earlier today. Piken’s VII guild and extras came and joined the fun, so it was a nice double team for a while. We eventually took out your trebs and rebuilt our siege…
…then PS and AR battled it out right in front of OW again, popcorn worthy stuff, if I weren’t on the mortar burning anything I could see. Thanks a ton for the massive amount of loot, must have gotten upwards 30+ kill credits. :P Stop by anytime
Gandara
Each area has its pro’s and con’s:
Green: The keep has two unguarded Water Gates and another Gate facing their main spawn. Easy to tag water gates, but also relatively easy to defend against. Three Gate entrances total. The towers are all close to each other and can mostly all be defended from the Keep if being attacked at the Gates. Wildcreek is the only tricky one. Wildcreek and Klovan are in Trebuchet range of Stonemist and vice versa.
Blue: The keep also has three entrances, Water Gate, SM and Spawn facing Gates. Water gate is usually the gate that is attacked first, but still easy to defend. Only Langor and Bravost can be defended from the Keep, but Quentin Lake has some harder to get to locations that you can reach to defend. Durios and Quentin Lake are in Trebuchet range of Stomemist and vice versa. All the towers are relatively close together.
Red: This Keep only has three gates on the outer and two on the inner. Crazy opponents attack Overlook from the South, most assault the water Gate which is easy to defend. Only two towers are easily defended from the Keep, Anzalias and Veloka, with Ogrewatch partially defendable with Trebuchets from the Keep. Overlook is the only Keep in range of SMC with Trebuchets. Mendons is probably one of the toughest back-field Towers to hold on EBG due to its remote location, both being relatively far from Overlook and a supply camp. It’s faster to map to the main spawn to get to Mendons than it is from Overlook. Mendons has a nice hill that is often used to set up siege to cover the tower walls and catapult walls with. Ogrewatch is within treb range of Ogrewatch camp cliffs, a relatively defensible siege location. While Klovan, Wildcreek, Durios, and Quentin can be trebbed from SMC upper floor balconies, only Anzalias is within upper floor balcony treb range on Red side.
Gandara
(edited by Esprit Dumort.3109)
I’m hoping it’s as someone suggested earlier, that the ranks would be relatively easy to obtain… but even then, I would still prefer account bound.
Covenn, having the titles account bound would satisfy both crowds, those who stick to one character and those who like their alts.
Also, we are given a very short dev answer with little information, and now people are going crazy. If you are going to post, it would be nice to understand why it’s being implemented (as opposed to forcing people to have to play more if they want titles).
Gandara
I get the abilities being char based, but ranks should definitely be account bound. It’s like you are forcing us to stick to one character, which gets old for most people.
If you compare WvW in GW2 to Alliance Battles (FA/JQ) ranking in GW1, the latter was account based and allowed me to cycle through various characters keeping the game fresh for me.
Obviously you aren’t forced to progress on one character, but that’s what people will stray towards to get the next rank or ability.
You are essentially steering WvW into stagnation.
Split the ability and rank progression, please.
The best way to think of this system is as alternative/extended character progression.
Using your words, what we are saying:
The best way to think of this system players’ characters is as alternative/ an extended extension of one character progression.
WvW’ers already have nigh unreachable titles, why add to it?
Gandara
(edited by Esprit Dumort.3109)
Nicely done PS and AR… cleaned out all our T3 towers in EB while our zerg zombies obsessed over the castle we can’t hold.
Proves again that we don’t belong in this Tier…
…Not until we lose the players who shout in /team “Leave [T3 Tower], save [T1 SMC], noobs!” and get commanders to understand the value of a T3 tower.
Gandara
A few high damage hits… Stealth… damage a couple times… stealth.
You lose target, Thief heals while stealthed (typical trait), and you can’t do damage because you lose target constantly and by the time you cast a skill Thief is stealthing.
Such a broken mechanic when I can’t kill what I can’t see or target, and can’t get away with so many gap closers.
Gandara
An incredible three-way battle is still going on at Stonemist Castle ! An epic saturday afternoon fight, that’s how WvWvW is really fun, I hope it stays that way during the entire matchup.
I don’t, an hour’s worth of lag was horrific during the SMC battle.
Gandara
T3 here, we had the usual lag during a 3 versus battle in SMC, but the effects were felt for quite some time after things died down.
Lag’s been here since game inception, yet nothing has been done about it.
Gandara
March update comes to pass, new gear is added to the game for badges, and all across the servers, shouts in /map and /team are heard…
“mesmer in jp?”
The Jump Puzzle across all maps become the highest populated areas of the game, rams gather dust, and keeps fall to ruin from disuse.
RIP WvW
August 2012 – March 2013
Your Potential Was Never Realized
To prevent JP abuse (beyond what it already is), reduce the badges from chests, from 10 (@ lvl 80) to 2-4, add better item drops (rares / exotics) to compensate, and increase badge drop rate from kills, so WvW’rs can actually play rather than have half the map in the JP.
Gandara
(edited by Esprit Dumort.3109)
You should have plenty of badges, that’s the difference between new players and veterans who will have the new stuff on Day 1.
Gandara
(edited by Esprit Dumort.3109)
I believe someone said this already… fine for upper tiers, where people are actually scouting and staying around towers to defend. But lower tier servers there is only some semblance of organization, and too many randoms, so people just want to get loot and rewards.
The people in lower servers who do defend, now feel even more obligated to stay, which sucks for them when others are battling out. They are the 1% … of people who defend and scout.
Gandara