But WvW is so much more bright and happy now! :P
And to cut it off now, we are not making WvW rank account bound.
Is there an actual good reason for this ?
Here’s their reasoning:
We want each character to have a unique experience in WvW, so World Ranks and WXP are all character-based values rather than account-based. We believe that in the long run, this will actually help incentivize players to experiment with various different ability builds for each character. It also creates a long term goal for players of multiple characters, as they can strive to rank up multiple characters to help show off their dedication to WvW.
Source: https://www.guildwars2.com/en/news/world-vs-world-introducing-world-ranks-and-more/
(first paragraph of the “Our Goal” section)
This would be awesome, but to implement it Anet would probably have to nerf portal inside jumping puzzles. I love jumping puzzles, but because of the horrible rewards I usually only revisit them for the monthly achievement. They aren’t worth the time/effort (especially the dangerous ones where waypoint/armor repair fees will take a significant chunk of your already meager reward if you miss a jump or get caught in a trap).
The double Ride the Lightning nerf that they implemented while completely ignoring the absurd mobility of warriors was ridiculous.
So as we all know, magic find is being removed as a stat later this year. Since claws are currently used to craft magic find gear, we can assume there will be some kind of change to them in the future. Either the “Explorer’s” equipment that they craft will be removed from the game (and claws will be used to craft something else) or “Explorer’s” will be altered to a new combination of stats (but under the same name).
Personally I hope Explorer’s is just removed and so claws can be used to craft an already existing gear type such as Cavalier’s (which is not particularly accessible). What does everyone else want to happen with claws after magic find is removed as a stat?
Tl:DR I think that giving all events some sort of reward in the same manner of champion rewards would massively increase the interest and fun of doing all events players find rather than ignoring them.
I don’t think that would really work.
If you increased the reward for events, people would just flock to where they can find the best “reward:time spent ratio” and ignore everything else. We are not seeing that right now because the Champion update is new, so people aren’t exactly sure of what’s the best place to farm them. But once that’s found, people will farm Champions there and ignore the other areas of the game.
I think Dynamic Events weren’t made for players who are focused on rewards above everything else. I think they were made for players who are focused on fun above rewards, with the goal of providing fun content as a player adventures through Tyria.
Unfortunatelly, those players appear to be the minority, so events are either farmed (see Queensdale) or ignored.
Events could be time gated with diminishing returns to encourage people to spread out and do unique events. For example, the first time you do an event in a day the reward could be 4x what it is now, 2x the second time, and 1x every subsequent time.
made this suggestion before but here the short version:
Reward players for doing a number of different events per zone. So if we have a zone with 30+ events, there would be an achievement: finish 20 unique events in zone xy with a gold-medal. Once you reach the number (here 20) you’ll get a guaranteed loot-bag, which would be slightly better than current champion loot-bags + the achievement resets.
Further idea:
- grant a zone-token for each completion of this achievement. Nice zone-specific skins, bags and gimmicks await your purchase using these tokens.
Why?
- so people won’t grind the most effective events over and over
- so people get rewarded for exploring the zone and finding “new” events
- so people come back to low level zones again, since rewards are unique to the zone (similar to the token-system for dungeons)
Awesome ideas, similar to what I have had. The game really needs some sort of reward system to encourage people to do dynamic events, which are a huge part of the game. Right now people just complete a zone and then never go back because the game does not encourage them to. Dynamic Events have very medicore rewards, so unless your at an event that spawns dozens of trash mobs at a time you don’t get anything. This is why almost of every area in the game is empty right now.
The original Guild Wars had vanquishing which gave a reward for clearing a zone of all mobs. I think a new vanquishing system for Guild Wars 2 that rewarded players for completing a certain quantity of unique dynamic events, unique champion kills, etc. would be awesome and help bring life back to the open world. People would finally be compelled to experience dynamic events (instead of just completing all of the Hearts and never returning). A better event finding tool and new (and fun) events would also help.
Having a system where people have to queue up for an arena, but have their corpses callously tossed out of that arena where, if left alone, they cannot readily reenter the queue is just seemingly designed to promote a lack of community cooperation… I don’t understand why they don’t just place dead competitors outside the arena after 5 seconds so they can reenter the queue without a WP fee and a long walk.
Yeah, this is such a troll item, lol. Though it doesn’t even compare to the troll-move of making support tickets vendorable after most players used or deleted all of theirs. xD
Why not just click them? Problem solved.
If you wait to open them until you have every possible Karma boost you can get 95% more karma. That’s why I save up on them and open them in bulk.
The new champion loot being added to WvW was confirmed multiple times.
Why Anet decided to pick their top 2 fractal concepts and then decided to abandon one of them forever based off the results of a completely unrelated election for candidates that have nothing to do with the fractals is beyond me. Very depressing.
I wish they would just make both fractals, but create the winning one first and make the losing one some time in the future (2014 or 2015). The election could just determine the order of the fractals appearance. Those who voted for the winning candidate would get their fractal way earlier than those who voted for the losing candidate.
I wanted to vote for Kiel instead of Gnashblade (because I dislike Gnashblade’s greed and RNG chests), but still ended up voting for the candidate I favored less because of his fractal (that was seemingly randomly paired with him). The resulting cognitive dissonance effectively destroyed my enthusiasm for the election. The fractals never should have been tied to the candidates. Seeing as many people want each fractal (it was a close election after all), I don’t see why Anet can’t just make both. Why waste a good idea?
Wooden Chests would be more aptly named Troll Chests, but at least they don’t contain slabs of meat and hooves in WvW anymore. xD
I would love it if they added in something similar to vanquishing, however I would not like this to be done with instances because the open world would still be empty and devoid of other players. Right now the world is mostly an empty and barren place which is just depressing.
A vanquishing reward system should be added as a way to give players incentive to return to zones they have already completed. Vanquishing should be repeatable for any zone, but time-gated to prevent players from vanquishing the same area every day. This would encourage players to spread throughout the open world by rewarding players for experiencing a variety of content.
Players could earn progress towards vanquishing a zone by killing champions, completing a variety of events and group events, completing jumping puzzles, etc.) The completion of every event would not be required to vanquish. Each of the aforementioned activities would give progress towards vanquishing the zone. Group events, for example could be weighted to give more progress than regular events to make them more worth while.
After vanquishing a zone the player would receive a reward chest that could have rares/exotics, gold, karma, and perhaps even tokens that could be traded for unique weapons/armor. Vanquishing could also have it’s own achievements/titles.
Besides adding a vanquishing system I think event rewards should be increased to make events more worth doing. They could also be time-gated with diminishing returns to prevent grinding the same set of events from being the most profitable option.
This issue is still happening to me and other people I know. I just took Bay with my guild and got no reward. I stood in the circle while capping and helped kill guards, players, and the keep lord.
Repair costs are basically nothing and its incentive to not die and to work as a team. You make your repairs in a single event
They’re either “nothing” or an incentive not to die, make up your mind. If they truly are “basically nothing” then they wouldn’t function as an incentive.
The weapon skins purchased with the new claim tickets are tradeable so it’s technically possible to acquire them without directly experiencing any RNG at least.
well it’s a bit too late for this guide now, isn’t it? Isn’t the Zephyr Sanctum going away in a few hours?
Zephyr Sanctum and its associated activities are staying until august 6.
They stood to gain keeping that camp and the supply it provides including any upgrades it had (which a single upgrade would value at above 4.5 silver).
And they stood to lose that camp as well (along with the reward from successfully defending it). I just don’t think the repair fees are necessary on top of that.
The repair costs are there to prevent people from running in killing 1 person and dying for profit.
Killing one enemy, dying, and running back and repeating is a waste of time even without armor repair. I don’t think people would farm WvW in such a manner when PvE exists.
I don’t think repair fees should be in WvW. Running right back into the fray is exactly what every person should be doing if they want their side to win and doing so should not be punished.
If Anet wants death to matter more they could add a forced respawn after a certain amount of time (30s?) passing without team mates beginning to revive and a (15s?) respawn timer. The former will prevent players corpses from sitting around too long waiting to be resed and the latter would prevent players from immediately returning to a battle that they just died in. Both would give players good incentive to stay alive (frankly the long run back is already enough for me).
Earlier today I was able to solo-cap a camp that was being rigorously defended by an enemy player. I had to kill him/her 3 times to finally take it (and I was very nearly prevented from succeeding). For playing the objective my opponent lost over 4.5 silver in repair fees, which is quite a bit more than they even stood to gain from defeating me. This just doesn’t make sense.
Players should be expected to return to the fight as soon as possible and how the game handles death/respawning should be based around that expectation.
Personally, I hate the Moot with a passion. It’s way to silly for me to consider it of legendary status and its effects aren’t that interesting. If I had to choose between the Moot and the Bolt I would choose the latter as it has a cooler appearance and much better effects.
That being said, if YOU like the Moot and don’t feel like investing the large amount of time into the Bolt then go for it. I’d recommend comparing the two weapons on YouTube to see which you like more. If you’re going to sell Zap you might want to do it sooner than later as Anet intends to make precursors easier to get this year (how much easier I do not know).
I only do the Obsidian Sanctum at the dead of night when the campers are sleeping and the puzzle is almost entirely empty.
I’m alright with thieves going in and out of stealth in combat with cloak and dagger (etc.), but constantly stacking tons of stealth at almost any time and any location is pretty ridiculous. I just avoid D/P thieves because fighting them just feels pointless.
Most methods of cloaking have some sort of restriction that makes it difficult/impossible to constantly maintain stealth. The stealth utility skills have lengthy cool-downs and cloak and dagger requires proximity to an enemy (or wall apparently…), a successful tag, and briefly becoming visible. Heartseeker + Blinding Powder has no such restriction. I’ve seen D/P thieves stay invisible for minutes at a time whereas D/D thieves at least have to briefly become visible (while staying close to their enemy) to maintain stealth.
I’m alright with Black Powder + Heartseeker remaining a viable way to gain stealth in combat, but it needs some sort of limitation to prevent permanent stealth and bring it more in line with Cloak and Dagger. Leaps through smoke fields while not in stealth should apply 3 seconds of stealth (4 with Meld with Shadows?) and leaps through smoke fields while in stealth should only apply 1 second of stealth. This would essentially make Black Powder + Heartseeker a slightly more costly (in terms of initiative) way of gaining stealth, however I think this is fair because it’s much easier to pull of than cloak and dagger and Black Powder is more versatile anyway.
According to the wiki, if you are taking a certain amount of damage per second while mining ore you will get a ruined ore chunk instead of the proper ore. The same for other types of resource nodes. Source: http://wiki.guildwars2.com/wiki/Ruined_Ore_Chunk (see the Notes)
My guardian never seems to take enough damage per second to receive a ruined ore chunk while my brother who plays an Elementalist has problems with this often. Presumably this is due to the armor difference.
You know for all this cry of AC wars it is interesting to note that flame rams and balista actually have a higher demand.
As of today, it seems Ballistas are going for about half the price of Arrow Carts despite being priced at 4 more silver/BoH at the npc vendors. This does not surprise me. lol
Woah servers I know nothing about :0 This is weird.
And kind of awesome. :o
It is absolutely intended that you can fight people in the JP. The fact that so many people are piling into the map to get the achievement is good for any and all of you who are capable of laying the smack down on them, and, if they manage to fight back is hopefully going to encourage some of them to stick around and play WvW. If you don’t want to get killed by other players, don’t play WvW. Plain and simple. The achievement isn’t required for getting the meta-achievement on purpose.
I don’t actually understand how Obsidian Sanctum is a WvW map. Sure, you get to it from WvW, but the only thing it has in common with that game-mode is the 3 different groups of players. I see the world aspect of it, but where is the versus? Really, it’s just a pointless 3-way free-for-all over a reward that is not at all mutually exclusive. Unlike actual WvW, there is no particular reason to kill another player other than loot bag acquisition, “trolling,” and self-defense. Why do you expect everyone to want to fight over the reward when the jumping puzzle is structured so that it’s not beneficial to do so. How do you expect players to not look at campers as griefers when there isn’t even a good reason to shut off access to the reward chest. Frankly, given the large amount of time the puzzle can take when it is being camped, the end reward isn’t even worth the effort under such circumstances.
Obviously, a gender neutral term is necessary for Keep Lords. I propose we mix the words Lady and Lord together and call them Keep Lards.
But on a serious note, I checked several dictionaries and found that the word “Lord” actually is gender neutral. Here’s a definition from Merriam-Webster: one having power and authority over others."
Fort Aspenwood (us) just smashed Maguuma griefers out of Obsidian Sanctum. Now, I hate griefing, but I love payback.
Thanks for that. xD
And if the player REALLY doesn’t like that after all, well you cannot have everyone liking everything anyway. For those people, I’m sorry but this is a PvP achievement. If you don’t like PvP, don’t hurt yourself trying to make it. I know for sure I don’t even try doing the few achievements in places I don’t enjoy.
Or just wait until the middle of the night when the Arena campers need to sleep. :P
(edited by Gilburt.9146)
Wow, do you hear yourself? So basically If I decide to change my race (if they ever implement this feature) first I need to pay gems for the race change item, then I need to spend another 120 gold on cultural armor, to buy another 6 pieces of exotic armor AND 6 Divinity runes?! Are you kidding me?
The cultural armor should be automatically converted to mach your new race, without losing ANY current items on your character.
Yes, I do hear myself, thanks. If they can realistically include an option to convert cultural armor then I wouldn’t necessarily be opposed to it. Also, I had said I would be fine with each cultural armor set being wearable by all races (as cultural weapons aren’t restricted to certain races), which is also realistic way to address this problem.
I don’t, however, think it’s a necessity that cultural armor be converted/changed in anyway for a race change feature to be added. It’s not Anet’s responsibility to be bothered with every bad investment a player makes (such as having bought cultural armor on a character whose race they no longer want).
I agree too, though I have no problems with my vision as of yet. I play a lot of WvW and it’s extremely easy to lose sight of both the commander tag and the mouse cursor in the cloud of particle effects seen in large battles. Too help keep track of the commander I have to call target on him because that puts a red target symbol above his head that makes him a lot easier to see. I would really love to be able to make both my cursor and the commander symbol larger and bright red to make them contrast more with everything else on the screen.
The tiny blue commander tag and the small beige cursor just aren’t visible enough.
Just an idea to help support it, but why not have a Personal Story reset along with the race change?
This is definitely what I think they should do. Assuming their would be no issues with the code, it doesn’t seem like race change would not be particularly hard to add and it is definitely in somewhat high demand.
And what about cultural armor already bought for that character?
Cultural Armor would become unwearable by that character then. The player should still be allowed to keep it and use it on another character though (by transmuting it down to white to remove the soulbound). Or Anet could just make all cultural armor available to all races (like the cultural weapons).
All this overlooks the fact that WvW already has its own armor rewards system.
The WvW armor does not have unique or even desirable skins. Calling that an armor rewards system is pretty charitable.
Anyway, the fact that I can capture 2,500 keeps over hundreds of hours and get fewer achievement points than I would get for completing 2 jumping puzzles in under one hour is ridiculous. If they’re adding a reward system based around achievement points then I expect them to completely re-balance and revamp the WvW achievement system because right now it does not even come close to representing your WvW accomplishments. I really hope this is the case.
Why this item is even in the game baffles me. It doesn’t have a unique skin, it doesn’t have unique stats, it’s not salvageable, it’s not trade-able, and it’s worth almost nothing (now at least). It’s basically exotic vendor trash with a special name. I got a reward that was worth 3 times as much the second time I completed the puzzle (a Ruby Crystal and 2 masterwork weapons). I was expecting a unique shoulder skin and instead they gave an item that was of less value than the standard Jumping Puzzle reward. It’s not a big deal, but it is kitten confusing.
Just got no reward for taking a tower even though I got player kills, killed the lord, and stood in the ring. Honestly, how is this being ignored? This is happening to me every day now….
Edit: Just happened again… Missed the reward for two towers in a row now…
(edited by Gilburt.9146)
This has continued to happen to me numerous times since this post. Example: my guild and I just spent 3 hours capping a fully upgraded hills and when we finally succeeded me and at least 5 others got no event reward even though we each got plenty of player kills, helped kill the lord, and stood in the circle while capping.
I have only ever missed one event reward in PvE due to a bug (and I have played a lot of PvE). Why have a I missed out on dozens of event rewards in WvW when in PvE I ALWAYS get the event reward I earned. Can this problem please at least be acknowledged???
Balanced matchups are balanced.
Soooooooo much better than last week for Kaineng. xD
Yes, you only get a reward once daily per account.
The Guardian is fairly boring when it comes to elites, imo. The tomes can be useful, but because they remove your utility skills you are kittened if anyone so much as looks at you menacingly (especially with Tome of Wrath). Because of this I almost always run Renewed Focus, which is useful, but is not as noticeable on the battlefield as other elites such as Entangle, Plague, Dagger Storm, Battle Standard etc. (this is from the perspective of a WvW player, btw)
Since 2 of our 3 elites have auxiliary skillbars that are only really useful for supporting a group of allies we have only one option when we play without at least several other people. That needs to change.
Eles have light armor, low health and do comparably low damage. They’re made of wet paper and attack you with noodles. So they can escape death if they’re close enough to a tower. That’s your beef? Really? How about we strive for class balance instead?
How is one profession being almost unkillable when within a certain range of a tower/keep class balance? Yes, it can be countered with a preemptive immobilize, but even so Vapor Form is extremely more powerful than the downed skills of any other profession in WvW.
I think movement speed during vapor form should reduced to make it more in line with other downed skills that offer mobility and while in vapor form you should not be allowed to enter towers/keeps. In terms of downed states at least, that would be a step towards class balance.
(edited by Gilburt.9146)
The current system has also created a hate relationship with banner warriors.
lol, so true.
Tonight my guild and I captured Hills and I got no reward despite killing the guards/keep lord, and standing in the ring as it was captured. I would consider this incident a fluke not worth posting about, but it has happened to both me and my brother many times now. We’ll both capture a tower or keep, doing everything necessary to qualify for a reward, and one or both of us will get nothing (though the majority of players still get rewarded). At this point I’ve lost thousands of Wxp to this bug and it’s frustrating. When you spend 3 hours trying to take back a heavily defended keep and end up with no event reward it’s a slap to the face.
Has anyone else experienced this problem?
Having upgrades cost in-game currency may be a gold sink, but it also makes defense even less rewarding for those who do it. Why would I want to spent 1.5 gold to upgrade a keep when it’s unlikely I’ll even make that money back over several hours of defending it?
I understand that this game needs gold sinks, but they need to find a way to not punish players for doing what they should be doing. Armor repair also punishes dedicated players who stay and fight to the death, but at least armor repair fees are a drop in the ocean compared to upgrade fees for towers/keeps.
Something that has bugged me for a long time about the downed system in WvW is the fact that one single death can rally all downed players within range for the enemy team. I personally think it’s a poor game mechanic and to a certain extent limits build and gear diversity in WvW. The fear of rallying zergs is pigeonholing players into mostly PVT gear which, while this may be a good thing overall, may not be the best for game play and build/stat diversity.
A thought I had that might alleviate this would be a one down, one up mechanic, where a killed/spiked player would only rally one downed enemy player nearby, which could be random or based on range (closest downed player to the player killed would rally). Would something like this be possible to code into the game? Better yet, would players prefer this over the current mechanic?
I completely agree with this. It’s odd that an entire enemy team can get back up just because a single member of the opposing team dies. One death, one rally would be perfectly fair and would allow players to reenter combat without giving an absurd advantage to the side that happens to get the first kill.
I’m quite disappointed about the claim ticket system. Spending tons of gold only for a chance to get a valuable item is both tedious and boring. I’m fine with rare weapon kins being difficult to get, but why does the experience have to feel frustrating and wasteful? It’s just plain depressing to see someone over map chat get 7 claim tickets out of a small amount of coffers while you yourself have wasted tons of gold to get nothing but zhaitaffy and food items that are of no value.
These are the 3 items I would most like to see added to the gem store:
Race Change DNA Manipulator Kit
-Cost: 800 gems
-What it does: Changes the player’s race to one of the other 4 and resets their personal storyline. This does not affect the player’s level or gear (except cultural armor, which will not be wearable until transmuted to a different skin). Players will not get rewards for storyline steps that have previously been completed. The Race Change DNA Manipulator Kit has a single use.
-Why it’s necessary: Some players have put a lot of effort into a character but may not be satisfied with their storyline/appearance (etc.). Why require them to start from scratch when you can profit from giving them this reasonable convenience.
Soul Orb
-Cost: 300 gems
-What it does: Removes “soulbound” from equipment and replaces it with accountbound (soulbound on use). This would allow players to transfer valuable items to other characters if they so wish. A notable exception to this might be items purchased with karma as they are soulbound on acquire and were never meant to be moved between characters. Soul Orbs only have a single use.
-Why it’s necessary: After spending a lot of gold on a certain item a player may want to switch it to another character that they have decided is more to their liking. Notable examples would be ascended trinkets and molten alliance pickaxes. This would be a great convenience while still preventing them from being trade-able.
Recovery kit
-Cost: 250 gems
-What it does: Removes an upgrade from a weapon or armor piece without destroying the original item. Recovered sigils/runes could potentially be accountbound, though I don’t feel this is necessary. Recovery Kits have 10 uses.
-Why it’s necessary: Currently it’s impossible to salvage upgrades off of dungeon/karma items (or crafted items that have been transmuted with dungeon/karma skins). This would allow a player to get back sigils and runes instead of needlessly wasting them if they desire to have different stats.
Walls should just be removed from the game. I mean, they even prevent direct access to the lords room. How are we supposed to get WxP!? Every time I try and destroy a wall with a flame ram it deals no damage!
Will it be/is it possible to get traps as random drops and as JP rewards?
KN, pls don’t take our Garrison. Bad things happen.
Yeah, our commander had to take a break after that, lol.
I don’t enjoy fighting thieves at all. Half the time they are invisible and when you’re finally about to kill them they just spam Heartseeker to get away, teleport, and then stack stealth. No other profession can compete with that kind of survivability in WvW (except Ele’s with vapor form, though that’s more situational).