I was never the best, but I was good enough to be the guy in sPvP that thinned the competitors down to just the hardcore. I did not play too much sPvP. WvW was my thing. Enter the revised badlands.
It seems that the accumulated ele hate in patches + counter skills boosts have finally taken their toll. I went from killing anything (worst being maybe a 30-40% win vs good warriors or necros) to killing nothing (played by a skilled player). I watched an engi regen equal conditions damage. I impossibly tried to overcome confusion and torment. My heals were fairly useless.
2800 power, 1250 cd, 35% crit, 41% crit damage, 2800 tough, 15k hp
I don’t think these stats are deficient.
So, is anyone optimistic about the eles chances in the new bl?
I use two Radeon 5570s with a crossfire bridge. I bought the sku# that offered 2GB of ddr3 memory per card. For what I am about to say it is important to note that my computer has 4GB of discrete video memory. The gpu and memory type are not top-of-the-line fast, but the issue I raise concerns the size of available memory.
Yesterday, I participated in the champ train. Each port was taking longer than usual. Changing the graphics option “Character Model Quality” from “Low” to “Lowest” improved port time from 20-50%. That is a huge difference for such a small change. It also proved to me what I had suspected. Correct me if this is wrong, but there is a texture reload (or refresh) that happens when porting, even when not zone crossing. It had to be just the character models loading that took the extra time, at least, I hope that is all there was.
What I want to suggest is that a query for graphic card memory be made when the game initializes. That number should be used as the threshold for swapping textures in and out of memory. This computer’s 4GB should not be going through a reload state during champ train ports. I should see almost instantaneous ports. I should be able to load into an area with only geometry and splash changes. The port screen should only hide the visual changes in the fulcrum. There is no reason to get texture information again from motherboard memory or the hard drive. Only texture changes updated by the server should need to be made, like player gear swaps. All unchanged values should be reliable, and should be used to update a port the same as normal frame updates.
The OP is correct. I have tested this as well. My mesmer build is heavy on confusion. Only +condition duration adds to tooltip or actual condition affliction times.
ANet, tooltips are crucial for players to understand their player abilities. It is part of communication. Hire some interns. Have them do reports about potential improvements. Make tooltips part of it. Have them validate that the tooltips reflect the in-game event. Have testers verify findings. Give a coder an easy morning of correcting the deficiencies. Problem solved, easy.
Need a source for interns? Willing to hand out and oversee work for remote internships? Call UAT (University of Advancing Technology). I am enrolled in a Bachelor’s of Game Programming degree there. Trust me. There are many students in various video game related degrees eager to practice with professional products and established companies. E-mail me if you need contact info.
I had the same problem twice over a short period of time. Read through the forums. Found this thread. Tried a third time before posting, and viola in.
Didn’t you know? This is the post release version of GW2 nicknamed Ironman.
@Guild Wars Fan – Thank you for making my point so evident. Thank you for showing the kind of behavior to be expected from supporters of spawn camping. Now imagine what a dev is thinking. Gee, I can choose to have spawn camping supporters like Guild Wars Fan bring attitude into my customer community, or choose to remove the things from the game that feeds that type of player. Lastly, don’t flame my threads. It is against the forum rules.
Businesses are forced to have to choose customers to keep and customers to lose. A division can be made among video game players as 1) those who fiend for cheats, exploits and unscrupulous play, and 2) those yearning for balance and challenge. Spawn camping is one type of play that draws a line between these groups. The first group loves it. It is an epic finish for them. The second group hates it, but will participate for a short time if it is given as the only play option.
What customers is GW2 choosing to keep and to lose?
Yes, free transfers is not the issue, but it does catalyst the accumulated problems. Eventually, pay to transfer will be institued, but that will not solve other contributors. The question that sums the issue is, “Can relatively smaller groups achieve enough to make playing worthwhile.” The way gameplay is funneled increasingly makes that answer NO as the dominant force takes control.
Additionally, isn’t it conspicuous that ridiculous downed abilities aid an individual player rally, but no thought about WvW server rally options were given. Maybe siege in the entry area was part of it, but that was removed to cater to spawn campers. Hmm.
(edited by ImProVocateur.5189)
Democracy didn’t work plenty of times in the past, but the United States tried it again. It’s about what goes into it. DAoC was outstanding PvP even back when home realm maps were always 2v1. It was the balance of layout and vast opportunity for party tactics due to the assortment of player abilities.
DAoC worked so well because of an emphasis on balance and feedback loops. One big thing people missed about DAoC that acted as a self-regulating part of PvP gameplay was actually PvE content embedded into PvP areas. Darkness Falls (a PvE/PvP incentive) was outside the main PvP area, but was most effective at splitting population areas. It was a raid area the dominant realm won by owning the most PvP objectives. That is a feedback loop caused by player incentive. It effectively reduced the population to allow the other two realms to win back territory. The larger keeps used in DAoC along with the surrounding terrain also helped to spread out players even during objectives battles. That made highly skilled groups worth playing, rather than zerging up into a “mez ball” just waiting to get AoEd down.
So I was taking this screen pic to add to the thread about the most annoying class. After looking at the damage I wanted to ask if people think there is a error with damage reporting. Look at my 12k hp versus the 50,927 damage taken. I was still standing before the final heartseeker. The time stamps were right. It was definitely one second, lol.
You remember that write-up during beta from one of the devs that sounded a little furious about putting too much into the downed state? The downed state should be simple and boring, not a game of its own. It was overdone. I have literally seen downed players do more damage to me than when they were up – downing me, in fact. I have seen too many saved by a zerg as they port (further than the ability shows) into the midst of friendlies. I have seen a thief invisible port four times in five seconds (also more than what the ability allows) moving faster than enemy could pursue.
Downed is ridiculously implemented in half the classes.
Without technical information I cannot say for sure that this would help with the visibility of players in WvW, but DAoC implemented it as an option to improve performance of higher end graphics cards. DAoC PvP could have five hunderd players in close proximity. Massive lag happened when zergs of 100+ collided for battle. One factor in that lag was loading the proper textures for each character. DAoC gave players a graphics option to designate up to 1GB of graphics memory to preload textures for players within the entire PvP area. Warhammer dealt with this by giving the enemy a standard texture per rank. Shouldn’t players really have the option to choose?
I have 4GB of dedicated graphics memory (on the video card), and 4GB of assigned video memory from RAM. I do not suffer from lack of memory. Why is my playing experience widdled down to the lowest video card supported? That is not a choice game companies should be making for consumers. Give me my ATI 5570 worth of GW2. That’s all I’m saying.
These pvp games go about implementing logout all wrong. I tried unsuccessfully on both DAoC and Warhammer Online to get the best fix possible. Neither of those games did it. This game did not start with it. The answer is to allow the player to log the instant they want, but the character remains in play and inactive until flagged out-of-combat for a delayed period.
I ran with an awesome little guild called RR. They were just what a small strike group should be. They inspired others to follow because of their successes. Sure, they died to the zerg, but were still able to take anything short of a keep. To RR: sorry guys I didn’t stay to join because I needed a server with population at all hours.
You do not need a zerg; only able leadership and attentive players.
They must have been doing some live updates or something because the last couple days were not as bad as the first two. There is a claim that it was removed on last night’s patch. https://forum-en.gw2archive.eu/forum/info/news/Update-Notes-October-11-2012.
Let us look at what caused other MMOs to dwindle:
Ultima Online - player killing run rampant
Everquest - stuck in its time
DAoC - unnecessary nerfs, over-use of cc, breaking from Mythic ethos with new devs
World of Warcraft - running with the profits, time cap
Warhammer - creeping death from lack of support, divergent ideas, and listening to the wrong players
Rift - A fascinating one day spectacle followed by diminishing spectacle returns
Can someone fill us in on the others? It all comes down to poor content. It starts with taking content away from players, and modifying what the game started with. It’s evident by players feeling unheard. It’s sealed when devs change over to a team with no power or ability to repair or update.
@CarelessKrow – R u still JQ as your signature says? If so lemme congrats u. I been following the JQ posts for three weeks about u all gettin better. Very impressive to see on the receiving end. The top bracket scores this week says a lot about each server’s future. I hope to see the other servers come around as much.
@Raydaq – U r off topic. This thread is about scores picks. I already had one thread deleted this week from people getting all emotional and offbase.
It’s Thursday night and people are itching to see the early results for each matchup. Let’s see who is going up, who is staying, and who is on their way down.
[IMG]http://i46.tinypic.com/iyjvon.jpg[/IMG]
I dual dagger for fun sometimes. It rocks most classes and builds 1v1, but does suffer in WvW. My build should actually produce higher numbers than yours shows, but does not. Actually, the numbers in your video is higher than any I have seen in PvP testing. That tells me you are fighting lower level players; possibly in even lower gear too. You are half way to an excellent dual dagger build. Do some real testing. Xfer to a top server and try your hand versus a zerg, lol. Some people have given you good tips. Use them to make the build better.
Back on topic. HoD has had a couple successful night taking objectives back. I’m not sure how long that will last. Last night was much better than the night before. We probably still will not show good next week. SI is tough. HoD still has the desire and ability, though, when we get the numbers.
My only 80 is an elementalist. I know, there aren’t many in WvW because of low survivability, but I like ae. There are often times when a thief frustrates me with the pull, or a mesmer can’t be found or hit, but the class that is annoying for me is actually another elementalist. Trying to race another ele to get off a round of spells first can be a flirt with death over and again. Seeing their #s hit higher than mine also hurts deeply.
Civilization building games use civilian or political unrest to destabilize or thwart dominance. This is really about Eternal Battlegrounds. If a terrorized civilian population around towers revolted or caused mayhem that caused damage costing resources (time, coin, players) to repair, then this feedback loop would add pressure on dominant forces. Guilds could buy abilities in each tree that supported uprisings.
politics – gain one soothsayer per level to turn the people against the Lording faction
economy – finance an underground economy to supply rebel forces
art of war – increased rebel training per level
architecture – increase rebel siege units per level
Badges of Honor in WvW and the Vizunah Square. (Canadians, French)
in WvW
Posted by: ImProVocateur.5189
Agree. The drop rate is marginally good if playing one character. It took me three weeks of heavy game play to buy one item. The drop rate gets more unacceptable with each additional character played. I play six characters, so …
The lower drop rate for melee is a non-issue with regard to getting WvW stats on armor. The same stats are found on some Orr gear. One or two pieces might need to be bought at tp. Yes, weapons with power, toughness, vitality stats must be gotten by badges.
What you are asking for is a way for badges to accumulate like influence, where a player does not have to stop fighting to pick it up. This would help melee most. Melee loses the most bags due to their combat position.
The breakup of a strong allegiance of committed guilds was good for the brackets. Sadly, it has resulted in HoD falling to second lowest popped (high pop) server earlier today. That means two servers up from Kaineng, which is medium pop server. The population has fluctuating greatly since then, but our active WvW population has been seeing the outmanned buff over and over through this week. Somehow we almost managed to gain the score lead, but a redoubled effort by Jade Quarry and Eredon Terrace managed to give JQ the needed push to maintain dominant presence.
Here is the offer. Currently, the queue is low. Sure, it will go up if people transfer, but so far 5 minutes is the longest I have waited this week. We do not want random people. We want capable, self-sufficient guilds to take over the role of those that left.
HoD was never a zerg server. It dominated because there was coordination for simultaneous missions. HoD defeated zergs servers by acquiring realestate faster by dividing objectives, and by people upgrading every bit of realestate.
That same effect can be recreated by guilds that know they are good, can commit the time, and are not swayed by seemingly impossible odds (i.e. double teamed). If you are part of a guild that is outstanding, but has been stuck on a server that always works against your will to win, then come to the server at the top that has the will and a need for your guild’s talent. Players of all hours are welcomed. There is enough room for ten solid guilds. Talk it over.
It was not fine before the 7th, but it was better. At least then there were some people visible at some point in the fight. Last night, there were long stretches where no humanoid was visible, and effects were limited to rendering within a short range. The problem got worse faster than before the patch; almost the instant more than two groups showed.
Let us just stick to the facts. People supposing why it is broken only confuses the issue.
1) I spent many hours yesterday playing against invisible foes. Effects often rendered, but without seeing any enemy I cannot say what % of effects rendered. Effects use the player position as a start point right? Damage numbers return at the player position. The program knows where every player is, but does not render. The auto-target bound key always found the next enemy. The red arrow was above the invisible spot. The enemy hitbar showed properly.
2) All this insinuation about it being draw distance is nonesense. One time, after rezzing at the keep, the three nearest NPCs were invisible, but all other NPCs rendered.
3) My character and my animations always rendered.
4) My death sometimes cause some of the unseen enemy/friendlies to appear.
5) Rezzing from death usually excacerbated the problem, and usually started the problem.
Feel free to check out my thread to see some of the action in the Henge Borderland.
There it is. Leave comments there, and leave comments here. Keep this thread alive! People say a lot. Here is what the top seed really faces off with.
People at the top of the ranks are already chatting about the top four going nowhere. We are all sure 3rd and 4th will swap every round. Eventually, with server coordination, all of the top four might cycle.
THE FIX:
Moves up and down the brackets should be by two factors.
1) Last place should always drop four places. Second place should always drop two places.
2) Extreme point difference should cause a larger change in vertical movement (+ or – 3)
That puts them all in different tiers, and makes the losers work harder to get back up.
You know, some of the people late night last night were xfers from both ET and SI. They came on to do easy map completion like people from HoD were doing. Uh oh, did I let the secret of y some servers have all the night crew?
Even though a substantial part of our normals were not in the times I was able to enter last weekend, I was still surprised SI had such a good showing. You all were tough before, but then you got serious. I was loving to challenge. I loved hearing weak people /map their “woe me, woe us, loser this, loser that.” It gave me a chance to troll the free-loaders. I hope they jumped over to SI like I said they should do. Your welcome for your sudden influx of useless PvPers. I hear you all are organized. Maybe you can make them into something.
Our servers will have each other for a long time coming. Stretch that three days to four next time. You might expose enough weak will to carry the win. Friday starts tomorrow.
So are you saying that badges prices are based on all bags being picked up? Wow. I’m way behind then. How can you even see the bags with all the commotion sometimes?
+infinite .. do it
I’m guessing Borlis Pass is far too low on the brackets, lol. That is a trouncing.
I won’t stop saying this. If you #1, you gonna get gunned. There is nothing exploitive about the underdogs focusing mostly on the top seed. This should be happening in every tiered match. Long term cease fire between the underdogs is not good gaming spirit, but it is going to happen to some extent – explicity or implicitly. I liked the heavy pressure. Some people cracked, so I trolled them. It was all fun. Thanks for the good show SI and ET.
If you are the TLDR type, then do not comment please. This matters.
I do not agree that the point system is a major problem, but I do believe a better point system will help. People play to win. Points are the most visible measure, and the sole determiner at the end. Please consider these recommendations as an easy to implement improvement.
1) Let us make one change to the way points are generated currently. We all want a hot war, not cold posturing. That means skirmish and objectives turning constantly. Points should reflect the temperature of conflict. Right now, only defense gets points. Lopsided victories turn cold, so large score disparities are not the mark of a well-earned victory. Let us give takeover points in addition to defensive points. Takeover points = defense points + 1 per “active” player defender. It’s just a variable that adds one for each new player actively defending. Failed attempts cause the player defender portion to accumulate, dissolving over a period of four hours. These bonuses should be posted. An added bonus to this would be that an internet posting of the ranks of highest score achieved by any server would show the most contested wars fought.
2) Momentum should be part of the overall score. Some of this is gained by the points awarded takeovers, but something should be in place to reward the server that showed the most consistent potential, not just the most consistent numbers or an early sweep of real estate. Using a separate points system that actually determines the winner would do this. As well, play at different times would be recognized. Let us set a period of hours by which an interim reset of the match points happens, apart from the total cumulative score. At a set number of hours (I propose 7PM & 7AM, so 12h intervals), these victory condition points are added simply by gold standing, silver standing and bronze standing (1st, 2nd, 3rd). Using tennis as an example, these victory condition points are like set points.
3) Population makes a big difference in how WvW feels. There needs to be a way for the points to reflect when server population disparity is playing a big role in deciding the winner. This would be a difficulty rating. There are a couple ways to do this. If a tie results at the end of a match, then the server facing the highest difficulty (having less average population) should win. That is one way. Another way would be to incorporate the difficulty rating into the bonus earned for takeovers as a multiplier. This probably makes more sense, since gaining ground becomes more challenging versus a server that has consistently higher populations, regardless of what time a takeover happens. There is a residual effect in real WvW play. Extra free standing siege is one of those lasting effects.
4) Faction forces should be worth no points. However, they should be more robust and aggressive. NPC faction forces should be strictly strategic advantage. They are already well situated on the map, and follow a good routine. They need to be more threatening. Maybe even pursue objective takeover with real chance of succeeding. Points for their takeovers should go to the friendly faction. This is a great way to bolster servers in a tough losing position. Having to defend 100% objectives while maintaining faction is a strain for any server.
Please leave critiques. You should be making specific comment on facets of each numbered recommendation.
1 week. Right now people are not foreseeing much change in server standing, so a time limit might really mean nothing. HoD will play SI next week, the same as this week, the same as last week. A more reflexive points system (https://forum-en.gw2archive.eu/forum/pvp/wuvwuv/Make-matches-semi-weekly-instead-of-weekly/first#post272905) could change that.
What Would get You to Tranfer to a Server Lower Down the Ladder?
in WvW
Posted by: ImProVocateur.5189
Niim.9260 is correct. Blind transfers scare people. Low pop does not mean low queue times. Whether to transfer is really only a question for the WvW crowd, so this topic is in the right forum. We can presume factors involving risk associated with WvW activity is why people are avoiding transfer to certain servers. Information about population rates are various hours of the day, queue lengths, server rating – all these things matter. Moreso for bigger guilds.
I think a lot of people are tensive about transfer also because of the current points and rating system. Incentive to transfer will be there when a better system is in place. One that does not punish struggling servers so much, like my proposition here: https://forum-en.gw2archive.eu/forum/pvp/wuvwuv/Make-matches-semi-weekly-instead-of-weekly/first#post272905.
Disagree with op. I do exit the queue of eb to remain in borderlands if the fighting is hot. I do not want people going to borderlands to farm the crafting resources there, nor do I want people farming npc in borderlands. Those should be asides of PvP. The jumping puzzle would bother me too, but it turned out to be a fun skirmish area for small group or solo fighting. Sky.9347 is correct, eb is best because it does not advantage one server, conceptually.
No. Winning is about more than a short term victory, or even a single campaign. Winning in this war is about consistent domination.
To that measure I am willing to accept a point system like in tennis. Matches could award set points every 12h – 1 for bronze place, 2 for silver place, 3 for gold place. Let us say 7PM and 7AM EST. I think 12h would be best to accomodate the worldwide peak hours seperately.
One useful way to balance servers is by multiplying the set award by average population for the three servers, or by a challenge rating based upon differences in average population. Population would be saved every minute for each server. Players would see the bronze, silver and gold set points add up instead of one large scary sum. Players would have daily motivation to participate. If a challenge rating is used, then players could view the match difficulty rating. That would help psychologically.
In the event of a tie, the server with the highest difficulty rating for the match would win.
EDITED to add a potentially important part
After the set points are calculated, the match could be reset. There are some downsides to this possibility.
*Upgrading objectives would feel like a waste to some. I think it is good, though, because only dedicated guilds will push to upgrade important objectives.
*Queuing would be a competition during those times. This brings out the opportunity for awesomeness. WvW is just instanced maps anyways right? Why couldn’t there be additional scenario instances that are small scale (a single objective – think DAoC battleground) that people enter while waiting in the queue for a big map. Scenario maps could add points to the overall. Several of these small scenario maps could be running simultaneously to handle any number of overflow handled on the home server.
(edited by ImProVocateur.5189)
The points matter somewhat, yes. I remember Northern Shiverpeaks coming back two consecutive nights because their player base was on at night EST. They came back from zero realestate to owning the whole map. They were far behind in points initially, but won the match.
Some people have a mind that embraces loss. HoD has one guy with a commander tag that spammed chat about how HoD could not win this week. He embraced loss. He spewed propaganda to convince others that we could not win. He talked about all the ways WvW makes losers out of everyone. He was still there quietly participating in our winning that came later.
Yes, it sucks to lose when you muster all you got to no avail. It feels like something must be wrong, since you know you have what it takes to win, but cannot. Remember this:
*every server that is at the top of the ranking is a server that is feared
*top servers have to play each other, not the poor struggling servers
*struggling servers play each other
*some within every server will embrace loss
*some within every server will show the war hardened spirit.
The one thing that I do know is across the board is that coming back from nothing is sometimes impossible. I was on a map more than once where we were getting attacked by both forces at our map spawn. Luckily, that was during the 24h resets. I understand times can feel tough. Your enemy resists your will to win.
But, there is a winner.
lol, HoD zergs. I’m not going to flame you. We all appreciate the recognition for our effort. I’ll give you a funny little tidbit about when the “HoD zerg” does not work.
Tuesday there were still a bunch of jokers in WvW. Useless people. People that probably transfered to be carried. I have no doubt SI saw an influx of these no-loyalty, waiting to be carried, zerg surfers. That probably helped seal SI’s fate. Anyways, back to the story. ET was full onslaught on Redbriar, while the SI zerg was on AB. Most were defending those two objectives. Thirty were running between help calls to supply areas. I was helping with that. Both AB & Redbriar were in dire trouble at the same time eventually. We needed to sweep from AB through Redvale to Redbriar, and maybe repeat the cycle until defense was able to hold. This was SI’s map btw. After pushing SI off AB, did the 30 person reinforcement zerg go south? No. They went north to the camp at the time of heaviest conflict, and stood there. That was a true zerg – mindless. We lost a lot of realestate because of that move, and at a time when HoD needed to play its best.
Yeah, I left the map after that. I was trying to conduct our efforts, since we had one objective when I entered. We took realestate quick with the organization – almost half the map. Once I saw that I realized people were done listening. They had their big win for the day and went intokittenmode.
(edited by ImProVocateur.5189)
… After HoD/SBI, JQ has really put forth an effort …
HoD/SI will fix you up
So when dominance is shown in Basketball or Football, we can all assume its exploits or the sport is broken?
Talent shows.
Absolutely, but will soon be too busy to be as active.
@Thesilentflute – I could not get in from late Saturday night until Tuesday night, because the ques were so long. That never happened before. The many extra in the que came from somewhere. A lot of the people I saw Friday and Saturday were not the normal players. What I said was right. If you bothered to track the points like so many waiting to get into WvW on HoD were doing, you would have known at what times SI was making all its points – between 11PM and 8AM, and between 1PM and 5PM.
The neutral force theory:
There is a reason I prefer to play with a neutral force in most board games. I do it to give my opponent help. I let them decide how the neutral force will act, so they can scheme a way that it be to their advantage. No one wants to play with the neutral force after playing through once. Why? Because they see how it can be used against them too. What people tell me is that they struggle too much with their own strategy to be good enough with the neutral force. It still helps them, though they might not see.
The benefit to having a neutral (npc) force in a game is to buffer weaker opponents. An expanding npc force is a nuisance. Attacks on guards weaken positions. Attacks on Dolyaks ruin supplies. Attacks on camps or siege on keeps require extra resources to defend against. A neutral force on each map punishes anyone that spreads too thin. A properly active neutral force hurts any opponent that zergs or turtles. An idle neutral force slows advance.
(edited by ImProVocateur.5189)
The missing factor is momentum. People know that a small gain will not lead to overcoming such a large deficiency in points. Some sports leagues institute a mercy rule, whereby matches end early when a trouncing has been done. Not all sports institute this rule. The reason is momentum. Small gains can turn into a steamroll. There is such a thing as a momentum breaker. WvW does not have these things. WvW is like a make-it-take-it game. The one who has more gets more, more easily. No small gain will fuel a surge (a comeback) that will threaten the position of a server with a large lead.
A negative psychological effect of a score deficity is not what makes people not want to participate. It is the logic – that participation is of no advantage.
Guild points are server specific. I have transfered five servers looking for one that had consistent population at the hours that I play. My playtime hours can change from day to day, so consistent population at various times was an important matter. Without that opportunity to find the right server this game would have been a lot less enjoyable. I prefer to WvW, and was often playing during low-pop hours on the first four servers. Each transfer dropped guild points to zero. I had to buy each tier fresh again. One thing did transfer – the emblem.
DAoC was my introduction to pvp, and it hooked me. That does not mean I agree verbatim with the op.
The realm rank system in DAoC is not the model of perfection. Extremely long term point aggregation systems like that punish players the do not start early enough, or do not burden themselves daily. The trait system in GW2 is the equivalent without the time requirement.
Holding an objective should not be gaining a weakness. Defense should be better off.
What the op wants, as many others have said here, as I agree with, is that customization/personalization needs to improve. True, I play for fun. I played battlegrounds and Darkness Falls in DAoC more than RvR. They were more balanced or interesting. GW2 does a great job making WvW balanced and interesting, so it is adequate atm. Still, more recognitions should be made.
The truth is that HoD gained ground against both SI and ET, for the most part, during full pop hours. SI gaine 10k per from ~11PM to ~8AM. There was more loss during early evening hours. Basically, sleeping hours and working hours were the weakest hours of HoD. That is what REALLY happened. So, I guess SI had a large group of people on a 3 day weekend. Once that ended, fairness in pops showed the real skilled server.