Sounds like the new meta kicking in high gear. Invis deployable launch pads, able to be -placed at range under characters.
TC is not full, and does not need to break. Breaking before linking was only something we learned from other t1 servers. But it takes far longer than 1 week to do anything. Again we are not full, so there is no point.
Yeah… because TC is the only server who ever has people who like to take a break…. right.
Fun is objective. While I don’t really scout much anymore, long ago I used to love it. Capping an offensive hills, setting up siege to defend and get it waypointed. Was lots of fun… I give big props to anyone who supplies good information in a timely manner. Whether you are just running by and see something or you are full out defending some objective. To each their own, but you guys are all heroes in my books.
Punishing people for playing together is agaibst the philosophy of the game. It would be much more appropriate to put more work into the balancing of large scale combat.
While this is true, there are several instances in PvE, as well as PvP, where having all players doing one thing will end in failure. Playing together also means coordination and working together. Large groups of players who mindlessly follow the tag should not have an advantage over smaller groups who coordinate their movements (tactics) and team comp.
Straight from Sun Tzu … Wu vs Chu when Sun Tzu drew the Chu forces towards Ying
Well, he also said if you greatly outnumber your opponent you should surround them.
True, yet Sun Tzu himself won the decisive battle outside of Ying with fewer, but manoeuvring his teams to surround the larger force, and struck first (surprise attack).
Is there a way to report a hacker so that they are investigated within a reasonable amount of time
I think this is more a hope players hold. I don’t think Anet actively addresses things as they arise, they just can’t without large cost. They have that process for players to submit reports (as a bug though)… but I think they are dealt with in the order they come in, and only when the staff is available next. Let’s say this report a bug option gets roughly 100 reports a day but they only assign resource to look into 20 reports a day. It would take 5 days, or 5 times the resourcing, neither of which meets both Anet and players needs. My numbers were of course hypothetical, and I think Anet just address the issues as best they can.
Crappy to see more of this occurring lately … it seemed there was a good string of time there where most of the hacking was curbed (at least from my opinion and experience).
Punishing people for playing together is agaibst the philosophy of the game. It would be much more appropriate to put more work into the balancing of large scale combat.
While this is true, there are several instances in PvE, as well as PvP, where having all players doing one thing will end in failure. Playing together also means coordination and working together. Large groups of players who mindlessly follow the tag should not have an advantage over smaller groups who coordinate their movements (tactics) and team comp.
Straight from Sun Tzu … Wu vs Chu when Sun Tzu drew the Chu forces towards Ying
Isn’t this kinda already in place… we just call it retaliation, and reflections.
Right now everyone gets 100% of the reward, regardless if you take objective with 5, or 35. I would say give 100% for up to the first 8 or 10 players within range, but then start reducing it on a scale … down to like 25% for 20+
The only issue I have with this option is that it will likely have a negative impact on server activity. There are a lot of lazy people who play this game mode, who don’t care if they actually hit an enemy in a fight, but race in for the circle cap.
For the improved rewards… just make the rank up chests yield more than reward tracks. You can’t level your rank up without actually contributing and there is no … ‘well you contributed 100% for 5 minutes, now go afk for 5’
But we don’t need rewards nearly as much as we need some basic fixes. Is Green ABL garri inner watergate still unable to fort? Or has that been fixed. (this would be one example). Another would be to update the existing vendors with modern/current stats… exotic, and ascended vendors.
Balance is a player issue… Anet already pulls ‘active’ WvW population. Why do you think t1 &2 servers take breaks for weeks to unlock there servers to move guilds they’ve been recruiting in. Anet made the choice from the beginning to give this big one (the framework) and let the players handle the balancing. This has been clear since the beginning. They ‘used’ to count servers by total pop… but then you had servers who had high total pops, but little activity fighting a similar size total pop server who had a higher % of players who actively play through out the week. The change to count activity happened months ago, but the sad fact is … things take far too long to ever level out, and the volatility in the population causes uneven match-ups. Anet jumps in to attempt to manually fix things by assigning guest servers to help in rare situations, but it’s usually after a poor re-link was already completed, and doesn’t account for the new player volatility caused from the poor matchup (looking at Darkhaven and Gunner’s who I believe both had to endure a couple terrible months).
Adding a new map, while i love the idea, I think would still be quite a ways out. The resource investment to make minor fixes for the existing content is far less than what it takes to create a new map and add it into the Home BL system. And to the guy who noted Home BL system is meant to give advantage to defense? It’s the opposite, a Home BL system is their to promote 2 servers ganging up on the Home BL server. If a server receives constant pressure from 2 servers, in almost all battles, through attrition… you will lose, with limited resources (outgunned 2v1) and having to divide those limited resources in a two-front war.
Personally, I’d scrap the Home BL system all together, but I don’t believe that will ever happen. So if they get around to making another map, it would have to follow those mechanics.
Because that is how the map/mode is designed to work.
^^
It’s the design of a ‘home’ BL system and will always feel like you brought a knife to a gunfight.
Guardian next elite spec … Paragon.
Drops mic!
Or you can call it quick thinking on there part for finishing off a guard who was already low on health.
If you can’t pop stab and pin him, then unload an AoE or also use your quick thinking and have your chill/snare/cripple immob ready knowing he will pop back up any second at 25% health or so and burn him down again. Mechanic is there for a reason. WvW is not sPvP
It’s much more enjoyable to find a small team v team … like 3-4 versus 3-4 …. some of those battles have been the most fun I’ve had. Won some , lost some … don’t care… but on top of your play it kinda relies on group synergy or team work. Granted a team on voice comms together should beat a non-comms group.
I’ve encountered a few solo roamers say when I run my dailies, first thing log on get it out of the way… every now and then I see someone at say – a ruin/shrine or a dbl camp/along the long kitten road to dbl camp.
Best tip I can give is to go to neutral territories to find the roamers. Most still flock around the common areas. Don’t go looking for roamers in your home BL at NE or NW camp or the northern BL nodes. Most activity on ABL always happens between the southern towers.
Better for them to put in a framework for the players to follow and the players find their own solutions to “balance”.
This is the path Anet chose to implement from the beginning… not sure I’d trust any of you as far as I can throw you to take care of the ‘problem’… it seems rather it was put in place as a hands off approach and when it failed … not their problem.
I’d rather try something new, because trying the same thing over and over expecting different results is … well you get where I’m going.
One dye-able back-piece won’t fly, they would have to allow all existing back-pieces to have dye channels, or heads would roll. I like the idea, if it is given equality.
Some back-pieces could be prevented from being dyed, or alternatively they could implement cape back-pieces in all game modes, and allow them to be dyed without changing existing ones. But never, will WvW get a dye-able back while the other game modes do not.
There once was a time when mesmers and clones could only be determined by who had a signet or sigil stack.
I remember Icoa all the way back from Darkhaven when it was basically ICoa and Rethesis… rip RE … glad to see this many guilds that have still taken interest into the game this long down the road.
I’m sure this list isn’t all inclusive, it looks to be primarily NA based guilds at least I recognise from here. Good thread… little deja vu for a reset day
I find it funny that many people sometimes slot in elite specs and don’t use the weapon. Yet this is basically the same thing, just asking for the ability to allow the opposite.
I was just going to say that same thing. Large part of EU liked the way it was prior to links… and do not like links.
Seems like the people who needed to go, needed to go regardless and most will not care that they went.
Either way, hope it somehow helps EU or provides there players with some more free bags.
Passive chat makes the game feel more like a community versus a job. I get the clear comms during battles but in downtime, sometimes it’s nice to get to know the people you run with and it adds to the fun of the game/community development. If people get too stern with rules and start becoming almost like prison guards, it just makes the rest of the players revolt naturally, and add poor tasteless drivel in spite, just to kitten off some one trying to lay down the law.
Not going to comment on Mags, but I’m sure if it’s always been historically that way, it’s inbred into the community itself and something people (new players or new to the WvW community) just have to get used to.
Ha ha ha ha…(sorry, it’s deja vu) that sucks man, we all been there at some point, we live and we learn.
Hopefully your gear will still be relevant. From the sounds of it, it looks like the skill is being looked at and will still function as is, just the application to your allies will have a hard cap.
I never see inappropriate comments in team chat. Maybe you should report those guys on your server or just block them.
The source base will be reduced, but the coefficient will be increased. not a huge game changer. If you’re slotting into a ‘role’ as a healer support… you should be using appropriate gear for it. It’s the whole purpose of the stat variations. Running maruder’s/zerker’s while priming as a main healer is just a broken mechanic anyway.
It’d be like a condi necro running zerker gear but the condi still doing insane damage.
I don’t see this as a huge change. I’m interested to see the changes to the rev and mes though. When is this patch due? next tuesday?
“Display Crafting level and active crafting types”
This… the rest I don’t generally support/waste of resource time. Adding the level to the already available listing of crafting should be simple to implement. Wouldn’t waste much resource time at all.
That’s where I was going with that. The bonus to the healing from the initiator only applies to the skills the initiator uses, and the base source healing provided.
Anytime someone blasts a water field, any bonuses (above the source 1,320) are based on the blaster’s healing power. With 0 I would believe 1,320 to be the max, close enough though.
I wasn’t sure whether there is some druid trait which provided some bonus to people blasting there field. The bonus applied from the druid grand master lingering light gives the ally an additional heal when they hit a foe, so theoretically speaking… if the foe is in the water field, you get a bonus there I suppose with a 596 + druid HealPower * the coefficent.
But that’s not exactly related to blasting the field.
There are NO bonuses to blasting a water field dropped by a elem that is 600 range away but there are bonuses for a druid water field.. all the way to 1500 away from the druid.
Can you explain this line a bit further to me Truely, I don’t want to speak incorrectly to this but I’m reading the term ‘bonus to blasting’ on ele and druid (as incorrect) at the moment and will explain why after. Granted I don’t know the druid trait line admittedly so, maybe there is something that says … blasting water fields provides bonuses to allies.
But I’d like to speak about blasting fields and how they actually work after
Charr with a cape exists. Check out the dulfy link to the balthazaar outfit. it’s something they are capable of doing
http://dulfy.net/2015/04/07/gw2-gemstore-updatebalthazars-outfit-mini-red-panda-and-moose/
Here’s one for you guys, i’m surprised no one posted it yet
wins the internet today
I hate auto targeting … it just doesn’t work well and even picks neutral creatures over enemies sometimes. I just disable it, and keybind my C button to closest enemy. Not a fix, but is bounds better than auto targeting.
WvW still not even on the even playing ground as Raids, FOTM, or sPvP … poor poor WvW. Like the lil ol’ runt of the litter you not sure you gonna keep or not. Someone needs to let anet know that runt has the potential to be a K-9 lead… if you brush him up and give him some kibbles.
Well map completion per profession is part of the ascended weapon collection of that profession’s elite spec
Taosa trust me you dont want capes too many clipping issues. Thats a can of worms you want to stay closed, unless its done perfectly and that’s a big stretch.
Judging by the armor/racial character models in the game presently … clipping would be an issue. Not that something like a cape isn’t easy to fix clipping for though, they did it well with gw1, but I have a funny feeling the people who made the capes in gw1 … are not necessarily the same who make the armor for the racial models of gw2
Funny … some threads say … zerg mindless press 111111 to win.
Now this thread … condi’s need nerv(?) they skilless, autowin
Pretty sure we can apply that to anything. Yet I do sympathize and feel the burn from those condi bombers… especially mags (sry for singling you out, but basing on experience fighting you guys, you have a good bomb).
I love my snowball… the magic carpet was a fad. But that snowball… I mean man, it’s HUGE
Just add a gold/money reward track… obviously there are calculations to determine the values of each reward track. Offer one to provide just money, repeatable. The system in place right now gives way to much fluff, and commanders don’t break to clear bags.
WvW will never reap the rewards PvE provides, it’s just not going to happen… ever, but I’d be happy to turn my track into a payroll department for my time spent in WvW. I needed to make 18gold yesterday to finish crafting to ascended for an alt, think I went to WvW to complete it? Nope … AB meta + sell useless crap, got it in 2 hours.
I actually meant to say 3rd boss… forgot who the second boss was until we did it again and got d/c’d on third boss. Kinda sucks for people who are trying to go through the game’s progression naturally before skipping ahead to content so we get the feel for the whole story. Seems like a loss to have the main purpose of the story unplayable. I mean, if I were to sell someone a car, it should work or at the least if it fails to operate normally I should be upfront about it before offering to sell it. Hopefully this is something the team is capable of resolving, if they care of course.
We keep partying up and trying to do this instance, we’ve made 6 attempts now and at random spots throughout the instance, generally 2 players get kicked/disconnected. Random two players, can be instance owner, but 4 times it was people who didn’t start the instance. Are we suppose to do this story mission solo or something?
I thought it is the last instance of HoT we even beat the first two bosses (not saying anything), and got kicked after the second one was downed… just trying to finish content and go to the new areas (in chronological order without skipping) but finding it frustrating as heck
There’s really no right answer … it’s more about trying to maximise the squads potential. You will notice monster gains with a balanced squad setup. Teams should be set to achieve certain goals. If you have a couple frontline groups (Rev, Guard, guard, ele/engi water field, ‘x’ or boonshare mes), you can create parties like rev, guard, basilisk, condi, condi …
Things to consider, you don’t need 2 rev’s in a group running facet of nature/natural resonance… just 1.
A guard per group is okay, 2 guards is ideal to provide 2 large stabs, and 2 small stabs… especially when dealing with the heavy use of control effects (looking at you Mags).
It’s actually more beneficial to give your dmg dealers full might stacks versus the front line in my humble opinion. I find the most critical thing for front lines is access to stab and survivability fighting in super hot fields most the time. Also… my weak auto or might blow on a guard (sometimes I run greatsword, but only for the pull and grind) is pitiful compared to what backline professions can do for dmg.
I wouldn’t limit it to commanders and lieutenants, squads are not generally multimap positioned. At best, you have a float group moving between home bl defenses and ebg later in the evening.
If a random player from the server who is … say doing his vet wurm and see’s forces on home bl bay… and they place a call in map chat: BlueBL: 20+ YB wurm gate outer Bay… can’t see gate %. – i would give this guy props. He may not be in TS, he may not be in any squad … but he … put out an all call in team chat to let those know who may want to come and respond/assist. Sure it’s the commanders call whether to bring his force or not, but limiting access to information sharing is counter productive to the game mode.
Should i get the commanders and lieutenants to sit in my chair and play for me too? No. We need things like this build for the server, not for the commander.
Just takes time… people will adapt and learn to prefix or suffix there calls in chat with the maps. This is probably one of the best QoL features that should have been available at launch. If it was, lazy communications would not really be a thing right now, outside of brand new players who are getting used to WvW. Still exists… I mean people tend to forget #‘s, opponent, or specific area they are attacking at said objective but good players will make good calls, while people who do not have strong communication skills, will need to learn to improve, or keep making poor calls. I generally won’t even go to assist someone if they can’t provide adequate information to make the call to move or not. Just because something is being attacked, does not mean the zerg has to engage on every instance. But no one would know if they don’t call it out.
Same goes for some exalted weapons … just saying
You do realize Gw2 WvW is dying right? I’m so happy you have a population that can hold SM. Let me guess, after FA took it, did you guys take it right back and held it again?
No … we had to recover and lick our wounds, was a good play at the right time by them. So we chased down anyone who would fight on any BL… when we got tired of running and chasing. We went and took back some objectives (paper, which were empty and not at all enjoyable), took a break for about 15 minutes… by then it was about 1am for me so we went and took JQ garri to get some fights, and they put up a great fight for what they had and held out for some time. Was much better than running around trying catch up to groups. But … you do realize that my words were directed at how FA played is considered strategic in an uneven match up and I gave them props? How does that relate to the game mode dying?
I’m having trouble comprehending …
So basically if I am reading this right… you want to take the Lord’s castle … and change it into a run down abandoned warehouse… so small teams can ninja it?
Why have anything there at all… just put a giant unicorn in the middle that shoots out rewards at the top of the hour, place it in the middle of an empty pit and let the wolves all fight each other.
FYI we lost a T3 SMC last night because of a strategic move by FA to hit multiple T3 objectives on multiple maps. It was a smart play. But I guess we can abandon that train of thought to make the game based around small scale groups being able to ninja t3 keeps with no doors. Any other ideas to dumb down the game further and make things simple are absolutely on the right track.
Better idea… remove some of the useless life saving fluff like tactivators, fortification, Emerge waypoints … you know … like how it used to be. Plenty of ‘small scale’ teams or small groups were able to ninja SMC back then, but they still had to use some sort of siege to break kitten into it. Forcing players to come save a t3 and run from spawn made it much more viable for that kinda play. This modern day ‘port to map, pull e waypoint, save t3 objective, port maps, pull chilling fog, run to objective’ is a little much.
Then lock transfers out for people within the same tier. IE no transferring between T1 servers. Allow only transfers down, never up.
So what happens to a dying server in last place at the bottom tier? You go down with the ship?
Another option ….
((o_Deployable cannon_o))==< – - – - – o [current tiers and glicko]
SMC 3rd floor to literally any tower … too much work required, not enough staff to do something to that extent.
I just would like to see runes and sigils overhauled / updated to provide more real options. Some of the older runes have ridiculously long cooldowns. Been said many times, there’s like what 80 or so runes? but about 6-8 that are generally highly popular and most optimal for use. I would love more options. Hell, any rune with slot 4 cooldown over 20 seconds, or slot 6 that has a 40 second CD needs to be looked at and updated. Players should be excited to try out new things, and then maybe we’ll have many runes on the market for half a gold to a gold, instead of 60 or so that are listed for 2 silver 70 copper.
Apothecary only came out when they added the southsun cove map, not release … little while after..