1. Link the points for the realm to the upgrade-status of the Tower-Keep, so the more upgraded it is, the more points it generates. this way people would see more reason to upgrade and defend points and not simply recapture it after the enemy zerg moved on to the next point. Reward only very few points to fresh captured Points!!
Even though I’m all for promoting “defending” compared to “zerg attacking” this solution has some problems. It will make two already existent problems in game even more worse
1. Winning server wins more: If a server is winning with your suggestion it will continue to open the gap even more rapidly as winning servers keep their forts longer than others.
2. Night capping: Night capping servers will have even more advantage as they will start day time with forts they already keep for sometime and they will gain more points as they hold on to them.
Here are my suggestions:
Attacking/capturing benefits should be reduced significantly.
1. Karma/XP gain should have diminishing results. So that if you capture so many forts/camps in short time your benefit should be less
2. Karma/XP gain should reduce due to number of participants. If you’re capturing a supply camp with 40 man you should not gain full karma/XP
Defending a keep should benefit player more. However to gain defensive benefits a player should contribute to defensive action by:
1. Killing opponents.
2. Planting siege weapons.
3. Building siege weapons.
4. Repairing.
5. Upgrading.
If you’re sitting inside doing nothing you shouldn’t gain any benefit.\
This is just a raw idea from me, there might be some flaws in my idea also.
(edited by Kazim.2043)
You’re still arguing against reality. I bet a quick survey of any server would reveal many towers and several keeps that have nobody in them. Get 30 people together and they are yours in less than 5 minutes.
You can say you have people in your guild willing to defend. I, myself, log more than my fair share of hours on defense, ready to jump on the siege the moment the enemy attacks. And 99% of the time I’m there by myself or else with people from my own guild.
The vast majority of the population does not sit on defense.
Which server are you playing in?
EDIT: I guess I’m arguing against your reality. That’s something we do and we play. Didn’t have an issue on that. I’m against any feature promoting more zerging.
EDIT2: Consider a keep lord tanking 30 man by himself. How do you plan to capture it when 30 guys from other server sitting in his throne room with already set up seige engines?
Tell me seriously how would you capture a keep, where it’s keep lord can tank half of your zerg and other server’s zerg attack you behind as they have a lot of time to gather up?
How will any keep change hands except one server is outmanning the other (aka night capping)?
(edited by Kazim.2043)
In my guild I have no problem to find some guy (or even 5 man parties) to left behind or send front. We regularly change scouts (like in 15 mins ) so they don’t get bored.
Even if you’re not a part of an organized group map always tells a lot, especially Sentries. I never seen a zerg moving through a Sentry Point and leave that pure guy alone. Same for Dolyaks, if you see two Dolyaks left the supply camp but disappeared on the half way, it means something going on.
If you see an attack on a supply camp, be prepared for an attack on the nearest tower/keep. These are easy and pretty early signs for non-competitive servers.
Also game warns when your keep is under attack, you just have to open the map and look at that from time to time. If you’re not using voice communication have an eye on Team Chat, as always there is one guy checking the map at given time.
You don’t need a flashing modal window in your eye in middle of combat to know something is under attack. Though I’m not particularly against that feature as it won’t change anything. If you say people like to attack not defend they will ignore and spend their precious minutes chasing that 3 poor fellows or bashing the next tower’s gate with 30 man, rather than going back to defend what they own. If your server/raid is not organized these features won’t change anything.
If you’re playing competitively, it’s a completely different area. You never have hard time to find people to leave behind or send front. You never lack of intel of enemy movements
For some of you it’s not competitive, for some of us it is. The point is if you remove competitive parts of WvW and turn it to a zerg fest, in such a way that game holds your hand and do the stuff for you, competitive players and guilds will leave WvW (some will leave the game). And I believe you won’t like the result.
I’m completely against for undefended structures taking 30 minutes to capture. This will only promote zerging, and at the end nothing will change hands unless a server is severely getting outnumbered (night cap) or contains completely kitten minded people. Such a change not only ruin competitive WvW but also casual WvW.
WvW should be Player vs Player, and Players should defend forts not Environment.
I’d considered this, but honestly it’d be unfair to the Guild – I work a lot, and I know that competitive guilds rely on people showing up for long, scheduled sessions. I’m certain;y not a “casual” player, but my availability limits me to mainly solo PvE with occasional forays into other areas that look interesting, like WvW…
Not every WvW guild is “that hardcore”. If you’re an EU player you can try ours ;p. PM me and lets talk
What is the point of this? Why is it necessary? I understand maybe an hour, possibly 2 hours; but when the same 10-15+ people or possible some 2-4 players leave and the same amount replaces them, guarding the puzzle area; I just do not understand what is such a bang out of this.
They are kittening their own server by wasting their time there. However siege weapons should not be deployed to WvW Jumping Puzzles.
WvW is only worth it if you’re on 1 of the top servers or a grouping that is somewhat evenly matched. Right now on the matchings 1 server owns 95% of the keeps/towers and we pretty much get spawn camped from the waypoint. Anet needs to rework how matching works and the orb because once the enemy has all 3 orbs it’s pointless
Quoted for being slightly wrong. You can find competition and fun on any server at any tier.
However if you enjoy to wait for 2 hour queues though you can go to top servers.
To get the most of WvW, join a proper WvW guild with good communication and organization.
XP from PvP or ranging and engaging the PvE mobs? PvE results in much lost time for me running from respawn back into the fight, it seems…
XP from events: Killing Dolyaks, Capturing/Defending Forts, Supply Camps, Sentry Points
Whatever you do, please DON’T do PvE on WvW.
WvW is one of the fastest ways to gain XP and Karma. If you enjoy it I suggest you to play WvW not waiting for lvl 80 first.
EDIT: But don’t hang around alone
With current scoring system “Night Raiding” is the most effective way to win. I’m not against “night raiding”, I would just prefer other aspects of the game would be as effective as it is.
However stronger upgrades favor “Night Raiding” doesn’t hinder it.
Lets think the other way around. Consider a night capping team captured your forts and applied elite upgrades on that before morning. How do you plan to get them back on day time where even forces fighting?
WvW is a lot of fun as it is, however it needs some improvements. Things that comes to my mind
1. Fix hacks, ban hackers mercilessly
2. Fix Orb/Outmanned bonuses to encourage loosing server continue to fight
3. Reduce the effect of night capping
4. Reduce PvE/mining/puzzle gains to make room for PvPers on WvW
5. Stop server-hopping through free transfers
6. Fix the ranking system so that servers don’t move up/down too fast and face opponents which are too weak/strong.
7. Fix rendering problems.
8. Fix bugs like “permanently invulnerable Keep Lord after Orb remove”.
9. Fix loot, so that we don’t have to collect loot in the middle of a bloody fight.
Completely agreed.
Or don’t let people that recently transferred to enter WvW until the current match ends.
@ Lokki: Looking from your perspective the correct one but I don’t agree with your solutions.
I don’t want it to be “too easy” for 1 Zerg to attack and to defend at the same time, without proper communication / organization. If everyone groups up in one big bunch they should loose stuff that they left behind. It’s how it should be.
I don’t want it to become “Join the zerg or you’re useless”.
I don’t want zerging to be promoted.
I want 5-15 groups to be useful. I want scouting to be done by players not by game it self with auto-warnings. I want communication and intel being key elements to win not something automatically handled by the game.
From what I’ve seen creating 6 golems (600 supplies) is not an easy job. Bringing them to target without getting noticed is even harder (apart from mesmer portals). If you’re trying to capture an upgraded keep fast and using 5 rams each door you need 10×40 (400 supplies) so at least 40 man (even more considering how randoms don’t carry supplies). For 400 supplies you need to capture at least 3 full supply camps.
Now with all these requirements, I don’t believe it’s easy to quickly capture a keep without getting noticed. If a really well organized group do that I believe they deserve the keep.
If a server didn’t notice 40 man running around and capturing supply camps, or even though they noticed they continue to rush to next objective without sending some scouts back, I believe they deserve to loose that keep. I think it’s OK
If what keeps people rushing for the next objective is Karma, then fix that problem. Reduce Karma gain.
If what helps golems to move fast is Mesmer Portal, then fix that problem, prevent golems to use portals or stealth.
I don’t want WvW to promote being alone and following the zerg, so that the server with most man with better items and with more money wins the day. I want it promote guilding up, using voice communication, sharing intel and scouting. This is Guild Wars, not “Join the random Zerg” Wars.
I understand your point of view, but from my perspective non of those suggestions are needed, on the contrary they will reduce the fun this game presents as they will promote zerging. Right now what is needed are follows:
1. Hacks should be fixed ASAP
2. Orb and Outmanned bonuses should be fixed to encourage loosing server to continue
3. Effect of night capping should be reduced (and I don’t believe suggestions in this thread would help against that as I stated why on one of my previous posts)
4. Ranking system should be fixed so that servers don’t move up/down too much to face other servers which are well below/above their strength
5. Profit of PvE/mining/jumping puzzles should be reduced so that there will be more players on WvW zones to do WvW not other things.
6. Problem of continuous free-transfer from loosing server to winning server should be fixed. Guesting system should start to work and free-transfers should stop so that servers can create permanent WvW communities.
IMO NPC door wall strengths are quite OK as it is. At Sunday I was in a great match against WR and RoF (it’s on middle tiers not top) in WR borderlands and no one could capture anything for a long time as all 3 servers were always having eyes and defensive equipment on their forts. We tried to ninja several times but we couldn’t. So it works as intended if you know how to play.
Maps are already small, in 2 minutes you can reach from one extend to another. If you have just one eye behind, or checking the map continuously it’s really hard for some other server ninja something behind you. If you can’t reach everywhere because your server holds everything it’s OK and working as intended.
This is PvP, YOU should defend your forts not NPCs nor WALLS. If you don’t like to defend it’s your choice but please don’t kitten the game and turn it to a Zerg Fest.
Judge[JDG] - Seafarer's Rest / Semi-Hardcore Mature Heavy WvW/sPvP Light PvE
in Guilds
Posted by: Kazim.2043
Judge is not an ordinary guild formed up in one game to disband or disappear on another. We’re here together, unbroken and unbound for more than 4 years across several games, gaining renown, respect and hatred at the same time as we killed for thirst, conquered for fame, competed for challenge. A good testimony to our prowess is that many of our old enemies have later joined our ranks even changed their faction to play with us.
We have members across Europe/NA/Oceania from more than 20 different countries and cultures. We offer a website, voice comms, organized PvP and PvE, unlimited amount of fun and challenge. We’re not looking for soldiers to fill our ranks, we’re looking for friends that will be a part of this community for years and share the challenges and joy in the future.
In Guild Wars 2 we’re organizing WvW operations almost every night, bringing voice communicated groups of 10-40 on maps. We’re doing regular dungeon runs, organizing sPvP parties, dueling competitions and many other events mixing fun and competition in the same pot. We respect our members, knowing each one of them are valuable individuals not just a number on the roster.
If you’re looking for a gaming community, a place that you’ll enjoy your gaming more than ever, a place that you’ll feel at home while playing with the best, just check our website: http://judge-gamers.com
(edited by Kazim.2043)
Home World: Underworld
Guild Name: Judge [JDG]
Guild Website: http://judge-gamers.com
In-Game Contact: Kazim or Judy Lawless
Focus: Slightly-hardcore WvW, Casual on all the other aspects
Quick Notes: 20+ age requirement. 80+ plus members within a 4 years old community. Friendly and fun environment. We’re not looking for members, we’re looking for friends to stay with us for years
Being a commander is not about being a good soldier but have the ability to command, rally people around. A player with best participation to WvW can’t necessarily be a good commander. I have the commander icon because my guild trusted on me, and I worked hard to gain that trust. No point/rank that I could gather up buy defending supply camps, or reviving team-mates would make me a better candidate to be a commander, compared to a guild full of people trusting and following me and my orders.
The problem with 100 gold is in 1-2 months map will be filled with wannabees that want to take attention. Currently if you want to be a commander you either need to spend ridiculous amount of real money/time, or a have strong guild behind you. Having a strong guild behind you is the only valid reason to show that commander deserves that icon. In the future it won’t be like that
I’m against siege weapons in Jumping puzzles. I don’t think they are working as intended.
I’m not against your suggestions but Blue Icon works pretty well for me so far. It creates a bacon for randoms who don’t know where to go.
I don’t need an icon for my guild, we already have voice communication.
Why someone would spend 100 gold and not use it, I have no idea. But they have the RIGHT to have a baby.
I don’t use my tag when I’m not leading. It’s just that simple.
Remove the orbs until this hack is resolved, just as you disabled Market. It has already became a standard
However as we make environment (mobs, structures, capture timers) more stronger, aren’t we making the game more PvE (player vs environment)?
So basicly from your words what I understand “Players doesn’t like to defend so lets Environment defends for them instead. Lets focus on attack”. Doesn’t it will convert the game to where everyone is fighting against walls/mobs rather than eachother?
Won’t it be a game where 1 (or at most 2) zerg moving from one objective to another with the knowledge they have enough time to go back any place on the map when necessary?
I havent’ play DAOC or Planetside. However considering your suggestions (most expensive siege weaponary, stronger walls, stronger NPCS) the picture I see is 3 server each dividing their forces to 2 zergs and fighting at the same location (tower or keep) for hours back and forth, back and forth, back and forth, back and forth, in such a way that whoever dies will have enough time to come back from respad to join the fight again with little progress, with little change on map, with little room for maneuvers, tactics, strategy.
If that was how DAOC was, where only zergs clash each other and whoever dies has more than enough time to come back from respad to join the fight at the place they left, it sounds like a pretty boring game, which reminds me SWTOR Illum.
I hope ANet don’t convert this game to a “run back from respad and continue fest”.
Yes I also should add that even though those points kinda disturbs me they are not “ruining”.
About the repair costs, I think game doesn’t need an extra incentive not to die. I would prefer spending my money on siege weapons and structural upgrades rather than repairing my armor. Also sometimes I have to send people to suicide missions for tactical purposes and I hate to know that they will pay for it.
People claim that repair costs help players to “think more”. I haven’t seen any empirical evidence on this. What I see is people playing the same way, but spending their gold more on repairs, and leaving WvW when costs start to be a burden, or they are loosing.
As on other games I’ve seen stronger death penalties either demotivate people to play, or motivate them stick to bigger groups. IMO that’s why we see not much small groups attacking/defending small objectives as they know if they face a zerg some of them will die and pay more than they gained.
I agree on all points.
Close WvW, work on it, make a real game of it, relaunch it when it’s playable…
It’s not just about ranking, the WvW concept needs lots of work, to me it’s obvious it was thrown in there with more or less thinking into it, more like they felt like they had to put it in…
WvW is great as it is. As a guild we’re spending most of our time at WvW and still not bored. There are a lot room for improvements, however even as it is, it’s alot of fun. And just by looking at the queues and how much of the player base is participating in that, it’s fun is proven.
Spawn camping is rampant, never seen a game survive that…
There are 3 exists from each spawn point, you know that right?
Back to OP all suggestions are great.
/signed
BTW “Fun” is the greatest reward you can get from a game. All the other rewards are shiny pixels and they are not real, you know that right?
If “something is fun” it’s rewarding enough.
Your impressive ability to ignore my points is worth respect at least, I give it to you. I’m saying “defend your forts if you don’t want them to get recaptured”. It’s nothing about XP. It’s not about small groups “avoiding” but but “out-maneuvering” each other.
If from WvW you understand 100 players of one server bashing to 100 players of other server continuously it’s not the game you’re looking for. Try Starwars Illum. Perfect place for you. Or if you want to stick with this game but swing your sword more, try sPvP. WvW is not about killing eachother, it’s about “capturing the objectives” and “defending the objectives”. if you fail on the part “defending the objectives” you deserve to loose.
WvW is not only swinging swords and casting spells. It’s about tactics / movements / getting prepared / hitting on the spot which is weak / defending your weak spots. Learn to organize, learn to communicate and win.
If you like fighting against the same zerg on the same fort or at the spawn camp back and forth, back and forth, back and forth, back and forth….. it’s your choice. I don’t like it. I prefer using maneuvers, flank my enemy, bypass them and attack the unprotected spot behind, confuse them. I value communication and organization, not a one and only one mindless zerg running to where action is.
And NO it’s not PvE. If you’re facing a similar organized server, you never find a fort undefended, not scouted. And their response times are fast enough to get their force back in time to save the day. If your server lacks that ability either help forming some organization there, or join to a guild/server which has such organization. Don’t kitten up the game due to your incompetency.
I don’t want it to take forts to capture 20-30 minutes even they are not defended. I don’t want forts to be easy to defend by “mindless zergs”. People should learn to defend targets. People should learn to communicate. People should learn to scout. People should learn to move fast to the objective rather than chasing one target.
(edited by Kazim.2043)
Might it be someone repairing at the same time inside ;p?
Currently at the match between Underworld / Ring of Fire / Whiteside Ridge, Whiteside Ridge Garrison Keep Lord is bugged. Even hours after we retrieved the orb from there, keep lord is still invulnerable.
So yes there is a bug. And it’s not the first time I see it on a Garrison Keep.
Even our pug zerg avoided the supply camp. That’s why we were halfway through the inner door before the first defenders managed to get in. Not that it did them much good. Too late.
It’s their fault if they didn’t left a few guys to scout your zerg’s movements. This is how WvW should be.
Door/wall hitpoints are good as it is. It’s not NPCs’ or doors’ fault if your response time is slow, as you’re NOT organized. More hitpoints on doors/walls will destroy the value of organized 10/15 man groups as they can’t carry enough supplies to bring down an objective before “mindless zerg” responds.
Please don’t bring ideas that will promote “mindless zerging”, don’t bring ideas that promote “all server running to where action is”.
WvW should honor fast-movement, better organization, better communication, better tactics. Not a zerg of 100 man, running from one fort to the other and able to save the day.
Faster travel, longer response times only help zergs, not organized teams, with shared objectives. If you’re having struggle to defend forts while pushing forward do these
1. Form up guilds/alliances, share the objectives
2. Use voice communication, rather than typing.
3. Use scouts both front and back (swap them from time to time so they don’t get bored)
4. Use dedicated defensive/offensive teams.
5. Plant defensive siege weapons before charging to next objective. If you captured a keep first plant a few arrowcarts, catapults, ballistas (even trebs) on good positions THEN move to next tower.
6. Don’t take supplies within keeps/towers as they are used for upgrades. Tell people again and again until they learn it also.
First learn how to play WvW then come here and talk about improvements GW2 needs.
Night capping is a problem, but promoting zergs won’t solve that problem.
Just to understand it better you mean that last days of match will matter 10 times more than first days. Am I correct?
Yes there is a set of armor/weapon that you buy by Honor Badges you gain at WvW ahh wait no… you get them by Jumping puzzles lol
A supply camp commander lasts 10x longer than a lord
He does “only” if he’s in 5 min immunity
As for your statement about week long server match ups, who do you think will win between a low server population with coordination or a high population running around like headless chickens?
Past experience shows that servers with “High Population Running around like headless chickens” wins the match as they have a “high population running around and capping everything” at night when you sleep.
However…I always feel bad for the dude the volunteers to hang back and just click on siege every ten minutes for an hour or more. How boring, and talk about a loss of exp, gold and karma
Pushing people to do this is a “Bad Game Design”
I’m not saying Siege weapons should be eternal, but this is a “Bad Game Design”
EDIT: Perhaps there should be a permanent timer on siege engines and they should start to loose hp after certain amount of time even they are used, which will be visible. This might help the problem of planting permanent siege engines on “not reachable” places close to Citadels.
(edited by Kazim.2043)
Farm it for what? The 5 seals and a few blues they get every 24 hours? Or farm morons that keep banging their heads against a brick wall? No loss as far as I see. I could only hope that the morons getting ground up there rage quit and free up some room for some people smart enough not to feed.
So you accept this “camping” doesn’t belong to this game. If that’s the case, why not just saying “Remove siege weapons on Jumping Puzzles” instead of “They don’t get anything”
It’s not hard to write, just try: “Remove siege weapons on Jumping Puzzles”
This is a kitten, but some suggestions
Eternal Battlegrounds always have the longest queue
Your own Borderlands generally have a long queue
So if you want to enter faster, pick one of enemy’s borderlands. Between them pick the one that you get owned, as people get bored easier when they loose.
You need to get the PVE gear to be on the top end competitive level in this scenario. You can defininately tell the geared PVE grinders from the level 30 newbs. Since they want to “balance” things out for new players, give more gear drops.
No you don’t. If you play a lot of WvW you gain so much karma that you can get a full exotic set in no time. At the same time you probably gain enough badges for weapons.
I haven’t grind any PvE and I’m almost full exotic.
EDIT: Though honor badges needs some improvements
1. We should get more badges on killing people
2. Badges should move to our inventory automatically. It’s no fun trying to collect bags in the middle of a 30 vs 30 fight.
(edited by Kazim.2043)
So far I can say that WvW is the best source for karma
and when the nightcappers go to sleep the other servers get stuff back. as long everybody has the same time zone its not that of a problem. but dont get me started of thosekittencanadians running around with playercap at 5am…..
WvW comes close to the kittens that happend in WAR. Keeptraiding all the time. There is nothing like “YEAH! Finally we got a new keep!”, its more like yey karma and cash. lets head on to the next and hope that the others cap the keep so we can retake it for more karma and cash so we can get more exotic gear for twinks we dont play on wvw maps we cant join because of queues…
Don’t expect more from the zerg, if you want to keep what you have, either stay behind and protect it, or join an organized guild with voice comm.
EDIT: About night capping and canadians, I know what you mean. But suggestions here will help them not stop.
We have a few thieves which kill anyone in a few seconds when we mark them. I don’t agree it’s hard to kill people. But people should learn how to use “Call Target”, “Take Targer” key bindings and focus fire as a party. Whenever our party leaders mark an enemy he dies like a fly.
Water combat is broken I agree but on all the other aspects about “To Hard To Kill” I suggest to things
1. Better gear
2. Better party organization.
Sorry but L2P on this side.
Changing costs, structure strength or NPC strenght will not change night capping. As in all night cappings one server moves as one zerg, so they will cap anything on their path as long as it’s possible. And if it’s not possible it will never be possible in day time so game will be un-playable.
I don’t know your experience but I haven’t seen 5 guys capping a map on night. What happens more is 30-100 players cap the map (depending on the server) in less than an hour. Changes you suggest won’t help it.
EDIT: On the contrary stronger structures help night capping servers, and they have more time and resources to upgrade forts until morning. So they will easily cap everything on their path till morning and protected them even easier as they are fully upgraded.
Guys are you out of your mind?
When a server leading and fully upgraded a keep, if there are some players inside, it’skittenhard and expensive to capture it back. Stronger walls, stronger upgrades, more expensive siege weapons only help the winning side. There are already a lot of threads whining about winning side opening the gap too much.
If you don’t want to loose a keep, tower build up some siege weapons inside (ballistas/arrow carts/catapults even trebs) and leave 2-3 guys behind when rushing forward.
If you’re playing like a bunch of not organized zerg, don’t come here and whine as NPCs don’t protect the keep/tower you should have been protecting. If you find attacking is more fun, go attack but don’t whine when you loose the fort you captured 10 min ago
If you’re buying gold by RMT, or making alot of gold by PvE please don’t come here and troll. Siege equipment are NOT cheap. If you spend your whole day on WvW, repair costs and siege equipment costs (both defensive and offensive) drains your wallet. What you gain from WvW hardly compensates for it.
More supplies for siege weapons, and increased tower/keep lord timer only help mindless zergs. It means if you have more people you can carry more supplies and you win. It makes small/organized teams less valuable (actually useless) as they can carry less supplies . It makes impossible to make ninja attack behind to places which is not protected. It kills the strategic variety game presents and turns it Zerg vs Zerg head crashes.
I guess you’re same people suggesting faster travel times on WvW. Because you lack the organization or patience to defend structures it doesn’t mean that everyone is. Don’t kitten the game and turn it to SWTOR: Illum.
All the things you suggest promotes being a zerg, not leaving room to 5/10/15 man groups.
Please first play the game properly then come whine here. Learn to defend before attacking the next goal.
Don’t come here and whine if you play WvW on weekend for a few hours each week.
Don’t come here and whine if you play WvW as an individual following the zerg not a part of a proper organization.
We need those tags to identify our enemies (guilds and server) and act accordingly.
Here is my experience on WvW puzzles (I have no idea about PvE ones)
1. After 24 hours passed you opened that particular chest
2. After re-match (with current system 00:00 GMT Midnight Friday → Saturday)
3. After a new build is up for WvW (even if you don’t download anything, you’re kicked from WvW zone)
4. After a new build is up for game as whole (you’re kicked from game, and downloading a new client)
If it wouldn’t be about the render problem, I’d say it’s a valid and pretty good tactic, which I’d like to use also.
I think Render Problems should be fixed not this. Perhaps at least we should be able to see name tags, even the avatar is not rendered.
Guys you made a mistake to accumulate all competitive WvW guilds of Europe to 2-3 servers, now you’re paying the price. Some of my members insisted on picking FS or Desolation on start, as they wanted to be on the winning server. And I said “No, I want no easy win, I want our guild to make a difference” and picked one of the servers which is less populated with large WvW guilds.
I knew there will be queues on FS, I knew there will be thousands to move there just to be able to say “I’m in FS and we’re the top EU server”, I knew Underworld will be at the middle, slowly get better and my guild will make a difference.
Now as a guild we’re enjoying WvW to it’s extends. Yes at primetime EB has long queues but whenever we decide to make a guild wide operation with 30-40 members, we can always find a map to do that waiting at most 15 min.
I sometimes think Free Transfers are evil as it moves random WvW players from low bracket servers to high bracket servers, but sometimes it’s a blessing as it helps servers like FS, Desolation, Gandara to divide their forces and spreads WvW competition to several servers.
Some competitive guilds I knew from past moved to Vabbi and that server is increasing on ranks rapidly from bottom. Some competitive guilds move to Seafarer’s Rest and that server started to push for top. Mine and other pretty nice guilds are forming up at Underworld and soon we’ll start to push up also.
I understand it doesn’t feel fair to leave a server which you already invested so much, but you should have thought that before going to a server, which is filled with WvW guilds, and breaking the competitive balance, you should have thought that before going for “easy win”.
Even though I feel pity for you, I’m happy if this would help WvW guilds to spread more and make this game more enjoyable, and competitive
The reason they are hitting further from their original range is the elevation. And planting trebs to garrison to harass Bay Keep is a standard strategy.
I was thinking they are useless. But I’ve changed my mind after today. They are pretty effective when used right. It just need a good coordination.