So what do you get when you add drag and mags score ?
Not quite ours.Well you see.. some people play because of scores, that’s why they put their oceanic guild on a north american server so they can pvdoor and avoid any real challenges.. others play to have fun.
Gotta say Caen, it was a hell of a good time defending Garrison from DB/Kain for how many hours on reset night. Ultimately this is why I play this game, not to worry about the score at the end of the week, but to come out and put ourselves in challenging situations. Most importantly, to have fun. Also, great clip, and it’s making me want to start recording some fights too.
Possibly poor/nonexistent scouting then. And having been one of them…. Though, I do recall getting spiked by both Mag and DB in the north part of the map while scouting several times. Only once was it a fair fight; the rest were the usual dogpiles I tend to find. Not sure on how often north supply was lost, at least once and possibly twice in 3 hrs if I recall correctly.
With Mag, it was garrison and Arah, with Arah flipping several times. DB? I’m not sure. They held Fog and the NE tower quite well, I noticed. Though we were focused on garrison for some time.
I can’t say for sure either, I just remember opening the map up often and finding it blue, with it sometimes being green. Of course, I didn’t see it all the time so maybe I got a false impression but the impression I did get was that the camp was flipping fairly regularly.
That number doesn’t make sense purely from an anecdotal point of view. Kain BL was queued instantly from our side at reset and like I said, the total estimates for the number of people present from each guild goes nowhere beyond 70. I don’t see how we could have had another 100 people present and unaccounted for. The most likely explanation is that each side is queued at around 70.
If it was beyond 100 for each side, at reset you would be facing groups of 50 hitting two places at once which, as far as I have been playing this game, has never happened. If we had 166 when it queued, we could have had 60 at garrison, and 50 at NW supply / South supply. We didn’t cross lanes to DB side and that was where all our efforts were. At no point did I ever see 50 of us in garrison + 50 guarding dolyaks.
(edited by Hackuuna.4085)
Amidst all the finger pointing, I should like to point out that on reset night in the Kain BL, it wasn’t the fact that we were double-teamed that annoyed us. It was the fact that a bug in map queue kept our numbers much lower than those of the other two servers. That’s right. The mighty Kaineng zerg was reduced to 60-70 ppl max against at least twice that number. When DB took Fog and seiged it up while around the same time attacking the northeast tower with no less than 6 trebs, while Mag kept taking our supply camps in the north and west, we knew we were done for. It was my honor (?) to engage DB forces multiple times and by their highly skilled and tenacious fighting, I am now thinking DB is worse than Devona ever was.
My impression has been that around 60-70 is actually the max allowed on the borderland maps. We had what, 15 DER|P, 20 SM, 15 PYRO, 10 miscellaneous at reset on Kaineng Borderland? I might be forgetting another guild in there but certainly we had no more than that with some of those estimates being a bit high. Paralda probably has a better idea of who was there.
Also, losing north supply constantly during a reset night when you don’t hold Garrison, and are down to one tower means you either had poor scouting, poor defense, or poor decision making. Losing that north supply a lot is not a good sign.
(edited by Hackuuna.4085)
That being said, while we still have worlds that consistently have open spots for more players, it would be fantastic if some players out there could help us spread the WvW population out a bit so we don’t have a few heavily stacked populations facing large queues on some worlds while many other worlds still have room to support people.
(…)
Ideally, we would see some people move from worlds with extreme queue times to worlds that need additional people and start building up active wvw communities there as well. Having more worlds with heavily active populations in WvW will be a very good thing for the long term health of the game, and spreading out the population will help reduce the queue times on the worlds with the longest queues.
I detect several problems here:
1- You removed free transfers so your request is a bit late :P
That post you are quoting is from 4 months ago.
We had a chat with Quenta yesterday and hes a pretty cool dude with a good philosophy of how to play competitively. I don’t think theres any shame in getting beat. We had alot of players in Mag BL yesterday that had never played a large organized guild group like BT, but now they are aware of getting flanked, being out of position, when to engage, when not to engage. I didn’t want to drop open field siege because I want to test our players without siege and numerical advantage. Theres still alot to teach and much to learn but glicko says otherwise I suppose.
You always want to be fighting competent players, even if you lose because they make you better players. I wish we could get a couple more days out of this matchup just to practice open field skirmishing, test out builds and team comps for busting guild groups and generally raising the standard of play on US servers. Its a crying shame that so few people seem to want this but Quenta is deffo one of them so respect.
Maybe some day you folks will drop a tier and we can play spar/play cat and mouse games again. I’m not really interested in facerolling large blobs of players that cannot play well and have no interest in doing so. You guys are welcome on our mumble any time if you want to talk game mechanics, tactics, team comp, WvW strategy. Same goes for AoN who I’m still in touch with. I need to hop on AoN’s mumble some time so we can test a few things and raise each other’s game.
Stupid criminals make stupid cops after all. I’m proud to be fighting y’all.
Hope you didn’t mind us sticking to a different borderland yesterday while Mag BL was being hit hard, but it sounds like it worked out for everyone in the end. We were on a mission to do more attacking than defending and to have some fun, and the newer players learned something in Mag BL. Also it was the first time that DER|P actually ran together to accomplish something other than fool around together.
Sad that I missed the meeting with Quenta, would love to talk strategy and mechanics with others. Guess you will have to fill me in Rebel!
For me the bottom line is that it is not fun to have to use swirling winds to drag out the conflict for a keep. The meta has switched to one where you have to have many trebs and many eles doing swirling to do what is necessary to win. This means you are taking a large chunk of players out of actually doing anything but the most monotonous job in the game and forcing them to do that for a long time.
You then have to dedicate people to defend your respective trebs/swirls and sit back as you wait for things to change. If you send too many people off to do something else, you risk your defensive/offensive positions being overrun. I personally feel that swirling winds and all other forms of siege projectile blocks need to be removed. It is simply boring and stopped me from caring about playing today and probably the rest of the week.
How do we get a matchup this high in the tier, and neither of our opponents log in?
I’m telling our team to let opponents have the towers so we can have fights. This is so boring. I can’t imagine playing this game without having WvW available to play. What are all these Tier 4 people doing now? Just transferring? I don’t even know what to do when I log in anymore. We have 99-100% of the map every single day without trying. We have 1-30 people playing on our own team because a lot of our pubbies are only playing WvW for the karma/ badges. The 1-30 are our die-hard WvW mumblers.I’d rather be IoJ right now and have no towers so we are guaranteed to find people on the map to fight. Right now we’re just building trebs at the gates of un-upgraded towers because it brings some level of amusement. We’re wasting siege left, right, and center that we’ll definitely need next week vs teams with actual WvW populations on them.
Just start the siege event, break the gate, and don’t cap the tower. That way you have an elite that can 1 shot us if we go near it. No one cares about the pve stuff at this point. We’re not upgrading anything anymore.
Apparently you missed the memo…the one about all of the wvw guilds on IoJ leaving. Its not about people not logging in..I see the same names from IoJ each night. Its the fact that our population was decimated, the score is lopsided and those that are on the fence each night..sure they dont hop into wuvwuv because why bother? They dont want repair bills.
Me..Ive been in there. Thiefing myself around ;p
From what I have seen, I would be shocked if IoJ could even get a queue on one map at this point. You guys have definitely lost a huge amount of people in WvW, and I’m sure the lopsided score makes most of the ones who did semi-regularly play take the week to do other things.
There was a queue two nights ago on our borderland too zastari from Yaks bend when the CL group decided to take another dip in, which I confirmed with a Yaks person in my party. It was around that time the screenshot from Eternal with all the ballistas aimed at their spawn was taken. They only managed to take a few supply camps before we wiped them and they went off to a different borderland (I believe we wiped them at North).
AoN hasn’t been on Mag in weeks, and, as someone who was actually in AoN, you are overestimating the degree which they care about objectives.
They were in the middle of the biggest contested spot on the map, within two big zergs, so maybe they just like fighting huge battles, but it at least had the effect of being very strategically beneficial for their server at the time to prevent that spot being capped.
Again, as another member who was part of AoN on Maguuma I will echo what dreztina said: you are far overestimating the degree to which they care about objectives. They do, however, love killing people and destroying enemy morale which is a positive result for a server in controlling a map and getting points. If there are any massive battles going on (such as your supply camp example) they will be there, and they will kill many people and will stay there as long as there are many people to kill.
That being said, they are doing exactly what roamers are doing except on a bigger scale.
Last night was the most Fun I have had in a long time.
I was lucky enough to be part of the south western (Green) Tower and Camp for most of the late evening. We had a few RED with us, I Saw Ewok with us and a few stragglers from other guilds as well. Lot’s of fun guys. Some small back and forth over the bridge and Yes! Yes! above poster, I think it did get to about 50 Vs. 50.
I saw some kitten and some OG there, some QQ sowed up at one point as well.. quite a few people got in the mix and it was a fun time. Exactly what we set out for. The Laughter and friendly kitten talk we had going on in TS between my group of peeps was something I haven’t enjoyed in a week or two.
Thanks much to those who got a punch in.
Props to Devona for last night, it was fun seeing large group fights. Also props to the AD engineer who fought me (charr thief) 1v1 near the spawn cliffs by Maguuma in DR borderland. It’s always fun to get in little fights like that among the chaos.
How does the quaggon nodes in Borderland maps affect the lightning strikes? I have noticed that lightning strikes hit things at the inner of East/West/Garrison with greater frequency than outer and it depends on the nodes in those directions. Also, how often do the strikes happen and how is the temple of storms involved in this?
Maguuma is winning due to superior tactics, it has nothing to do with population.
No, it is actually numbers this week. Switch to DR and get chased by literally 50+ Maguuma around the map for a couple of hours in MBL and you might have a different viewpoint. Either that or you are just trolling again. :P
Here is what happened last night from our perspective in Maguuma borderland as I was one of the group chasing you guys down: we wanted to commit a large number of people to defend our borderland until we could get a lot of the upgrades in like waypoints and fortifications. Devona had 1 upleveled person in the entire borderland for the first hour after reset and only Borlis sent anything at all.
You guys showed up while we were working on pushing Borlis off the map and triggered a breakout or two. You threatened the supply camps that we were upgrading to get supplies to the keeps to make upgrades go faster, so we had people watching and calling out for where you were going. After you died a couple of times (and yes, we heavily outnumbered you) you understandably left the area.
Once upgrades finished we had about 5 people holding that borderland down while everyone went off to different maps. As someone who appreciates good PvP and somewhat fair fights, my advice to you guys is to not even bother going into a place like Maguuma borderland at reset without there already being huge pressure from all directions — you will just end up frustrated. Now that the key upgrades are done you should have a better experience in there.
Thanks for posting that official ANet response on it as I had not seen it before. I would say their evaluation of the mechanic in beta was a valid one but the game is evolving. The anonymity in terms of who a player is among a mass is not there as after encountering a specific character and fighting them one or two times lets me know how threatening they are and lets me act accordingly in the future.
For example, during a large fight I generally pick on a weak player at first to get them downed (upleveled, or just plain bad players) and then use them to rally teammates who are downed when the time comes. The rest of the fight is focused on the good players as they pose the greatest threat.
I don’t think the idea of being anonymous to let someone feel safer has much merit as unique character models, guild tags, pets, and weapon sets allows people to immediately identify you. The only variable missing in this identification is what your name is.
The true reason why people who don’t usually PvP find WvW enjoyable is that they can find safety in numbers. I guarantee if you look at a server that is being dominated because of population disparity it’s those very same people you got feedback from that normally don’t pvp who will not show up anymore due to the intimidation of fighting and being killed over and over on the losing side, and on the winning side the effect snowballs because those very same players find it fun that they are able to fight and kill with numbers.
My point being, anonymity does not actually help those players it’s designed to, it only hurts the players who want to build a competitive community. The design of WvW still lets those who normally never PvP come and play as they can easily mass up and join a zerg.
(edited by Hackuuna.4085)
From my own experiences, I would guess the number is around 60 for borderlands. ANet should absolutely have told everyone what this number is by now.
No.
They are a great thing.Sure its annoying when we are on the winning side, because it takes upgraded towers quickly and you can’t paint a borderland in just one color and rule it…
But for the losing server, that lost everything on the map its a great thing. When you are playing against a really big/strong server and have no chance of taking a single tower back because you are outmanned as hell the event is a needed help to get at least some points and a little bit of fun back.This would be fine if the breakout events only happened inside your own home borderland and eternal borderlands, but that isn’t how it is.
A server with a 300k point lead can breakout into the losing servers borderlands, making it even more difficult for the losing server to defend it’s own borderland.
Why does the meta insist that you hold your entire borderland? When there used to be orbs on the map people would flock to other borderlands constantly trying to get a foothold and an orb. South west tower is probably the only tower that poses much of any danger to a map and even then the danger stops at west keep, which can be retaken by the defenders easily with garrison trebs.
I don’t really see how this hurts a losing team. In the old system the opponents initial towers would be fully fortified, fully supplied, fully sieged, and would discourage attacking with anything less than a large force assuming there was at least one eye out for ninja squads. A large force there means a large force not at your home borderland, which means the dominating server would outnumber you anyway on your home and start taking things.
What happens to people on a map when a large amount of players log off or leave the map? Kick people until the 20 difference is met?
No comments? I guess nobody cares about torch
It is per skill use. This also includes traits which activate skills automatically, such as on dodge traits or <25% traits, etc. Note that this means if you spam a skill use you will get hit with confusion at a ridiculous rate, such as your auto-attack button. Never spam a skill when you are faced with a heavy confusion user.
Watch that video closely: when he gets hit with all that confusion it’s because he is spamming 1-1-1-1 while in blurred frenzy and after. I know someone who had a macro to activate a key 20 times repeatedly who died instantly when he first went against a confusion user.
LOL I wish I was there to witness that. I would have laughed so hard.
Anyway i’ve been curious as to the exact effect that confusion had so thank you and others for the useful information
I should clarify since I actually didn’t get what happened in the video correctly.
1:30 hit with confusion due to autoattack
1:33 two confusion procs from attack + lightning sigil proc
1:33-1-35 several procs from Illusionary Leap + swap + Frenzy + shatter
My speculation though unconfirmed at the moment is that shattering with Illusionary Persona procs confusion multiple times as well. This video actually doesn’t demonstrate the dangers of spamming a button though it does show that procs from sigils and passives can trigger undesired confusion.
It is per skill use. This also includes traits which activate skills automatically, such as on dodge traits or <25% traits, etc. Note that this means if you spam a skill use you will get hit with confusion at a ridiculous rate, such as your auto-attack button. Never spam a skill when you are faced with a heavy confusion user.
Watch that video closely: when he gets hit with all that confusion it’s because he is spamming 1-1-1-1 while in blurred frenzy and after.
Confusion damage is per skill use not per hit. Auto attacking counts as a skill use as well, but in cases like 100b and blurred frenzy it’s 1 hit per skill use.
That’s exactly what I just said. Or are you quoting me just as part of responding?
It is per skill use. This also includes traits which activate skills automatically, such as on dodge traits or <25% traits, etc. Note that this means if you spam a skill use you will get hit with confusion at a ridiculous rate, such as your auto-attack button. Never spam a skill when you are faced with a heavy confusion user.
Watch that video closely: when he gets hit with all that confusion it’s because he is spamming 1-1-1-1 while in blurred frenzy and after. I know someone who had a macro to activate a key 20 times repeatedly who died instantly when he first went against a confusion user.
I couldn’t find any discussion on this but as a heavy torch user I noticed that in the most recent update they finally fleshed out the Prestige to what it should have been all along.
For those who didn’t know, The Prestige used to be a 3 second stealth that didn’t have any stealth buff displayed, nor did it follow the normal rules of stealth. For example, you could block a capture while in The Prestige even after the WvW change to disallow Stealth/Invulnerability blocking caps (I don’t know if this was the case in sPvP). Similarly, while in The Prestige you could pop Mirror Image and shatter without coming out of stealth.
The new behavior is that it counts as a stealth buff, and causes you to be revealed as soon as it ends (if the explosion deals damage) or if you deal damage while in mid form. This means, even if you let it go the full duration or if you end it early you get the revealed debuff.
Personally, I feel as though the added behaviour is both good and bad. The good is that it follows familiar structured rules that all other stealth skills follow and stops the exploit of shatter bombing while in stealth but the bad is that you get the revealed debuff even when the skill ends properly. In addition, if you cancel the skill you get the revealed debuff and the skill goes on full cooldown.
I can see an argument to keep the full cooldown / debuff on cancelling but I think the revealed debuff should not apply if the skill goes the full duration. Simple request: make the damage go after the stealth ends.
What do you guys think?
How many FPS game servers can handle more than 64 players? As far as I know, most FPS for the past 12-15 years have set the stable limit at 32, with 64 being configurable and not guaranteed. You would think that after that many years we would have games that could handle more players (more bandwidth, better hardware) but we don’t. Why? Because as time goes by more powerful games introduces more powerful gameplay mechanics which then add more load to the servers.
How much security and anti-cheat code existed in these older X more players games? How much projectile path and collision detection did they have? Skills and rules enforcement? Data transmission rate? Multi-system data collection and processing synchronizations?
You cannot seriously compare an FPS server to an MMO server. I can’t pretend I know how much work a single GW2 server does, but I imagine it’s doing a lot more than just sending updates for 64-128 players and their gun calculations like an FPS server would.
That’s my point. An FPS server hasn’t been able to handle more players over the years despite the rise in technology. So why do some people expect an MMO to have some means of improving capabilities over the years?
How many FPS game servers can handle more than 64 players? As far as I know, most FPS for the past 12-15 years have set the stable limit at 32, with 64 being configurable and not guaranteed. You would think that after that many years we would have games that could handle more players (more bandwidth, better hardware) but we don’t. Why? Because as time goes by more powerful games introduces more powerful gameplay mechanics which then add more load to the servers.
How much security and anti-cheat code existed in these older X more players games? How much projectile path and collision detection did they have? Skills and rules enforcement? Data transmission rate? Multi-system data collection and processing synchronizations?
My feeling is that in this WvW format roaming should be about killing in strategic locations, not just killing for the sake of killing. One need not attack an objective directly to weaken it — destroy reinforcements heading to it or simply redirect them and the objective will be taken with greater ease. A good roamer in this game should be reading the map and understanding the current team goal and then placing themselves where they will be most effective.
As far as a measure of skill in this game, I consider individual actions rather than builds. In a game like this, where there is an emphasis on team composition and objective play, you are bound to have individual builds which directly counter other builds. A switch of a utility skill could mean the difference between laughing off an encounter and struggling with it. This is why I measure good players by their ability to respond to things in an appropriate manner rather than who gets the loot bag.
Although I havn’t seen too many roamers from Yaks Bend, I have seen plenty of skilled players.
(edited by Hackuuna.4085)
I disagree. The breakout event should be happening constantly as it promotes constant fighting. If you want to keep that tower you better be ready to commit a huge amount of resources at all times to defending it. Otherwise you should just accept that it will fall and flip it when you can. I also like the power of the NPC as it means you must have a much superior force and setup to repel him which is really the whole point of the event.
Anyone who spends coin to upgrade a tower which will almost definitely fall all the time and then complains about it is not thinking very well. Personally I like the breakout event because it prevents a team from upgrade-locking another side out of a map, especially where there is a population difference.
Since the home team usually has a treb on east keep the south east tower is easily flipped and so poses no threat. The south west tower does threaten the west keep but west keep itself is relatively easily flipped anyway. Overall it doesn’t change who wins the matchup, just spices things up a little.
I think a d/d is a complete package and a hard counter to many different play styles. In skilled hands it’s capable of killing and drawing the attention of a significant amount of players as well as remaining alive the whole time. One equally skilled opponent, however, will force the d/d to withdraw. Add in any average person and the d/d will die.
There are way more d/d eles on the battlefield now than ever before so anyone having trouble with them should be getting a lot of practice. Depending on your own characters role and build you may not be able to beat them but remember this is a team game. In a team environment the d/d ele is not as powerful unless you let it be.
Shadowla transferred off Maguuma to Ehmry a few days ago. I know he did because I accepted his duel challenge on our team chat before he left to transfer back.
This would explain how someone was able to use their arrow cart from inside the South East tower in the middle of the tunnel. We had built catapults in an area that was known to be unreachable by siege and somehow a defender was able to target their arrow cart dead center on all that siege and players inside the tunnel. We couldn’t move anywhere in that tunnel without being hit.
I know what you mean Bunzy, and I’m pretty sure I know which thief you are talking about since I was with you a bit yesterday (playing as a thief). What I find is that there are a lot of full on burst thieves who will down you and there isn’t a whole lot you can do under realistic circumstances.
Being a D/D as you are, you are used to aggroing several people at once and that is the perfect situation for these bursty thieves using heartseeker. They just have to come in pop their quickness and 2-2-2-2-2 to victory. Even if you dodge roll a few of them you are likely dead. Realistically you won’t have your lightning shield up, and you will be in mid fight form without access to a few key cooldowns.
The damage is a lot, but with heartseeker damage that high they have backstabs that do even more, or steals with a little less. The damage is just a result of being full on burst. Is it too much? I don’t personally feel it is because they die a lot more than they successfully kill/stomp in group settings. You will almost never find those heartseeker spammers fighting outnumbered and for good reason — they die.
Long term, PvP is about competition and community. A faceless opponent (aside from character model and guild tag) does nothing for this. If anything, these forums attract people to trash talk entire servers due to the faceless nature of the game. If you knew and could talk to the people on the opposing server you could gain a common ground and establish healthy competitive friendships.
I don’t know about everyone, but personally I am at my highest level of competition when I know who my enemy is and I have developed a respect for them. Having an option to communicate easily would be very welcome!
No. Last week:
Maguuma gained 2.9 rank points.
Ehmry Bay lost 8.8 rank points.I believe that’s showing you the point total for the previous week. So last week shows you the evolution from the-week-before-last, when you came in second place and gained 8.8 rank points.
If that’s not correct then I have no idea how you could gain 8 rank points by coming in 3rd place. You would have lost points versus both Ehmry and Crystal Desert.
Points earned or gained are relative to the competition you face. The rank value is actually a rating of how strong you perform compared to your oppositions. For example, if Ehmry Bay and Maguuma were to come close but still “lose” to CD by say 10k points, Ehmry Bay and Maguuma will have a large rating increase while CD will have a large rating decrease. In this system, close competition will tend to have ratings close to one another.
Currently, CD has a much larger rating than either of the competitors so they MUST win by an appropriately large margin or they will drop in ratings (while the others will raise). However, because of this system unless a server in a tier above loses by a larger margin than expected, or CD wins by a larger margin than expected, then the three will be locked into this tier with CD always “winning”.
EDIT: For clarity, the rating you see in “Evolution” is actually what applies to the current week predicted change in rating for next week if the current scoring rate is kept. Also keep in mind as of now the ratings are not correct as the last update was from 11 hours ago and the Ehmry / Maguuma points were swapped.
(edited by Hackuuna.4085)
Not to throw fire on oil, but did anyone noticed how EB lost rank points and Mag gained rank points? Just and FYI for those that care about points i guess.
http://mos.millenium.org/matchups#NA
Last week:
- Maguuma lost 39 rank points.
- Ehmry Bay gained 9.
No. Last week:
Maguuma gained 2.9 rank points.
Ehmry Bay lost 8.8 rank points.
EsF is definitely their most organized and the ones responsible for the full capping of Ebay border later in this week matchup. Earlier they were full capping Mag border but eventually we started to get upgrades going and prepare for their assaults. To be fair, I do see a lot of low levels in their group, so probably they weren’t giving it their full.
Or at least change some skills for certain classes to become invulnerable for some time to prevent this. Right now classes like the Warrior and Engineer are sitting ducks to thieves that can cast shadow refuge or elementalists that can cast mist form.
Mesmers can invuln stomp, so can engineers. Engineers can also stealth stomp. Warriors and rangers can quickness or stability, necros can stability, guardians can stability, not to mention all the blinds and blocks that can be used at the right time.
Yes, some classes have more desirable downed skills than others but every class can make you a sitting duck. Heck even thieves are vulnerable to the teleport stomps.
You can buy those accessories for karma (though not exotics).
I’d suggest Maguuma. No guild controls the voice chat and no guild is necessary whatsoever to participate. You will find people online at all hours and if you want to command all you have to do is step up (no commander tag necessary, just well reasoned decision making and people will follow). We constantly spam team chat for people to use it so you will find on the whole the server is well coordinated.
Seriously, we are talking about a 2-3 hour window at the end of a 168 hour match when the score is not close. How is this such a horrible thing? If anything it generates a healthy respect for competition with the opposition and makes me look forward to being matched up against them again.
Brutality: Actually 1v1 in spvp is kind of a kitten. Unless you have your whole guild fill a room you get interrupted left and right by people who think it’s a real match. Seems recent changes have made that a little bit easier to pull off but you simply can’t get a big enough crowd to force the random troublemakers to stay out of it.
I don’t see WvW as a very good place for it either but I’d wager they faced far fewer interruptions this way.
That said 1v1 is really pointless. Thieves and mesmers seem to be the only classes that really have powerful solo builds but those are complete trash as soon as you scale up. I know a lot of y’all are running solo builds with more escapes than anything else in WvW but actually using combo fields applicable to the situation stomps anything else flat. This system is set up in a way that 1v1 is meaningless.
So as a silly holliday event fight club is maybe cool, but you’ve got to be really new to pvp to learn anything from it.
On the contrary, I am not new at all to pvp and I learned some valuable lessons from the 1v1s last night. Also, the build I use for solo is exactly the same build for group play. Obviously some builds which are very strong at support will not cut it in the 1v1. Note however, that fight club includes group fights. Next time, if you feel you can put together a team with strong build cohesion and challenge everyone else to team fights then go right ahead. I know there will always be willing participants.
Upgrades require supply. For a caravan, you will require 100 supply in the depot before you can order each of the first two upgrades, and then you will require 150 supply for each of the final two upgrades.
In Keeps / Towers / Castles, you can order structural upgrades without the needed supply already in the depot, but workers will take supply and use it to complete the upgrade until a sufficient amount of supply has been used. However, personnel upgrades require the full amount of supply (similar to supply camps) before you can order them.
Also note that the stealth lasts for 4s (entire cast duration) rather than the stated 3s in the description.
Are you using Prismatic Understanding?
No. And as far as I can tell Prestige is not your typical stealth skill, hence the reason there is no stealth buff that appears on you. Instead it appears as though stealth is granted while channeling and therefore not subject to any skills which grant bonus to stealth. I have run with and without Prismatic Understanding and saw no difference.
You are mistaken about Prestige and Blink. I am a very heavy user of this combination and blink does not break stealth. Your character model looks as if it has broken stealth but that is a visual bug. The same thing happens if you blink while in any form of stealth.
The problem is we have no buff on the character to indicate that it is currently in stealth from Prestige and so unless we test it we have no way of knowing that we are still in stealth. Also note that the stealth lasts for 4s (entire cast duration) rather than the stated 3s in the description.
I beg to differ. My scepter / torch build is ideal for hit and run. Actually I burst into a zerg and then get out without dying. But yes, I do agree that giving up the focus is not something I would want either, but then my setup is scepter/torch and sword/focus :P
I really should post some videos. I’ll try to make some tonight.
Scepter / torch is not a joke. I guess I better start recording my fighting and posting videos to help change this perception.
WvW is no place to e~pens nor to arranged duels!
Then where the hell do I go to arrange duels?
I Believe that ANet said they were adding this feature on one of their upcoming PvP patches/Major Updates!
Oh, so your actual answer is “Nowhere, currently.” Instead of trying to get legit 1v1s in WvW I should just go to sPvP with guildies and duel while ignoring the rest of the players in the map… That makes sense (not).
Can someone confirm whether or not you can /invite and /join enemy players? If so, I’m fine with this change. If not, this change is stupid and it’s time to hurry up and implement duels instead of making more carebear crap.
Yes you can still /join and /invite. I also encountered something which let me see the opposing server player without them accepting the invite. Going to see if I can reproduce it later today. It’s still not ideal though because if their party or your party is full then you can’t do it.
So if I see a 5 man roam that had a fantastic battle with my roam, how do I contact them?
Hate this change. It is now a completely anonymous experience and does nothing for building a community of players who like to PvP. What would ANet have us do? Post screenshots on the forums asking people who a certain player is in the hopes of talking with them?
Why did online gaming have to become an anonymous experience?