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Shield Generators: Viability vs Reward

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Posted by: Infusion.7149

Infusion.7149

It’s one of the many problems with the rewards for defending. Blocking cata/treb shots should give at least as much WxP as repairing a wall with 10 supply IMO (20 WxP).

Wall/Gate repair 2 for each 1 supply
Guard kill 20
Arrow Cart, Flame Ram, Ballista, or Catapult destruction 15
Trebuchet or Siege Golem destruction 30
Tower or Keep gate destruction 50…80

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

Golems Aren't Counting As Siege Against Doors

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Posted by: Infusion.7149

Infusion.7149

Pretty sure the Guild siege golems also don’t work (they’re like alphas).

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

HoT Stat trinkets...

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Posted by: Infusion.7149

Infusion.7149

I feel like Marauder’s is an excellent alternative for Berserker/ Valkyrie on Power Necromancers. The Life Force bar in Death Shroud is based on HP.

I don’t run Berserker armor on a WvW staff elementalist ,I find with the long cast times of meteor shower, minimum HP is asking for trouble. Marauder trinkets would be excellent for survivability.

The only stat that isn’t very useful on Celestial for an elementalist is condition damage: the only condition damage is burning and bleeding. Healing isn’t as useful, but some healing isn’t bad (i.e. Water fields’ blast healing doesn’t count your healing spec but the “Wash the Pain Away” , Geyser, Overload Water, “Rebound” do).

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

Get rid of Turtle Banner already.

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Posted by: Infusion.7149

Infusion.7149

There are major issues with banners atm.

Starting with the break bar, it is not working right:

  • afaik the bar is not affected by blind and weakness (needs further testing for other soft cc like cripple and chill as well)
  • the regeneration after getting hit with cc starts about 1 second after last cc and appears to be as fast as health regen out of combat
  • once the bar is broken, you can stunbreak out of the stun and stay immune to all cc (hard and soft) while the bar is red and regens to full (needs further testing)

The break bar needs heavy work to balance/fix or needs to be completely removed. Bar regen should be 50% slower in combat. Once the bar is broken, the stun should not be breakable and you should be affected by cc as long as it is red.

Moving on to gear and traits:

  • power definitely scales with banner abilities (need further testing for other stats, but I wouldn’t be surprised if they do)
  • needs further testing, but sigil of fire definitely works with the banners
  • certain traits work extremely well with banners (guardian with turtle is unkillable etc)

Gear and traits (and food) should not scale/work with banners. Your other skills (util, healing, elite) should. Alacrity should also not work with banner skills.

Problems specific to turtle banner: (look at image below, skill 1 starting on the left)

  • skill 1 is fine (the projectile speed is very slow)
  • skill 2 needs: a longer cd (10-15sec), allied target cap (15 or less)
  • skill 3 needs: a longer cd (20sec +), shorter duration (3sec or less) -currently most broken of all, can make 10 people perma invuln if there are 4 banners present
  • skill 4 needs a longer cd (40 sec +), shorter field duration (8sec or less)
  • skill 5 needs: reduced duration of boons (15sec or less), allied target cap (20 or less), enemy target cap (20 or less), reduced radius (currently the area of effect is about as big as a keep lords room in EB)

This combined with removal/balancing of break bar and making gear(stats, runes, sigils) and traits not work with banners should tone the banner down enough to still be usable but not OP as it currently is, making it what is should be, a viable alternative.
I am also of the opinion that you should only be able to have one banner of each type per map.

The carrier should also be more noticeable, especially when using skills.

And as far as the other two banners go, the changes needed are much like this one.

Also note that I might be wrong on a few things (especially about the break bar and how stats/gear affect banners), these things are hard to test for and what I’ve written here are really mostly observations.

Let’s forget about the gear/traits/food issues and just look at the skills. I remember people saying that it would be overpowered in the stress-test.

In its current state:

How is having a healing skill that affects 20 people a good idea on 8 cooldown (Shell-ter)? Then you look at the heal amount and it is just ludicrous. It should be at the bare minimum 15 cooldown and shouldn’t heal half of a player heal. It should give regeneration-level heals.

How is having a 10 target defy pain / well of precognition on 15 cooldown a good idea? That’s basically what skill 3 (Saved by the Shell) is. This should be a twitch skill to save your team (like the warrior banner that resses people) not a “spam on recharge” skill.

With Skill 5’s (Bomb Shell) duration, it’s a “set and forget” skill if you have multiple turtle banners. The recharge makes it less broken though.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

Thank you Anet.

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Posted by: Infusion.7149

Infusion.7149

In case you still need your elite specs , I find it is better off to just use teleport to friend and then join a hero point train in heart of thorns maps. Usually there are mesmers to portal you if you do not have the bouncing mushroom or updraft mastery.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

Is the verticality needed in wvw?

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Posted by: Infusion.7149

Infusion.7149

When a great number of players die not because of attacks but due to falling, you know you have a map that isn’t really meant for WvW.

I remember the first week after HoT, players said that Arenanet should have had gliders in Desert Borderlands.

The entirety of the Air keep area is annoying even if you own the jumping pads. You have the winding staircase things just to get to the western air shrine.

There’s too much PvE also. There’s the oasis event that lags everyone, a warg in the south for PVErs to get a WvW daily, the spider thing in the oasis, the wyvern in the northeast, the skritt in the northwest.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

Reward Tracks in WvW?

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Posted by: Infusion.7149

Infusion.7149

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

World vs World Holiday Sneak Peek

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Posted by: Infusion.7149

Infusion.7149

I don’t agree with the unable to be ressed in combat thing. It makes the quicker revive traits 100% useless. The only people that try to revive double downed (i.e. dead rather than downed) players while standing in enemy AoE are people that are clueless. Everyone that knows what they are doing either banner , multi-player res if it is just out of range of the enemies, or revive out of combat. Taking away the ability to res until you are out of combat for 20 seconds is going to be annoying.

Catapult change is nice, dolyak change is for the better.

edit: It should be that you cannot rally off an uplevel without full traits. That, or just remove rallying off players with garbage gear. It should not be that someone decked out in ascended and/or legendary can rally off a level 1-60 with subpar gear (i.e. fine/masterwork/rares).

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

Think Tank- WvW Rewards

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Posted by: Infusion.7149

Infusion.7149

Reward tracks, obviously.

A few people have suggested participation tracks for map wide goals much like found in HoT pve. Participation would simply involve being involved in “typical” tasks such as capturing structures, killing enemy dolyaks while protecting your own, stomping and/or killing enemy players, and defending structures. Issues would involve how to deal with afk abuse, but in any case it’d be a much more meaningful reward system as opposed to who can run up and tag the lord fastest. I think anyone that’s trebbed down a wall could agree.

I like these ideas and I’ll go back to read the thread a bit more in detail too.

What kinds of rewards would you like to see awarded and earned by track or currency in wvw?

Well. Here’s the thing.

Rewards only have value if they can’t be easily obtained elsewhere. Memories of Battle is an example, but its use is too niche. Currently, the most reliable thing in WvW is the heavy loot bag, but with t5 mats in the crapper, they have also been devalued.

When you look at PvP tracks, they offer an assortment of items that can’t be trivialy obtained (one notable one was the heavy supply bags), but also alternate ways of getting dungeons for people that don’t want to do them.

This could be anything as simple as having an ascended insignia of the new HoT stats at the end of a track, for example. Or a sinister ring. Or ascended earrings. Or skins. Or Superior Siege.

The success of the PvP reward tracks isn’t because it’s farmable or anything because PvE’rs will still farm in PvE outside of novelty, but it’s a workable system that actually goes with actually playing the content while World vs World’s reward system is an utter failure. In PvP, even failing gets you something. This is not true in WvW. And even if you’re doing okay, someone that’s relatively new to the game can run around a level 25 zone and go around gathering— they will still make more than you selling soft wood and iron.

Some ideas

  • +Remove Champ Bags from the lord. Tower Reward = Tower Capture
  • +Rewards for defending structures that you have owned longer, but there is a strict inactivity timer
  • +Rewards for taking structures held by the enemy longer
  • Well, here’s an obvious one. A progress bar for player kills that fills up. But, instead of determining who can staff 1 faster, all players in the vicinity that have “participated” give credit for all kills in the area. You of course still run the problem of leeches, but it’s still better than going into some dumb tagging fest and kittening over support builds that are arguably more important at times.

But those are just ideas. I think it should be balanced around playing WvW, not around tapping as many enemy targets as possible.

As a side note, due to progress in WvW being always kept in check by enemy servers, the rewards will never reach the levels of PvE, so concerns of abuse or leeching aren’t really important unless it’s some kind of severe bug exploit.

ArchonWing , having played mesmer for maybe 90% of the time in WvW where most actions are not rewarded (portaling/veils/tagging siege/mediocre enemy “tagging” compared to ele/necro/guard) I can say for a fact that player kills are something that needs to be looked at. Most of my large loot bag hauls are from arrowcarts. A necro dropping wells and marks tags just about everything. A guardian spamming staff 1 in EoTM gets more player kills than anyone in “real” WvW (there is a diamond rank EoTM commander). There are already rewards for kills in the form of loot bags.

Defending needs to be rewarded more & ought to scale with the number of attackers as well. Defending against 25+ should carry more weight. When defending, siege destruction should be credited. If you hit someone’s catapult or ram attacking your tower/keep (with a ballista or just YOLOing it), it should count more than a normal out of combat siege kill. If I feedback/wall of reflection 5+ golems and they implode because the enemy is acting clueless spamming 1 then I should be rewarded more than someone just killing a player. This way it is not just relying on timers.

Attacking-wise : If you treb/cata a wall down and your team takes it (without it flipping to the enemy team in between) then you ought to get credit for the capture.

Also the PvP rewards are being PvE-ed. Just look at the red wins/ blue wins daily PvP rooms with kill swapping. It reminds me of GW1 hero battles. People are tanking their tier in PvP Leagues as well. PvP is indeed “farmable”.


A vendor in the Citadel selling the following:

  • All exotic level 80 armor and weapons:
    • Price 20 Badges of Honor
    • Select stats on equip (any stats, not only the 6 common ones)
    • Account bound
  • All ascended armors and weapons:
    • Price 20 Laurels
    • Select stats on equip (any stats)
    • Account bound
  • All superior runes and sigils
    • Price 5 Badges of Honor
    • Account bound
  • All level 80 nourishment (food and utilities)
    • Price 1 Badge of Honor
    • Account bound

There is exotic WvW equipment for about 100-200 badges a piece right now.

While I would fully support what you propose, (especially given the low drop rate of badges these days) it will never happen with the way Arenanet prices things in WvW. Just look at the proof of heroics vendor: 60 badges for a superior trebuchet , 48 badges for a superior shield gen , 30 for a superior cata. The difference between the Arenanet’s extreme cost for superior siege and your extremely low cost for ascended equipment is hilarious; siege is something expendable while armor is reused time and again.

It is far easier to earn low amount of badges just doing WvW dailies than it is to earn hundreds of proof of heroics. That is why 5 badges of honor for a superior rune or sigil would destroy the rune/sigil economy. If instead it were 10 proof of heroics per rune or 20 per sigil then it would be more likely. You’re assuming that accountbound won’t affect the economy. Look at what happened with the dyes after the dyes were in birthday gifts. You would be drastically increasing supply and lowering demand at the same time.

If the ascended equipment only costed laurels , expect PvErs to come to WvW to buy the armor only. If it costed 100-250 proof of heroics per piece depending on piece (i.e. only WvW currencies) then I would see it working. They’re more likely to hand WvW players the materials to craft them to be realistic. It’s currently 125 badges for a WvW infusion, in addition to the laurels.

i.e.
100 proof of heroics + 20 Memories of battle = headgear/shoulders
125 proof of heroics + 25 Memories of battle = footwear/gloves OR 1 handed weapon/offhand
175 proof of heroics + 35 Memories of battle = legs OR 2 handed weapon
250 proof of heroics + 50 Memories of battle = chestpiece
TOTAL = 875 proof of heroics for a full set of armor (about 100 WvW rankups)

Stats given should not matter as much with the mystic forge change (Anthology of Heroes).

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

NFL SuperBowl & Server Pride...

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Posted by: Infusion.7149

Infusion.7149

There’s plenty of server pride, especially on Yaks Bend. A great majority of WvW players can be seen almost daily fighting for our server despite the garbage WvW rewards from Arenanet.

I am pretty sure the core of Jade Quarry also has been there most of the server’s lifetime.

To the person that says Darkhaven has server pride, my brother has a second account that isn’t on YB. He has an account on Darkhaven and the WvW dailies are stupidly easy because the WvW turnout is super low.

Essentially most of the people that care to WvW have transferred to T1/T2. Everything below that is fairly quiet in comparison.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

CoR fix...

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Posted by: Infusion.7149

Infusion.7149

This is rather despicable. Only a “bug fix”.

Hitting through doors ought to be considered a bug also.

Even the DH trueshot people cry murder about has 4 recharge.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

Suggestion: Proof of Heroics changes.

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Posted by: Infusion.7149

Infusion.7149

You can buy superior siege provided you have excess badges

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

The answer to making defense feasible

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Posted by: Infusion.7149

Infusion.7149

My problem with the “only siege can destroy siege” is if the enemy has a well placed catapult or treb you cannot go YOLO it with a few people to get it dead. This is even more true with the shield gen that was added that prevents trebs from destroying siege, on top of cata bubbles.

When attacking if the defense team has shield gens, then treb shots won’t do much.
Right now keeps on Desert BL have spots where you can pop acs and shield gen as a defense team and just sit there til the enemy decides to push through despite ac fire. There are so many chokepoints and height advantages. You’re unlikely to make use of catapults you used for outer air or fire keep to get to inner. Therefore you are looking at 240+ supply for four superior or guild catas , which is at least 16 players until people begin to get +5 supply buffs. If it is just one catapult per inner/outer wall you have ample time honestly. It takes around 2 minutes for a superior cata to even burn through even a regular wall (30 hits roughly) provided there is no alacrity. Also for defense if your guild has a supply drop or invulnerable/hardened gates the attacking team will be hard pressed to hit the door.

EBG and Desert BL are two vastly different maps. I simply cannot agree there are no spots to defend fire keep or air keep. The south towers may fall easier on Desert BLs by the sheer distance from earth keep.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

Think Tank- WvW Rewards

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Posted by: Infusion.7149

Infusion.7149

Ascended crafting materials in bonus chests, limited to 1 piece per day. Not the empyreal fragments, dragonite ore, bloodstone dust, but the other ones. Damask, elonian leather, lump of mithrilium. Wvw infusion + globs of dark matter maybe.

Up the badge rewards.

Reward defending more. Killing enemy siege without using siege should reward badges. Killing enemy siege with a treb or ballista should reward several badges. Killing enemies hitting your tower / keep should reward badges (but ac fire should be accounted for).

Up rare drop rate in rankup chests. Guarantee rare or higher for weekly bonus chests.

In PvP you can get 10 silver with no monetary investment in less than 10 min. That doesn’t even count PvP reward tracks.

In WvW you buy siege, disablers, supply traps, food, maint oil, etc. You buy multiple armor/ weapons because of stats. On an average few hours you will get greens and blues and maybe a rare plus 60-90silvers minus all you spent to get the WvW rankup.

Decouple the ridiculous cost for WvW upgrades to guild halls.

WvW guild missions should be looked at. Have them reward badges on top of current rewards maybe.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

Revenant hits through Gates

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Posted by: Infusion.7149

Infusion.7149

Was probably hammer 2, CoR

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

Revenant hits through Gates

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Posted by: Infusion.7149

Infusion.7149

Was probably hammer 2, CoR

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

The answer to making defense feasible

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Posted by: Infusion.7149

Infusion.7149

To fix defending they need to fix badge rewards. Have defending give badge of honor for kills or 5-10 when you finish a defend the keep event.

Have it so that killing an enemy commander’s attacking team that has a squad give 10 badges, 25 if it is 25+ enemy players.

Siege disablers are going to be a pain for defenders to buy with how badges are. Superior siege is expensive: trebs, acs, shield gens.

As far as defending:

Reinforced or fortified keeps on Desert Borderlands are harder to take actually. The amount of guards,turrets, and cannons and the sheer winding passages means if you have a defense team of a few you can hold off 15-20 people provided you have siege, didablers, supply traps, door trebs and the like. The air keep lord is also incredibly annoying to kill.

The amount of terrain for both towers and keeps on Desert BLs is such that there are spots for attack/defense that cannot be hit with enemy siege.

Right now one of the biggest problem with defense is you can portal to inner fire keep. It is stupidly easy.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

Soulbound proofs of heroics

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Posted by: Infusion.7149

Infusion.7149

My necro that used 23 maguuma scrolls (only starter zone HPs + WvW hero pts) thumbs its nose at PvE. Wells necro is a viable regular spec.

My revenant is being unloved because it has 3% map complete and waiting to be Heralded in WvW. Regular rev is incredibly slow to keep up with front liners and midline. Meanwhile I have unused proofs stacked up on mesmer I play 90% of the time in WvW because portals, veil, alacrity are indispensable. I want to try to play it but don’t want to bother gimping my team with PvP style dwarf/mallyx/shiro/ventari builds , even with it as broken as CoR is

I currently have zero mastery and chrono, reaper, tempest, DH fully unlocked.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

[Survey] Guild Upgrade Costs

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Posted by: Infusion.7149

Infusion.7149

  • How many people are in your guild, and how many of them participate in World vs World?
    - 500 on a given day +/- 5 , usually about 80-90 online at a given time. Most people WvW , some almost exclusively.
  • Do you find any of the Auras from claiming essential?
    +5 Supply will be the most important
    - Objective Aura 8: Supply Capacity +5 … nobody has this so far this will be a game changer
    Yes , +100 Power and vitality replaces guard stacks to an extent. Magic find makes the drops less horrific a bit.
    - Objective Aura 4: Power +100
    - Objective Aura 7: Vitality +100
  • How many World vs World upgrades has your guild earned, what level are they, and how close are they to getting + 5 Supply, in particular? Do you feel it is achievable? How much have they spent?
    - +5 supply is only achievable for the largest guilds ( 150 + ) , it’s ~ 7000g as per someone who did the math on reddit and a few other guilds’ leaders I have discussed this with.
    - Lvl 32 guild with Sabotage Depot , SMC claim, etc
  • How has your guild been obtaining the upgrades? Do you feel that this has taken time away that you would have rather been playing World vs World? Please be specific, such as “I spent 5 hours getting shovels”, etc.
    - We have ~500 people , some people prefer to PvE more than WvW. We ask for donations from players. The first 2 weeks of WvW were incredibly dead .
  • How has the new system impacted you and your guild’s playing experience in World vs World? Would you prefer the new system or the pre-HoT system?
    - The new system has made small guilds cry murder, rightfully so. The new system has made one of the guild leaders spend thousands on gold on random garbage for scribing.
  • If you could change one thing about the Guild upgrade system, what would it be?
    - Make WvW upgrades separate such that you don’t need to get a keg station and other non-WvW stuff. You can start a war planning station in the middle of the desert with a tent. You don’t need a whole furniture collection , a market, arena, resource nodes (workshop), and a brewery.
Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

Badge awards need to be increased

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Posted by: Infusion.7149

Infusion.7149

Anyway why do the superior siege blueprints require so many badges?
Superior Arrow Cart, Flame Ram, & Ballista : 3 Proof of Heroics + 15 Badge of Honor
Superior Catapult Blueprints: 6 Proof of Heroics + 30 Badge of Honor
Superior shield generator: 4 Proof of Heroics + 48 Badge of Honor —> 48?
Superior trebuchet: 12 Proof of Heroics + 60 Badge of Honor ---> 60? really now.

I don’t think Arenanet realizes how much siege is used just for one WvW rank. If you relied on the WvW rank at best you’d get a treb every 2 levels

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

Notarized Scroll Frustration

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Posted by: Infusion.7149

Infusion.7149

Please make the chests accountbound again. It is incredibly annoying. Since the change I’ve accidentally gotten 70 proofs on my main WvW character.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

Badge awards need to be increased

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Posted by: Infusion.7149

Infusion.7149

I used thousands of badges when they made the proofs soulbound to get elite specs while the old chests were still accountbound.

I didn’t really notice this decrease til you pointed it out. Kudos to you : I was still using badges to buy trebs and catas to mystic forge.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

Coalescence of Ruin and WvW/GvG

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Posted by: Infusion.7149

Infusion.7149

It could use a change to more recharge (5-6 seconds?). Two recharge is essentially an autoattack given the activation time. The real problem occurs when you have multiple CoRs rip through your back line. It singlehandedly removes aegis also.

Another alternative is to change it so that the first and second strike are smaller range. Maybe strike 1 =300, strike 2 = 600, final strike = 1200 range. Right now the largest damage is the third strike.

The damage needs to be examined since melee range needs to do more damage or more often than this revenant 1,200 range skill. Sometimes I hear teammates got hit for 15k from CoR on a front liner. This isn’t a Berserker primal burst.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

Visual nerfs [Merged]

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Posted by: Infusion.7149

Infusion.7149

Likewise I’ve never seen anyone complain about auras.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

Keep Waypoints - Now perma-blocked?

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Posted by: Infusion.7149

Infusion.7149

The past several nights we had enemies occasionally spawn camping the waypoints whenever it was open (going by the timer is easy).

Now it’s just going to be enemies camping the entrance portals?

A lord room fight can still be lost by the enemy team. It used to be it wasn’t lost til it flips (contest the ring). Now if the enemy is on the lord it’s basically game over unless the attacking team has so little DPS/CC (or so much blobbing that the scaling is through the roof) that it takes them a long time to kill the lord and cap the ring.

It’s all for the glorious Guild Hall upgrade Emergency Waypoint .

First the +5 supply goes, now the waypoints ….

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

WvW Rewards & Titles

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Posted by: Infusion.7149

Infusion.7149

Turning WvW into what many of us were hoping for 3+ years ago is the dream. What WvW ended up being after GW2’s release was very disappointing for most of my guild, they were mainly from DAoC / WarHammer etc. They left this game long before HoT and didn’t come back for the expansion. I didn’t try to make them.

But WvW had it’s charms, and was quite enjoyable at times. The players that stayed adapted and created a pretty good server vs server feel. Especially in the upper tiers. It also attracted casuals, etc. WvW could have been much better but it wasn’t utterly broken. Then HoT came out.

Most of the posters here have a much better grasp of WvW’s mechanics and their problems than I do. Hopefully, the devs take a look at their ideas and give them serious consideration. Not all of them are viable by any means, but it is obvious the devs up until now have not had any better ideas.
.

The changes I would like to see are not deep into the mechanics. They will not fix WvW’s basic design issues that need to be addressed. But they are still important and have the benefit of being relatively simple fixes.

1. Increase rewards. Loot is a big incentive to playing most games. In mmo’s it’s almost a requirement. Having loot drop is good way to populate a map even if the design isn’t very good. Casuals care about loot and they make good filler in maps. Besides, many casuals become dedicated WvW players once they get their feet wet.

2. Reduce the PvE requirements to zero, or at least to pre HoT levels. It boggles the mind that someone thought HoT’s fktastic PvE grind requirements for WvW players were a good idea. PvE should be a choice. It’s not fun when it’s forced.

3. Return the guild abilities to small guilds. Don’t force them to redo content they already worked for. Guild Halls are another issue, but gating buffs, etc behind that craptastic grind is truly a game breaker for WvW.

.
WvW needs a lot of work. Work that should have been done 3 years ago.

+1

Further, though, since this topic is also about titles… I really wish WvW gave the option for people to equip role titles. Such as:

  1. Commanders being able to equip a “commander” title (I know it may sound a little redundant, but it would work for those who don’t tag up simply to avoid creating an uncoordinated group). Acquired by buying a commander tag, and equipped by starting a squad (with the additional option of an invisible tag).
  2. Party leaders being able to equip a “group leader” title (or similar). Acquired by hosting a party in WvW.
  3. DPS/healers/supports/tanks/etc being able to equip a relevant title, to assist with coordination. Acquired by default.
  4. Scouts able to equip a “scout” title. Acquired by default.

Just an idea to help with coordination and organization.

Pin sniping is a thing. Let’s not exacerbate it by having party leader sniping be a thing. There’s something called squad chat for veil/water/banner/stab/well calls , if you don’t have a TS/Vent/Mumble/etc.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

Proof of Heroics Changed for the Worse

in WvW

Posted by: Infusion.7149

Infusion.7149

So, you’re saying that PvE players should be able to complete the same hero challenges over and over again on one character and tell it to unlock the elite specializations on their other characters? Because that’s the equivalent of allowing you to play one character in WvW and unlock all of the hero challenges/elite specs for all of your alts without actually earning them as that character.

Your point is moot when you can level a character to 80 with Tomes of Knowledge and going to PvP is insta level 80 with fully unlocked skills even on a level 3 character.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

s/p patch - reduced proof of heroics

in WvW

Posted by: Infusion.7149

Infusion.7149

You realy should rename this threat.
7-9 per chest it seems its now easier to get hp in wvw then pve.

Really? No.

Because a normal player gets about 4-5 WvW ranks in one night (like 3-4 hours) without boosts provided there are fights.

Good luck making a Herald in WvW exclusively. You’d have to run a bit of Tyria / HoT. The alternative is EoTM.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

Some WvW opinions from a long-time player

in WvW

Posted by: Infusion.7149

Infusion.7149

I agree with Fozzik on the maps being too large and MUCH too vertical. The ease of necro fears/push/pulls to death is much more than Alpine Borderlands (especially near air keep).

The cascading objectives are another important point. Right now the towers are so far that losing the northern ones is no big deal except annoying barricades.

I just want to point out that if walls are made higher then the people on the walls still need to be able to hit outside (i.e. <1200 range) and vice versa. If the people outside can hit the person on the wall, then the person on the wall should be able to hit the person outside. If the person on the wall can hit the people outside, then the people outside should be able to hit the person on the wall , provided the attacking person is right next to / close to the wall. Otherwise you will just have people standing on a wall.

Right now the best ways to defend are still arrowcarts (ACs) and trebuchets (trebs) on the gates for rams.

The thin walkways are completely worthless, anyone with a pull (guardian/mesmer/etc) or fear (necro staff 5) means it is instadeath. You’re better off with an AC , cannon, or mortar.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

Proofs of Heorics

in WvW

Posted by: Infusion.7149

Infusion.7149

For the love of god, bump up the drop rate/quantity….

It’s a bit late for that, but I still have not gotten 2,250 proof of heroics (250×9 professions).

They could have upped the rate to 10 proofs per chest and it wouldn’t be as bad as this 2-4 per chest RNG.


Essentially it means you HAVE to PvE , you can’t tome it to 80 and expect to get enough proofs in a reasonable amount of time.

Also, the fact that the proof of heroics are soulbound is a joke. The chests should be stackable , but Tyler Bearce from Arenanet stated it is bug (https://forum-en.gw2archive.eu/forum/game/wuv/Notarized-Scroll-Frustration/5679528) that the chest is accountbound.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

Moving server without the cost of gems

in WvW

Posted by: Infusion.7149

Infusion.7149

I honestly have no idea why you have to select a server at creation. It is pointless. You shouldn’t have to do it until you go into wvw for the first time. Give people a chance to make friends and then select.

It used to be that servers determined who you see in PvE. That disappeared with megaservers.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

Moving server without the cost of gems

in WvW

Posted by: Infusion.7149

Infusion.7149

All the lower tiers below T3 should have had the one-time option to do so for free when HoT launched with the new maps IMO (provided HoT was purchased). The player would be paying for HoT, charging again for for the server transfer is expecting a lot if they have time invested in their characters.

Keep in mind you won’t get any of the birthday presents and such. It’s not just crafting, exploration, etc.

If the player isn’t 100% focused on WvW and PvP they have a lot to lose.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

Type of WvW players after HoT

in WvW

Posted by: Infusion.7149

Infusion.7149

Every mesmer that hides in keeps: wtf is this marked bull**** and why does it last 5 minutes even if I am invised

True story. A guildie that used to hide in keeps when they flipped was super annoyed while hiding on their chrono.

Also I hid in a keep once after HoT patch and 5 people chased me for ten minutes (lol Desert BL map) before a whole zerg boxed me in.

It’s still possible to hide though, one mesmer on my server was able to port into inner fire keep from the sentry point outside the outer wall. You just need to bring your A-game and avoid being spotted by the roaming guards.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

WvW vs PvP

in WvW

Posted by: Infusion.7149

Infusion.7149

Saturn, they need to bring back GvG. That is all.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

Would PvP's Standardized Gear be Bad for WvW?

in WvW

Posted by: Infusion.7149

Infusion.7149

Standardization to exotic level armor would be better. The disparity between ascended armor and exotic is especially worthy of note with the change to require so much leather. If there is another expansion, players that join with that expansion will be incredibly behind.

The trinkets and weapons need to be reconsidered as well but armor would be a start.

It doesn’t need to be as extreme as the PvP system where you have just an amulet, just have ascended items be exotic stats with the same stat combination.

There’s people that play WvW for fights more than 10v10 (or want terrain , structures,siege), so the “go to PvP” argument doesn’t work. Arenas solved that only partly: the map size is small and you really need the barriers to prevent people from falling off.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

What has happened to your manifesto!?

in Guild Wars 2: Heart of Thorns

Posted by: Infusion.7149

Infusion.7149

Ascended armor/weapons would have been better if they only allowed infusions and did not have extra base stats over the exotics. The change with HoT to require more leather for all ascended armor should have been reconsidered.

HoT is a husk of the manifesto. The only place things haven’t changed as much is sPvP , but good luck if you are fighting elite specs with older ones. The balance on some elite specs needs to be retuned. This situation is magnified by their efforts to make GW2 an e-sport.

PvE ? Masteries are catered towards “progression”. Rewards-centric hardcore players complained about not enough to do so now we have meaningless “progression”. Full elite specs are gated behind 250 hero points per character. Some events require hours to complete, how is that going to work for casual players?

WvW ? Guilds that had certain buffs need to PvE and spend hundreds if not thousands of gold to get where they were before. The maps are mazes made by a jump puzzle dev or something. So many people complain about not being able to find the way to the commander tag. This is on top of a number of bugs that did not exist before.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

Dev confirms: WvW is getting better

in WvW

Posted by: Infusion.7149

Infusion.7149

Disregarding the plethora of issues with Desert BL…

Tell that to the glitchy walls and random obstructed messages

Not to mention the 7000g just to get to +5 supply buff

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

Guild Halls Done Right

in Guild Wars 2: Heart of Thorns

Posted by: Infusion.7149

Infusion.7149

It costs roughly 7000gold to get to the +5 supply buff many guilds had before for WvW.

It also requires about 57 days.

We won’t see all the ramifications of guild halls and WvW buffs until another month passes.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

Earn the Elite Specializations through PvP.

in Guild Wars 2: Heart of Thorns

Posted by: Infusion.7149

Infusion.7149

Huh… You get a ton of hero points from WvW, if its WvW you want, then you get it there already. Moot post.

If by “a ton” , you mean 2-4 per WvW rankup chest.

To OP, I agree with one hero point per sPvP rankup but not +5 per win. People farm PvP rewards as it is : red wins / blue wins rooms are mind numbing.

If anything the 5 hero points should be added to the daily PvP chests.

If you do not k-train or EoTM then it is quite slow without the WxP boosts stacked up.

You can earn tomes from PvP so earning hero points for your elite spec is not too much to ask.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

GW2 population after HoT

in Guild Wars 2: Heart of Thorns

Posted by: Infusion.7149

Infusion.7149

Colin I believe gave the numbers of guilds completing GHs, if every guild that did it had the max 250 players, that would give us somewhere around 1.4m people buying the expansion. Our guild of 20+ did it, so take that as that absolute top figure (most guilds are not 250).

Although of those 20 I’m someone who also doesn’t have the expansion. I’d say Expansion numbers are sitting below 1m. Also saw a nice little reminder to buy the expansion popped up in the daily spot yesterday.

Max is 500 people.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

Major WvW overhaul incoming

in WvW

Posted by: Infusion.7149

Infusion.7149

So much negativity.

The squad UI was a nice change. Don’t deny it , it’s not a PvE-only change because it shows supply.

There’s still a ton of bugs from the Desert BL (https://forum-en.gw2archive.eu/forum/game/wuv/WvW-Bug-List/first#post5724062) and the walls are glitchy (lol) but a few bugs have been squashed.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

WvW Dissolve Servers & Embrace Megaserver

in WvW

Posted by: Infusion.7149

Infusion.7149

There should be consideration of a merger of lower tiers , don’t touch T1/T2. The lower tiers should be made into “alliances” if not merged.

The only way I see it happening is if all the players that go into WvW on lower tiers get a choice on which megaserver /alliance to represent.

The player composition of people from different servers may not be the same. They may have dissimilar playstyles or tactics.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

WvW Rewards & Titles

in WvW

Posted by: Infusion.7149

Infusion.7149

As someone who has been on the same server since launch (Yak’s Bend much like NiloyBardhan , was on Desolation EU at one point before launch) , I detest the server jumpers.

It is one thing if your server is completely barren in WvW (lower tier), but it’s another thing to go from one populated server to another even more populated server.

I suggest that if transferring to a server of the same tier
1) be penalized with no bonus WvW chests for that week
2) award one badge of honor to the person that kills you , every time you are killed by someone from the server you transferred from, for that week (up to a month?)
3) cost more gems every time you transfer to a server of same tier or be time limited
4) No outmanned buff (magic find, exp) benefits for a week

I think defending should be given more weight for a server title. It is much easier to k-train any capping / player kills title as it is. There’s not much incentive to defend when everything auto upgrades.

i.e. resets monthly (like the old monthly achievements , but rewarding WvW stuff such as superior siege , reduced supply guild catas , omega golems, shield gens, traps, elder wood/mithril, proof of heroics, badges of honor, guild hall materials for WvW upgrades, WvW infusions, etc …. no PvE stuff please):

Defended 10/20/50 keeps for the server
Defended 10/20/50 towers for the server
Defended 10/20/50 camps for the server
Defended 5/25/50 sentry points
Escorted ____ yaks
Repaired walls with _______ supply
Repaired gates with ________ supply
Participated in _______ laser (skysplitter) events

  • change of server means you reset the WvW monthly achievement that month to 0 for all of the above
  • an alternative to the monthly thing is something similar to the PvP reward track , with WvW rewards only (badges, proof of heroics , superior siege, etc., WvW infusions , traps, the chests that give bonus WXP gain) , resetting on server change : I’ve gotten more ascended from minimal PvP than years of WvW

Nov 30th edit:

Also for general WvW rewards:

  • Heavy supply bags. (Required for Minor Supply Drop)
Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

Every day until they fix the walls!

in WvW

Posted by: Infusion.7149

Infusion.7149

kittencat!

Today the walls keeps flickering. Desert Borderland SE tower.

We breached it, but the wall seemed to still be up. We entered the tower, but it really was confusing to try and run in after the breach.

The walls are still wonky. Downed walls are flickering messes.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

Anet captures Irony in its latest ad

in WvW

Posted by: Infusion.7149

Infusion.7149

The UI itself is an improvement.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

Patch fixed the new borderlands

in WvW

Posted by: Infusion.7149

Infusion.7149

World vs. World
General:
Fixed a bug with the map marker for repair NPCs.
Fixed a bug that caused some outfitter NPCs to sell siege blueprints instead of their standard wares.
Fixed a bug that caused keep lords to really hate flame rams.
Reduced the health and defense bonuses provided by reinforced and fortified walls and gates at towers. ****
Updated the Mystic Forge vendor to also sell Siege Masters Guides in quantities of 10.

Desert Borderlands:
Fixed a bug that prevented the citadel supply depot from being interacted with. ****
Moved the tower waypoints into the keeps. *
Fixed a bug that caused dolyaks entering the west keep to take lava damage.
Added a veteran wurm, warg, and harpy event, allowing completion of the daily Veteran Slayer achievement.
The daily Master of Ruins achievement has been changed to Master of Monuments and can also be completed by capturing shrines.
Fixed a bug with missing resource nodes at the southwest tower.
Increased the event rewards for participating in the Oasis event.
Lowered the Skysplitter’s damage by approximately 25%. *
Fixed a bug that let the Skysplitter’s attack also destroy a wall at the southeast tower.


They should have ditched the Veteran dailies for something else but these changes are step in the right direction, especially the waypoint moved to keep.

The waypoint shouldn’t be active immediately though.

PLUS Squad UI!

Enhanced Squad UI

The enhanced squad UI feature provides functionality to manage large groups of players in all areas of the game.
Players with commander tags will be able to create squads of up to 50 players, which can be split into as many as 15 subgroups.
The squad commander can also create a “raid” squad type, which is limited to 10 players and required for entering into raid instances.
The squad commander can broadcast to any subgroup individually or to the whole squad at once.
Permissions can be set by the commander to allow potential squad members to join at will, to request permission to join, or to require an invitation to join.
Commanders can also organize subgroups with a simple click-and-drag interface or allow the squad to organize itself, including sending invites to other players.
Members of a squad will be able to see each squad member’s name, profession icon, health bar, and downed or defeated status.
Commanders can initiate a ready check for squad members to respond to, and the whole squad will see a visual indication of their response.
It will no longer be possible to be in a squad and a party at the same time, but just as in a party, your entire squad will be shown on the map, with special icons for your subgroup.
A Toggle Squad option allows squad members to show up to 10 members of their subgroup using the traditional party UI that displays boons and conditions.
In World vs. World, squad members will see the supply carried by each subgroup as long as you’re in the same map area as your supply-carrying squadmates.
Players that have not bought a Commander’s Compendium may create a commanderless squad that is invite only, limited to 10 players, and has reduced functionality.
Special Action Skill
A new skill button has been added that can appear above the skill bar during certain context-specific phases of encounters (initially raids). When the button appears, the skill displayed for use will be driven by the encounter. Players can keybind this skill under Options > Control Options > Skills.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

wvw loot

in WvW

Posted by: Infusion.7149

Infusion.7149

You probably aren’t doing enough damage. Run wells and power necro if you’re on necro.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

WvW Jumping Puzzles

in WvW

Posted by: Infusion.7149

Infusion.7149

The joke is the map is one big jump puzzle. It’s no longer optional.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

The problem with Hero Points

in Guild Wars 2: Heart of Thorns

Posted by: Infusion.7149

Infusion.7149

Most of the GW2 vanilla Hero points are a joke , other than finding out how to get there.

Having elite specs gated behind completing at least 4 hero challenges in HoT if you have world complete isn’t a lot to ask (250-214 =36 as opposed to 186 before the elite spec change). I don’t think that is a huge problem as long as you can do most of them (i.e. enough to complete an elite spec) without a huge number of players.

IndigoSundown , I predict that after several months and sales taper off they will nerf it just because there are fewer people on the maps.

It’s still a bit early to ask for changes to it, many players have not bought it yet judging by emptiness of maps. After the future November 17 patch with raids (and maybe Black Friday?) I can see more people dropping into HoT. Arenanet also needs to fix the megaserver issue.

P.S. The buff to conditions makes it better since it is less focused on power-heavy berserker gear style builds.

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

KILLED WvW Guilds

in WvW

Posted by: Infusion.7149

Infusion.7149

Someone in my 500man WvW guild calculated it would cost $770 IRL (according to 7000 gold) to get +5 buff.

This is not reasonable and that’s just one of the old guild buffs in WvW.

I have no clue how a small guild about 20-30 is going to decide to do that. WvW players don’t make huge amounts of gold ; the timegating and the gold sinks mean we won’t see the full ramifications of all the changes til at least 2-3 months in (I had one person calculate it to be 57 days at maxed mining).

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)