It´s +5%, just like the increase on base weapon damage on ascended weapons.
If it also works as a multiplier (like base damage on weapons) we should see 5% less direct damage taken with a full set – which would make it clearly the main advantage of ascended armor (besides possible benefits from future infusions).
Defense is additive with toughness to give Armor so it will not give the 5% damage decrease one would hope for. It seems they decided to give 5% additional defense which is why Heavy gets 60 and Light gets 47, but that does not translate into 5% less damage taken. It’s equivalent to giving yourself 60 more toughness..
Pyro already pointed out that you will lose a lot of efficiency as long as you are at max health when using the SoE. You are also assuming a pretty bad playstyle. Why would anyone use their heal if it would overheal? You are basically saying that every burstheal is useless because people are unable to properly time their heal.
Regen based heals directly counteract damage loss due to small hits or light condi damage as they top you off immediately. Burst heals also lose efficiency if you sit at less than full health, but still in the overheal zone for any meaningful time. In that zone the regen based heal will outperform at an even greater pace.
Ether feast is averaged out to 356 healing per second with perfect use (no healing power, 3 clones out, accounting for 1s cast time, immediately used when available). Every second you wait without healing you are losing 356 health. In that sense, an overheal can be potentially the better play if you think the fight will eventually overcome the heal loss from waiting rather than using it now.
This isn’t to argue one way or the other, just to illustrate that each heal has benefits and drawbacks depending on use.
Heal is every 3s, and gave about a 4.5k heal on activate. Refreshed phantasm cooldowns (the actual summon skills). Didn’t catch if it refreshed the phantasm attack skills too.
So in off-hours its easy points for upgrading keeps while everybody is sleeping…
As long as the game mode is 1 week long and decided mostly by coverage/population that’s going to happen no matter how you craft a system. However, in this way a significantly smaller population can still stall upgrades in off-hours by sniping yaks and camps, forcing those who upgrade to dedicate more resources to escorts (which is decidedly boring, so only the true ppt warriors will do that).
The problem, I see with this is, that the system is easy to abuse.
First problem: If an objective switches constantly between two servers, both those servers will get even points in the end.
I don’t see this as a problem. In the proposed system those two servers are active and competing against one another equally so they should be getting equal points. If the third server snipes a t3 keep during this constant flipping then the server who had held and upgraded it to t3 will pull ahead.
Although the team being attacked is being 2v1 they can also choose to try to fight things in favour of the third server, creating a 2v1 scenario where the defender and one attacker ensure the other attacker won’t take it.
In an uneven matchup, where one server totaly dominates, one barely hangs on and the other one has basically given up, the actions of that third server will determine the winner.(can you say “kingmaker”?)
That’s the accepted outcome of a 3 way fight. You will always have someone that decides the outcome based on their actions.
The point flow will be totally even, thus, it will not matter, who HOLDS the objective the longest, but who will eventually CAP them. It means, servers with only one small time window, where they can dominate(typically nightcap) will be able to get all the points their opponents have gotten during the day and break even… Untill the opponents take everything back and pull ahead again.
Working as intended. This system is not about who holds for the longest, but about who holds it long enough to get upgrade points out of it. After all, that group will be guaranteed points whereas the other 2 servers will be competing to grab those points off it. The values in terms of points would be massaged so that the time spent upgrading it will be far more efficient than letting it flip back and forth. If neither opposing server is able to take it then the upgrading server will come out way ahead.
In a straight up 1v1 with these rules, the winner would be the one, who during the last second of the matchup holds the most objectives.
Fair enough, but this isn’t 1v1. If it is, then the system doesn’t work.
If you add a third server to the equation, things get wonky once that server is severely weaker than the other two. He can basically determine the winner by taking all the fully upgraded objectives from one server, so the other server can’t get the bonus for taking an upgraded objective. The game will not be about who can HOLD stuff, but about just karma training through and capping all of the objectives in hope, your opponents servers will break even in taking them back, so you can pull ahead.
The current meta is way too offense heavy and you want to introduce a system, which actually promotes going on the offense with no regards for defense?
If points earned for upgrading far outweighs the points gained from pure karma train (i.e. flipping paper back and forth) then the upgrade and hold will win. A valid strategy is to snipe T3 upgrades for more points, but the defending server can also help determine which of the opposing servers will eventually cap it if it looks like it won’t hold (a defender 2v1).
If one server defends, while two servers just keep taking eachothers stuff, the server, which just defends and holds its stuff, will lose with this system, even, if they hold 66% of the map. The mindless karma train in the rest of the map would simply generate more points.
There are still a ton of problems, but I think, the ones I listed above should be enough.
That depends on point values for upgrades. Mine were just examples for clarity but it could easily be that T3 keep is worth 1000 points after all upgrades are done whereas flipping no upgrades is worth 25 points, with upgrades that take longer contributing more to value than shorter ones.
What would make for an interesting score system would be awarding points for upgrading things (promoting capture and hold) while also making sure the points awarded for capturing an objective are equal to the points that are gained in upgrades (i.e. t1 keep with no upgrades is 25 points to the capturing team, t3 fully upgraded is 100 points to the capturing team, upgrades themselves grant 75 points to the holding team meaning that both teams gain 100 points in that outcome).
A well coordinated surge at the right times could promote comebacks in any matchup, assuming points for stomps didn’t decide it (i.e. roughly even stomps from bloodlust on both sides). Population and coverage would still be a large determining factor but also surges of server coordinated assaults backed up by heavy defense could pull upsets.
I think the thing that stands out, though, is that not many people think like us. Most people would prefer to run in a zergball of 80 and 111111 with no real personal responsibility as long as there is a karma/loot/dolyak finisher carrot at the end of their efforts. And that’s exactly the type of playstyle Anet is tailoring GW2 toward.
You really unfairly characterize the large group play in this game when you say there’s no skill involved. You also seem to be saying in your last few posts how terrible it is to be outnumbered and that it’s disheartening, but that you prefer to be outnumbered. It’s a confusing read.
But tanks for the post (MLP right?).
Being outnumbered has different scales. 8-10 man group vs 20 is viable depending on relative skill levels involved. 8-10 man vs 30 to 40? Definitely not fun. AoN is a guild that wants challenge and there is no challenge in terms of skill in outnumbering an opponent.
Given the choice of the two, at least being outnumbered offers the possibility of peeling a larger group to more manageable chunks. That’s what successful roamers try to do.
Deathtouch, you could always move to a server where that won’t happen.
If you choose to play on a server that can’t compete 24/7 then that’s on you.
Mag had the option to be top of silver league but the consensus was we would prefer to play out manned. At the same time, we were hoping to come across more organized guilds in the T1 servers who would welcome the challenge of facing a few of our guilds in GvGs.
This is just the culture that has developed on this server. We went into PPT tryhard mode to secure our spot in Gold league and that is honestly the hardest I have seen this server try to PPT. We look for good fights and respect opponents who do the same, especially those willing to indulge on the GvG side of things.
EDIT: I should also add that our roaming population is consistent during the week and one of the major benefits to small man roaming guilds on this server is that they enjoy virtually no queues.
after getting to play against sor+bg on reset i can say this is probably the funniest thing i have ever seen in gw2
claiming that t1na runs all ptv is wrong. there is no way they can run any kind of gear that has power even as minor stat.
Good lord. Even full support staff does double that damage. Hell, burn with 0 condi does more.
- Domination XII – Confounding Suggestions. Changed to increase daze duration by 25%.
I don’t think this change will be enough to convince myself and most mesmers to go 30 deep into domination. The reality is that the 6 piece bonus of the Mesmer rune set is stronger than this proposed grandmaster trait, which is not a good sign.
Browsing over other 6 piece bonus and comparing to gains we generally get from grandmaster traits shows that this isn’t enough. Imagine if a 6 piece bonus offered Evasive Arcana or the new Diamond Skin.
I think you guys are going to have to come up with some better ideas. Maybe take the old behaviour of converting dazes to stuns and make it “Dazes now cause stuns” with a 10s cooldown on this effect. The effect needs to have a significant effect on your overall strategy which a 25% increase to dazes does not.
Really glad this was fixed tonight before reset and got the speedy response it deserved!
Guys Winter is Coming……
I have the same problem here….and i am playing Gw2 because i like this Game even sometimes to much Lag made me bored as well in WvW !!!
but now if i can’t play because all my skill is on my Hotkey i won’t lost my time…
Winter is coming…. and since that problem is not fix i won’t play Gw2 again….
It hasn’t even been 24 hours since it was mentioned by a dev that they are working on it…
Very true but the reaction of players should indicate the level of frustration this particular bug is causing. It is significantly hampering my gameplay to the extent that I feel less motivation to play.
I’ve added this issue to the Tracker: Reported Bugs and Their Status [collaborative effort by players] sticky thread and linked to this thread. Hopefully it will be addressed soon by a dev.
edit
Functionality (Hover on INFO for issue description)
- Controls – Multi-Key Binds Involving Skill #6 Broken
| INFO | Report Thread |Does this accurately describe the issue or should more info be added to the description?
No. The issue is overlapping functions being called when any key bind is a MOUSE button along with CTRL, SHIFT. Although I stated my heal was overlapping my elite is too since it is also a MOUSE button along with CTRL.
I rebound the same things to SHIFT + MOUSE and still had the same issue. It appears it is related to MOUSE binds as CTRL + a key (example 2) works correctly without overlapping on the 2.
Still an issue in the latest patch.
Exact same issue for me. Had my heal bound to CTRL + MOUSE5 and one of my F1 keys bound to MOUSE5 but now when I try to use my heal it does both the F1 ability and my heal.
He never mentioned PTV, he said tankier gear.
These new players are all from PvE running full zerkers that refuse to listen to commanders and just want their achievements done.
Getting them wiped a few times is probably the best thing to do in order to make them understand WvW is not PvE.
Pfftt…is this the sad state of wvw on other servers where zerker sets are frowned. Get rid of your crutches and have some fun.
Running full zerker works when you already have a number advantage in the fight. That excludes the classes that can cheese it up with mobility and/or stealth.
Zerker works well if you play it to your advantage and recognize the extreme dangers. Ultimately it has a much higher skill and teamwork required to make it work well (though, as you point out, some classes obviously make this easier than others) . Only thing that concerns me while I am in full zerker is a glass thief, but I don’t think I have ever gone down to one in a very large fight.
Large PTV groups make me laugh because they are the ones I fear the least while running full zerker. They have to ball up and stay close otherwise their damage is terrible and because of that they become extremely vulnerable to side stepping. DER|P does this often when we run informal groups and run into a large organized guild — everyone just sidesteps their commander movements and bursts down the tail until they lose so many people they have to run away.
Whoever won the head to head is probably how they decide wins in that scenario.
The latest patch notes indicate that this sigil was bugged and always offering a damage increase when in fact it offered no increase at any time when I tested them 4 months ago. I tested them by dazing, stunning, knocking down, blowing back and petrifying and found damage did not increase whatsoever while the target was afflicted.
A few moments ago I tested this sigil again and found it still does not increase damage. I did this by going to the neutral Dolyaks just west of the northern camp in WvW borderlands and repeated the same attack while either applying stun or knockdown. While the target was either stunned or knocked down the damage dealt was NOT increased.
By comparison, I equipped both Sigils of Force and Sigils of Night (while it was night) and they both increased damage by the expected amount. Please look into this.
I get PPT does not equal skill. But if Maguuma really does not care, then there would be no need to ever capture anything. Why not just stand in a blob in the bloodrust ruins and wait for open field fights? Or maybe the windmill at one of the south camps? GvG fights in open field pretty much mean nothing. My as well just que up for spvp. If you aren’t taking towers and keeps, why even bother going to WvW?
Capturing things gives the excuse to fight. sPvP doesn’t offer the large scale fights that a lot of people playing WvW want so they go to WvW. If WvW was all about siege and keeps then they would remove all the skills from your skill bar and just make it a game of siege/counter siege. Obviously open field fighting is a core part of this game mode.
Maybe think about that some more before you encourage people to quit the game…or transfer…or get out of WvW…or insult and tell them they are bad. Instead, try teaching them to be better.
A teacher can’t teach without a student who wants to learn. Get in mumble, get involved with the community, and ask questions. Find a guild that is actively involved.
When I first heard the numbers on this rune set I knew it would be broken. You simply cannot let confusion last that long. Putting an ICD ruins this set in all but 1v1 play, so I really hope they don’t do that. Just tweak the length/stacks and it will be fine.
Totally agree with you Attunement, and those who know me know I’ve said it since day 1: Confusion isn’t fun. GW1 backfire, empathy, Wastrel’s were fun. Power spike/leech/drain/block were fun. They tried to simplify the skill system and ended up removing the fun (and balanced) parts of it.
The reality is this confusion lasts too long and is better than the warrior trait.
Warrior trait gives 4 stacks for 8s
Rune gives 5 stacks for 10s
Putting a cooldown has a large implication for the set and I’d hope that doesn’t happen. It would remove any usefulness to an AoE interrupt as you would randomly be applying the confusion to one of the targets.
I’d accept a huge nerf in duration/stacks but hope that there is no cooldown on it. In my mind, it adds a lot of flavour to different classes and opens up to more skilled gameplay, which includes counter interrupt gamplay (recognizing when someone is waiting for you to use a skill and then baiting them for the interrupt or cancelling your skill as soon as they use it).
I tried it with Runes of Fire and it triggered the boons, but does not get aura shared.
Oh, I know and that’s why I use both
. Prep LS and then mid-cast of LS hit steal to strip 4 boons right off the bat.
I’ve been using Sleight of Hand quite extensively now and really love it. A lot of other thieves find it crazy that I would go 30 deep into that line just for the daze on steal but it works very well for me as one of the few instant cast interrupts in the game.
My main issue with this trait is when it is combined with Bountiful Theft. If the enemy has Stability and you have these two traits the daze is applied first (which is blocked by stability), then the removal of boons when I feel that as a Grandmaster trait, it should be the other way around. I think going 30 into this line and taking that trait justifies it as a counter to those who have stability.
At least boring as kitten Swirling Wars 2 is over.
“Whatever makes you feel better, I suppose. Our 5 man wipes anything less than 30 people. If you’re running more than 30 people, the simple fact that you’re sticking as a huge ball like that is a time sink on its own.”
What does a 5 man SPvP team accomplish in WvW anyway?, I mean seriously, besides supply camps and harrasing solo roamers…
They pretty much harass stragglers and pug zergs. They are pretty effective against unorganised groups that aren’t too big, but I feel like most of the zergs in this tier are too big for them to be able to do anything to.
They do harass stragglers quite a bit. Those trying to get back to the battle….5 on 1…now there is a challenge for them for all their bellowing about looking for good fights.
I actually find it quite sad myself how we will watch as a TC zerg ignores us, while we rip into their rear, and the players that we catch do not make any attempt to fight back. The stragglers just sort of limp to their death trying desperately to rejoin the main mass. It’s like watching Bambii die over and over… I shed a plethora of internet tears each time we are roaming.
I know that those leading the TC zerg have bigger fish to fry sometimes but it does seem like they ascribe natural selection to their zerging.
Well it only happens to pugs, or people who arent in the active mumble. Typically if you tell them you are getting picked off in the back in the mumble, they will turn around to pick you up.
Darwin would love to have observed this. Any tips for us to recognize who is in the mumble? What percentage of the zerg is typically active in mumble?
“Whatever makes you feel better, I suppose. Our 5 man wipes anything less than 30 people. If you’re running more than 30 people, the simple fact that you’re sticking as a huge ball like that is a time sink on its own.”
What does a 5 man SPvP team accomplish in WvW anyway?, I mean seriously, besides supply camps and harrasing solo roamers…
They pretty much harass stragglers and pug zergs. They are pretty effective against unorganised groups that aren’t too big, but I feel like most of the zergs in this tier are too big for them to be able to do anything to.
They do harass stragglers quite a bit. Those trying to get back to the battle….5 on 1…now there is a challenge for them for all their bellowing about looking for good fights.
I actually find it quite sad myself how we will watch as a TC zerg ignores us, while we rip into their rear, and the players that we catch do not make any attempt to fight back. The stragglers just sort of limp to their death trying desperately to rejoin the main mass. It’s like watching Bambii die over and over… I shed a plethora of internet tears each time we are roaming.
I know that those leading the TC zerg have bigger fish to fry sometimes but it does seem like they ascribe natural selection to their zerging.
Heh, I have witnessed this. It is kind of like a hurt water buffalo falling behind the herd and being brought down by a pack of hyenas as the herd runs by.
Those TC people should /sleep while using animal tonics. I might just feel sorry enough that I’d let them live.
Eh, who am I kidding? One of our guild members would be even more motivated to kill, succumbing to her desire to rip out innocent furry hearts Indiana Jones Temple of Doom style.
“Whatever makes you feel better, I suppose. Our 5 man wipes anything less than 30 people. If you’re running more than 30 people, the simple fact that you’re sticking as a huge ball like that is a time sink on its own.”
What does a 5 man SPvP team accomplish in WvW anyway?, I mean seriously, besides supply camps and harrasing solo roamers…
They pretty much harass stragglers and pug zergs. They are pretty effective against unorganised groups that aren’t too big, but I feel like most of the zergs in this tier are too big for them to be able to do anything to.
They do harass stragglers quite a bit. Those trying to get back to the battle….5 on 1…now there is a challenge for them for all their bellowing about looking for good fights.
I actually find it quite sad myself how we will watch as a TC zerg ignores us, while we rip into their rear, and the players that we catch do not make any attempt to fight back. The stragglers just sort of limp to their death trying desperately to rejoin the main mass. It’s like watching Bambii die over and over… I shed a plethora of internet tears each time we are roaming.
I know that those leading the TC zerg have bigger fish to fry sometimes but it does seem like they ascribe natural selection to their zerging.
I dont even see it possible for a 5man to beat a 6man…EVER…skill doesnt even play a factor in this because of numbers….
Are you being sarcastic? I really couldn’t tell.
Anyways, your own guild posted a video of 4 guys steamrolling a ton of people, so this statement is patently false. Here’s a link to the video.
GG.
(Also 5 guys can easily beat 6, especially if you have extremely good support. For example they are all melee and mesmers timewarp the warriors inside while the enemies step into the rangers’ traps to engage the warrior, the elementalist healing and providing pbaoe and the guardian booning and providing extra healing, of course this is theorycrafting but you should test it and see for yourself. I suggest actually RUNNING with your guild, cause they do some pretty amazing kitten)
He IS one of the guys in that video. In fact, not even 1 second in to the video you can see his name.
Can we have our Maguuma forum warriors back please, instead of this guy? Honestly, his posts make my head hurt.
Hey pal, at no point did anyone single you out as being unskilled. They just said the obvious: an organized zerg against an unorganized one provides little to no fun, because the result is practically pre-determined. Your over-the-top reaction to this neutral comment actually singles yourself out as being typically part of an unorganized zerg, aware of the fact, and raging against your inability to be more successful. Because the healthy thing to do in the face of a challenge is rage, and not, you know, adapting to the challenge.
While no one singled you out as a terribad, due to the content of your posts and your incessant raging, you actually do sound like a terribad. So, good job on that. Please continue posting and proving what I already know.
Exactly, we on Maguuma (at least on the public mumble) get pretty excited when we see BT show up because we know things are going to be interesting. I’d say the only times it isn’t fun for us is when we are being overwhelmed by other large FA guilds showing up at the same time and I’m sure you guys are aware of those times because they aren’t much fun for you either.
I’m pretty sure that I’m not the person who typed your original post that called everyone not abusing the mechanics that I pointed out an “unorganized zerg” that would be you and just because you “can” do something doesnt mean its not being abused. You’re not the first to do this, you’re just red guard copy cats.
You want to impress us and get someone to jump ship? run around with a bunch of necro’s an ranger’s and be something more then an “unorganized zerg”. Not ele’s and guard’s. You guys do this and I’ll personaly come to your server.
It was a pretty big shock to our server when we first made the jump to T3 and were welcomed by BT in Maguuma borderlands at reset. It was the first time we had encountered a group as large as them that were very organized with a solid team build and they promptly kicked our kitten over and over.
It was frustrating for sure, but it just made us put more thought into our encounters with them. What makes them so effective? How do you mitigate their strengths? Put as much thought into fighting them as they have into their team and you will have some great fights.
Yeah, it was really fun. “Hey, let’s build an Omega here because why not? And port me on top of the tower”. Then after getting the omega down from the tower he was like “Alright guys, just port me on top of that cata… just do it!” And so we did.
I’m from FA.
Also no way anyone is going to win a 20v4 all at once. There’s just too much firepower coming from the 20. Of course the fights are all gonna be like this. Mad respect to AoN for the video.
You definitely have more than 12 active members. I saw a 20 man AoN group wipe half our EB population near WC run a few days ago.
I have run with AoN in the past while they were on Maguuma and I sometimes still run with them now on an alt account. I am still a member of their guild and though I remain on Maguuma I can guarantee you they have NEVER run a 20 man. At most they may have run 12 or 13 at once but that is extremely rare.
In fact, Convenant is very particular about running too many people because it starts to feel too zergy and most of the AoN members don’t enjoy doing that. A few days ago in Eternal (if it was when I was running with them) there may have been 8 or 9 people total and nowhere close to a 20 man.
You can either eat the gem/gold cost of transferring to get your map completion and include that in the cost of getting a legendary (assuming that’s your goal) or start to work with your community to set up times where you will zerg the hell out of those point of interest and get map completions done.
I’d have a ton more respect for someone who got map completion in your situation if you would actually organize times to work for them. There are many ways to take a highly fortified tower/keep but if you plan it right you can blitz an objective before they can react and get your PoI.
Except, that’s not so simple. Some skills have special effects on them like applying conditions or removing boons, knocking back, applying boons, etc. Damage is only the tip of the iceberg.
You need to space out your use of confusion then in your confusion builds. If anyone is able to simply use 1 cleanse or stop fighting to counter your confusion spec then you are not using it wisely against them. Next time a guardian tries to stop fighting just apply a few stacks at a time. What’s he going to do? Stop fighting forever?
On that note, I want to add that anyone playing a confusion spec without some method of applying pressure outside confusion isn’t getting the most out of it. Confusion is exactly at it’s strongest when there is significant enough pressure to force an opponent into either a) doing something and taking damage or b) doing nothing and taking damage.
It’s obviously a balance that has to be achieved and the point Oozo is trying to make. In small teams it is extremely powerful because the other members of the opposing side can apply enough pressure that even a moderate amount of confusion becomes too powerful. And as a long time Mesmer, I completely agree with him. I do feel bad sometimes when the spec I play is both very good at 1v1 and even better at larger fights.
Having played confusion based builds for a long time in WvW I will say that in general people are clueless as how to fight it. This makes it much more powerful than it should be. With that said though, it definitely should have the same power as in sPvP.
I submit that even with a 50% nerf it would still perform great in WvW since people generally don’t know how to fight it. If they removed the ability for confusion to proc off of traits then it would be significantly weakened. I would not be opposed to this, though it would mean the Mesmer class would need greater access to other forms of condition.
Keep in mind, WvW food also plays a large role as to why confusion is far more powerful in that setting but at the same time, those of you who hate confusion or other conditions can easily run the counter food at all times. Personally, I feel confusion as is should be doubled in PvE and halved in WvW.
I missed fight club, so how was it? My guildies said it was boring, but surely something set up 24 hours in advance wasn’t boring, really?
Anyone other than the usual 4 or 5 people who show up, want to give fair duels a try just mail me ingame. Win or lose, you can learn a lot. Very good practice in the event you lag a little and stray from your zergball. shock
30-40 RE came and stood in a line. We tried prodding them with pulls to come fight at the other 3-4 spots, but they wouldn’t bite. After being pulled a couple dozen times, they started attacking, so we started killing. It turned into a full brawl until RE took their ball and went home.
Troll attempt but whatevs. We had about 20 total and only 7-8 would line up. Both times we set up fight club (our way) de®p and co would interrupt.
The easiest way to get people to move to one of the other areas is to point and move there…not anger the whole group by bombing them. After most of our guild got tired of de®p trying to ruin everything I stuck around fighting some duels, but some OG ele kept attacking random RE players without trying to start a duel normally. Got annoyed after fighting him for 5 min and left. Real classy guys…
Shout out to triggerless and the others who didn’t want everything to fall into chaos.
Edit- apparently de®p is now censored on here…
DER|P has presence at most organized duels and every one of them (until this one) our members are respectful and will always respect random duels out in the open. The reason this one got into a brawl is because of the lining up system.
Tip for future fight clubs: people have limited play time and do not want to be sitting around waiting 1 hour to get a fight in. Whoever thought that was a good way to run a fight club hopefully will realize that we are all adults and this isn’t pre-school. Every single person should have a chance to fight and all the areas in a fight club should have fights going.
Reset night is during North American prime time. Whoever comes away on that night with the top score has fielded a better NA team. If all servers involved have queues then the server that comes away with the top score at the end of that night has played the best on that night. There is absolutely no denying that.
I deleted that post for a reason. It’s just not worth arguing with you people.
The original point was you CANNOT judge a servers performance based on reset night. Once again, it is like playing the lotto. You get pugs filling slots that would normally go to organized guild members if it was any other night.
So a server wiping another server on reset night only means that server fielded was able to field less pugs and more organized guild members. Congratulations.
I thought pugs were part of the servers just as much as the organized guilds? What exactly do you think a server community is? That it only comprises guild groups? By the way, Maguuma fields a very large amount of “pugs” which organize themselves as best they can through public mumble and it is extremely active on reset night.
The only thing I judge from reset night is which server performs better on reset night. I don’t know why anyone would downplay that. Ehmry Bay kicked kitten on reset night whenever we would play them and we always learned a lot from them. We always lament about that one reset where we were totally destroyed by them. We had a lot of respect for what they do and it made reset nights all the more fun.
We would always look back and figure out why it didn’t work very well and what we could do better as a server (and yes, that always involved pugs). These habits on reset flow through your server as a whole and help to improve it at all times during the week.
Culling has two parts: location reporting and rendering. Allied location within a certain radius can be culled if the culling mechanism says that the number of enemies nearby are closer and more worthy of location reporting than the allies.
Enemy and ally culling are handled independently now.
This update allows the culling system to handle allies and enemies separately so that being surrounded by a group of allies will not impact the culling of enemies (and vice-versa).
I stand corrected. I can’t really explain the allied culling then unless it applies to all the NPCs outside in the West keep defense. It was a fully upgraded keep and there are definitely a lot of NPCs around that supply depot area. Thanks for posting that!
I imagine Oceanic prime time would love to have a chance to fight during a true reset at a more convenient time for them.
Server resets are around 8-11am on a Saturday in many Oceanic time zones. I guess people might not log in during the day, but it’s not exactly “inconvenient” for them to log in at any time on a Saturday.
The difference between logging in to a reset at the moment it starts versus several hours later is vast. I don’t know about you, but most gamers I know like to play at night after work and after they have done all their errands during the day.
Aggressive culling doesn’t explain anything.
Characters on the other side of the map wouldn’t be visible anyways. Culling does not affect them.
If you’re surrounded by 40 people and half are being culled the only way you would duped into thinking there is no else around would be if you stood completely still and never took a step on your toon. As soon as you move 5 feet, a number of the toons around you will be culled, and a number of others will become visible.
I’m pretty sure that Gottfaust doesn’t understand that. He also doesn’t understand that culled players would still show on the mini-map if they were there. Basically, he just doesn’t understand how any of this works.
Culling has two parts: location reporting and rendering. Allied location within a certain radius can be culled if the culling mechanism says that the number of enemies nearby are closer and more worthy of location reporting than the allies.
Why doesn’t the server just report the location of all allies to all players at all times on the map? I guarantee one reason is because it would be a lot harder on the server and on the client (though it obviously wouldn’t be the only reason).
In general, I find people are terrible at estimating numbers in WvW. I’ve had people say we only have about 5 defending a keep when in reality we have 15. The reason is because of the new culling system where when there are a lot of enemies nearby, you won’t see your friendly dots on the map as it starts to cull them especially if they are spread out.
Another point that nobody seems to mention when talking about the “queue bug” is that the outmanned buff is unreliable. I’ve had it happen often where one person in our party has outmanned buff but everyone else doesn’t. The whole TC incident is becoming some sort of story being passed on without any observable proof and people are just accepting it because of frustration with queue times (is there a video of this incident?).
I maintain that what the developer is saying is true and that the OP has made some reasonable speculations without any observable proof to counter it. If someone has a video of being outmanned while also demonstrating that their area has a queue, by all means post it.
Actually the outmanned buff will go on and off, if you are very close to be outmanned. That being said, TC is not the only one experiencing the strange queues and only finding very little people on that map. FA has seen this too and yes we had transfers 3 weeks ago, but no major ones since then and the queuing has only been a biiig issue this week. I hear people blaming in on the culling, but if u look at your mini map u will see the green dots and i can pretty much estimate how many i see there in a second. Believe me our guild is great at estimating numbers and if we say it is 30 then the numbers are between 25 to 35. Yes, and we sometimes laugh at people in map chat when they say OMG there is like 50 here, our guild will check and find normally around 25 to 30 there. But this is different!
We had a Queue and we only owned 1 tower and 1 supply camp believe me there is not many places where players could hide! There were 7 at the camp, around 5 or 6 at spawn and around 12 to 15 at the tower. so thats around 30 players for an entire map with 2 servers attacking with both numbers higher than us.
I don’t think we need to proof that with a video. Don’t u see that EVERYONE is complaining? EU Servers and US servers both have the same issue.
I have had the green dots on the minimap cull and they are no longer a reliable means to me of estimating strength of defense if the defenders are spread out. One example in particular was West Keep defense — I could see a very large mass of FA players on the inner hill catapulting the wall and I felt like I only had about 5 allies with me (using my minimap for estimation). As I was walking from the supply depot to the southern gate to check on a few things I suddenly had old dots disappear while new ones appeared (but I could still roughly see the FA players running around).
I believe this is a new behaviour part of their culling system — it prioritizes enemy locations (not just rendering, but actual locations reported by the server) over allies within a certain radius.
If someone has a video of being outmanned while also demonstrating that their area has a queue, by all means post it.
Difficult considering it would have to come from two perspective at the same time. You would then have to ‘prove’ that this was the case, which video evidence cannot really provide without itself being susceptible to accusations of forgery.
Not really. If you have a queue and you are outmanned, people in your map will be confirming it (“I just came in, there was a queue omfg why are we are outmanned?”). You then click on others to verify (preferably an entire party with outmanned) with video recording and look at the map to confirm location.
You then go through the LA portal and immediately try to transit back to that map. If the queue dialog pops up you have now shown evidence that it’s possible to be at queue/near queue with outmanned buff and the devs will have some explaining to do.
Oh, welcome to WvW. Here in war, it is constantly ongoing. It doesn’t pauuse because you log off. If your servers “morale” gets broken because of that than should the other servers handicap themselves just for your server?
I am sorry, but that has got to be the worst argument.
Can you imagine the US army telling Hitler, “no no, we don’t have submarines so you can’t use them either! If we had submarines, we would be more skillful than you!”
Heres why that argument means nothing. Your server was already losing by Saturday. You know, when the keeps and towers weren’t already fortified and the battle ground was starting to lose the non hardcore pugs. Where coverage didn’t matter yet since your NA crew were probably pulling all nighters like all servers do.
But seriously, you can state how skillful and omgbbqsauce your server is al day, in the end Kaineng will be the one walking away with the gold medal laughing.
Btw, I am not on Kaineng either. So don’t even state I am a Kaineng forum warrior
. Just amusing to see every thread of Kaineng’s opponents who had big egos, get demolished, than they head to the forums for entertainment
.
Reset night is during North American prime time. Whoever comes away on that night with the top score has fielded a better NA team. If all servers involved have queues then the server that comes away with the top score at the end of that night has played the best on that night. There is absolutely no denying that.
It’s unfortunate that the match doesn’t have the maps reset several times over the course of a week so that people have more opportunities to have an “even” fully queued matchup for several hours with all upgrades/supply reset. I imagine Oceanic prime time would love to have a chance to fight during a true reset at a more convenient time for them.
Theres a huge difrence in game style play in these videos heres another one not to old from WM if the other video watched next to this one u tell me whos boting. http://www.youtube.com/watch?v=8VSrx8GWwbM
Wow, that is a completely different WM than I have come across. Please send that WM team to fight in the open because that looks a lot more fun to fight than the one we have been seeing. Ask yourselves, which video impresses you more in terms of play, and which one would you rather have fighting for your server? Shouldn’t you be expecting the best from one of your best guilds?
That video is awesome. From the looks of it, in order to beat a WM zerg all you need is a couple people aoeing while moving left or right, dodging the zergball.
That’s how we’ve been beating them the few times they showed up on borderlands at 4am too. WM can deny it as much as they want, but they are 100% reliant on culling and killing before they’ve ever rendered. If you have them all visible for even a little bit, just spread out and you’re fine.
That’s why Mag is so insistent that they’re bots, because we find it hard to believe that the guys who were great in gw1 were reduced to this level of play. Other Kain’s think the bot accusations are because we keep dying to WM, but it’s because we expected “the best” and were not given it.
Exactly. When you hear great stories about how some guilds are feared and perform well you want to fight them to see how you measure up and also to learn something from them. It’s sad to say that the only thing I have learned so far from playing against WM is that in open field their strategy is not sustainable and requires that the people they face have not seen them before.
People get over the reset night, the first 6 hours you guys were winning because Mag and DB was primarily focusing on Kain. I’ll give you an example. Mag BL, we had Mag rushing to the keep from the north to prevent Kain from capturing it, while we had DB coming from the west trying to stop us from taking our tower.
That doesn’t even make sense. At reset you guys own the first tower (SE tower for Kaineng) and it’s perfectly normal for people on the home borderland to make a desperate attempt to defend East keep off the bat since it’s much harder to take back.
If DB tried to take the SE tower right off the bat then they are idiots, and frankly Maguuma wouldn’t ally with idiots.
In general, I find people are terrible at estimating numbers in WvW. I’ve had people say we only have about 5 defending a keep when in reality we have 15. The reason is because of the new culling system where when there are a lot of enemies nearby, you won’t see your friendly dots on the map as it starts to cull them especially if they are spread out.
Another point that nobody seems to mention when talking about the “queue bug” is that the outmanned buff is unreliable. I’ve had it happen often where one person in our party has outmanned buff but everyone else doesn’t. The whole TC incident is becoming some sort of story being passed on without any observable proof and people are just accepting it because of frustration with queue times (is there a video of this incident?).
I maintain that what the developer is saying is true and that the OP has made some reasonable speculations without any observable proof to counter it. If someone has a video of being outmanned while also demonstrating that their area has a queue, by all means post it.

. Just amusing to see every thread of Kaineng’s opponents who had big egos, get demolished, than they head to the forums for entertainment