This won’t hurt [Much]
Ring of Fire
This would also never happen because the server/client tech can’t handle it. The math for character collision is insane.
It was freaking fantastic in Warhammer instanced matches though.
I do not know how computationally expensive collions calculations are. I am not a game programmer. I would guess the calculations are done on client side; perhaps using hardware since the gfx cards already contain a model of the game universe and they are very powerful computers on their own. As I understand GW2 underutilizes gfx card hardware today.
To easy for greifers (and enemy spies) to stand in people’s way.
It would require a quite big group of spies to make an effect in zerg fights. I would think your team would be more hindered by the queue to the map than blocking.
Small scale grieving could happen. Someone following you around stepping between you and your target all the time. But would the enemy not attack the griever?
Why not make it if you have over 30 people you do half damage
There is another thread discussing about a zerg debuff. It is very problematic and unintuitive mechanic.
Friendly units block attacks
A friendly unit standing between you and your target would block your direct attack. Both melee and ranged attacks.
A friendly unit standing within your aoe would have a chance to block one of the five hits. Same with melee cleave with 1 out of 3.
This is an anti-zerging feature.
This feature would only be in effect in WvW. Not in EotM, PvE, SPvP.
Why
Today zergs are effective because you can keep everyone within boon/cleanse/healing range and still have high focused damage output.
Making the biggest zerg on the map and mindlessly spamming skills wins. Many feel it should not be so.
AoE skills cannot be counter play for this because of the 5 target limit. Siege weapons work, but they have no mobility.
Implications
This feature would reduce the damage output of zergs. Zergs could still form a tight ball for defensive purposes, but then there would not be much damage output.
Teams would need to give some thought where the melee players move and where the ranged players attack.
Packing all melees into single point would not be efficient as all but few frontmost melee players deal damage. Others would just get blocked.
On one hand the melee players would be more vulnerable being spread out. On the other hand being close to enemy units the enemies block some incoming damage.
Since players are spread out, boons/heals/cleanses need some extra tactics. This would make the gameplay more detailed.
Issues/Thoughts
(edited by Korgov.7645)
In a first person shooter game players could mark enemies by aiming at and pressing a key. The marked enemies appeared as orange map and on-screen symbols. This made it easy for team members to focus on them.
WvW could adopt this for scouting. This could be implemented as a ground targetted trick, sold by the Tricks and Traps vendors.
Scout Trick
Activation time: 1 s
Recharge time: 60 s
Range: 1200
Radius: 360
Number of targets: unlimited
Duration: 60 s
Cost: 10 silver
Report enemy players and siege to your team.
Scout aims the trick on group of enemies and siege.
Enemies will see red target circle during the trick activation.
Affected enemies are displayed as orange dots on map for all friendly players. Enemies in stealth are not displayed.
Siege weapons are displayed with distinct map symbols.
Map chat message is sent to all WvW maps when trick is successfully activated. Friendly units are not reported nor count toward success.
“12 green players, 2 blue players and 4 siege weapons scouted near [Stonemist Castle]”
Channeling the trick breaks stealth like deploying traps.
There is no debuff symbol on scouted enemy players. They don’t know they are being scouted except for the activation red circle.
EotM is an overflow for WvW. It gives WvW players something to do when all maps have a queue. Working as intended.
EotM is also happens to be a great place accumulate xp/karma/loot. Judging by the popularity, the effort-reward ratio is probably even better than in PvE.
EotM should not be serious. Who cares if it’s balanced or not. If you do want some balance, the easiest way would be making the colors truly random at every WvW reset.
EotM should not have any impact on WvW. I think most WvW players haven’t even noticed the EotM victory supplies in the Citadel.
No need to fix anything.
Can you (ArenaNet) make first rank also give passive +25% Movement Speed for the golem?
No thanks. Golems should be slow. That’s their only weakness and an opportunity for defenders to take advantage of.
PS. Please fix Rune of Speed, Rune of Traveler, player skills and WvW abilities not to grant speed buff to golems anymore.
PPS. Disallow use of mesmer portal while driving a golem.
Traps
I don’t find traps that very interesting to begin with. They do have their uses, but they are not that fun game mechanic due lack of counter play.
There is another lengthy thread somewhere in this forum brainstorming new trap types. (The forum search still doesnt work.)
Mercenary Contracts
These sound like a nice idea to fill those borderland corners with some activity. EB on the other hand is quite full already.
There should be some PvP element in order to make the contract. Just giving 50 or 100 supplies to an NPC in a safe area is not good.
Extra GUI and voting system is also not welcome.
Bloodlust Waypoint
I like this one. It would make ruins very valuable for the defenders. Defenders would get huge advantage guarding the south part of the map, especially when the keeps do not have a waypoint yet.
Is this the preferred way to capture supply camps as Thief?
Can you take fully upgraded camps like this or do you have to move/stealth/heal at some point?
Youtube has guides for siege placement.
I’d still recommend to ask someone in-game to show you. People are happy to help, it builds that community feeling, and when you are in combat actually using the siege you understand the why behind the placement.
So you just spent 15 minutes to build the trebuchet which could not.
The elevation, invisible walls, line of sight, arc of fire, blast radius all affect which siege abilities can hit which targets. One should also consider any counter measures when placing siege.
Instead of asking for a map, you should ask a more seasoned WvW player to show you good siege positions. In many cases it is a matter of a yard from edge of a cliff between good and bad siege placement.
Refreshing siege is not fun. Not even if you get rewards from it.
Maybe you are thinking someone else will do the refreshing if the reward is high enough. Some PvEers perhaps who are used to doing not fun activities. WvW maps would be filled with PvEers building ballista arrays in some remote corner of the map.
I would rather have siege always decay after 30 minutes – used or not. Of course defenders would need something to compensate: wall/gate health boosted, repairing automated and the alert system improved.
All clubbed to death, skinned and worked into backpacks. Buy yours now from the gem store.
http://wiki.guildwars2.com/wiki/Baby_Quaggan_Backpack_Cover
If anything there should be some feasible activity to keep players in towers/keeps that are not in the frontline. That would balance uneven matchups.
Automating defence would allow dominating server to focus fully on the frontline attack increasing the unbalance.
There is a big population difference between FoW and X. We fall somewhere in the middle and the matchup score reflects that.
What shocks me the most is that server Y never tried to take a tower of server X in our corner of EB. They only stole what we tried to cap..
The captured tower and keep were also controlled by server X at the time.
I do sieze the opportunity whenever I can get a tower or keep without the trouble of setting up siege. No conspriracy there. X server did not contact us to “defend” their tower or keep against you.
Nevertheless, long story short: Are there any other low popped WvW servers that have noticed being picked out? And how do you deal with this?
I don’t think you can escape the feeling of being picked out when your server has the least numbers on field.
Even when the numbers are equal, 2 servers are bound to attack the third at same time. At those times you will experience the same feeling.
Just acknowledge the situation and make the most of it. With just 2 people on the map, I would opt for roaming rather than tower/keep captures.
3) Get rid of Edge of the Mists
How about this?:
No more “eotm is imbalanced”, “that guild is ruining eotm”, “why red has the worst corner in eotm” whining. PvE players would feel more at home when there is nothing that could defeat them. Then they can use spreadsheet to optimize their income without any randomness or risk.
WvW is the end game, they never truly realized that…Instead they chose to keep believing that people killing trash mobs with different skins every 2 weeks was the “real end game”.
That is very one sided view on GW2.
It would be interesting to see some statistics of popularity of each game mode. For example hours played in WvW, EotM, SPvP, Dungeons, idled in cities.
Judging by the development efforts we can guess living story is the only thing players have interest in. No, I am not envious. Really. Maybe little.
These can be used as workaround (90% of the incidents):
Ultimately waypointing to a different zone has always solved the issue for me.
Pity there is no macros in GW2 to /dance after every skill activation.
PS. Solve the issue when downed enemy player disconnects, uses Vapor Form or Vengeance to prevent a stomp points. And underwater combat!
Hilarious.
The doors are overpowered in EotM. For a 50-man well-organized team, it could take almost a minute to open a door. Using siege would make it quicker but thats not the point! The doors should be balanced like revolving doors, or sliding doors we can see in real life. The karma shops should welcome customers, not try to keep them out.
/age 2752
/deaths 5974
Realm Avenger 54847
Death in every 27 minutes, kill in every 3 minutes.
PS. Do not touch EotM loot tables. The loot tables are spot on for the types of players there are.
Not sure if this is the correct forum for suggestions, but here goes..
Why in the name of the 6 Gods did you save them? There isn’t a booster for them. Luck is account wide. Why? Was whatever you were doing so time critical that you couldn’t click em when you got em?
That is still 2000 clicks.
One could more importantly wonder why do we have these luck essence items in the first place? Why not simply increase luck percent like karma or experience does?
Wrong forum perhaps? But yeah, the combat log is a joke in GW2.
I don’t actually want 100% accurate, all-encompassing, timestamped list of events that affected, or was affected by, my character. Reports to compare performance, or to explain what just killed me would be more valuable.
In that other game having an accurate combat log, plethora of tools soon emerged to parse that list into more human readable form.
Vulnerability Trap
Affected players and siege they operate take increased damage from seige fire.
Radius 1200. Duration 60 seconds. No stacking.
Throwing in a couple ideas for new traps.
Bureaucracy Trap
Slows down building and repairing for 60 seconds.
There is only 1 build/repair tick at the end of the progress bar instead of usual 5 ticks.
Enemy players affected receive a debuff like Revealed.
Radius 1200. No stacking.
Paranoia Trap
Displays nearby afflicted enemies as orange dots on the map for 60 seconds.
Includes stealthed players.
Enemy players affected receive a debuff like Revealed.
Radius 1200. No stacking.
Little Bird Trap
When triggered a mark appears on map for all friendly players in WvW at trap location for 30 seconds.
Tooltip over the mark says “31 green players, 3 blue players, 0 red players in area”. Area radius 1200.
No trigger animation for the enemies.
(edited by Korgov.7645)
The most evil kill:
I downed an enemy trying to contest our Garrison with a cannon.
He was downed outside guard range and it was easy to fire another shot whenever he tried to use heal skill.
After several minutes his team mate came over to revive him. I downed him too with cannon carefully keeping the first victim in downed state.
Finally when a 3rd enemy came along, I let them all off their misery.
Sweet revenge after chasing these roamers tapping keeps and flipping camps in our borderland.
Another thing they could or I think they should do is take the bulk of PPT off of holding forts and institute a system where PPT is awarded through quests within WvW. Quests based on what you hold and what the enemy holds. Gw2 is generally based on random quests throughout the world, it only makes sense to have WvW style quests within WvW.
That’s an interesting idea. The empty captured maps would not automatically tick points for your server. Instead the dominant server would have lot of players questing instead of fighting in frontline. This gives the less populated servers better odds to fight back.
On the other hand this would be PvE content pulled into WvW. There is already plenty of PvE content in this game.
For balancing the matches I’d rather see more incentives for 2 the losing servers to focus on the leading server.
Something similar was suggested before by ANet but with a twist. The suggestion was aimed to solve nightcapping. (can’t find the post as the Forum search is broken)
The week would also be divided into smaller sub-matches. Scores are summed up for the final result.
But instead of 1 day per sub-match, the sub-matches last 1 calendar week but play on certain hours of the day only.
For example
When a zone ends the WvW state is persisted and next zone’s WvW state is loaded. Players in WvW are teleported to their current map’s spawn.
This does not address PPT gap morale drop, but it would prevent nightcappers creating “unfair” PPT gaps.
*cough* Backstab *cough*
…snip
- Yes, I could avoid the zerg fights to get less loot. Bit silly suggestion.
Actually I often steer away from big fights because mesmers are not suited for those. The loot accumulates even when roaming or keeping the defences up.But at the end there is still that unavoidable visit to a vendor or the Trading Post.
Silly?. I think not actually. Many servers need to have people as scouts and sentries in order to keep up their PPT (if you know what this is). You will get very little loot most times doing these activities and the amount of loot you get from other means is IMO a way to offset this fact.
Bottom line is if all you want to do with your time is to pursue loot, please don’t complain that you are getting to much of it. Some of us spend half our time defending towers and keeps and what you consider to be in abundance, we consider to be trivial.
It is not the loot I am pursuing. I thought I made that clear already. Only PvE players can get exited looting gray items.
I never have a full bag in WvW and as Necro I have a class that collects a lot of bags in zerg fights
, so some organizational tips may help
Have a look at my bags
You sure have made backpack management into art. Hat’s off to you.
The loot bags serve as a trophy. Thats their value.
It is very satifying seeing a battlefield littered with enemy corpses and loot bags in your wake. Or seeing your cannon surrounded by a ring of loot bags after repelling a golem rush.
Besides that, loot is totally irrelevant. I don’t get exited picking up that 26,394th blue item. No WvW player does. PvE and EotM players are different species.
Loot only serves as means to get gold to cover my expenses in WvW.
But at the end there is still that unavoidable visit to a vendor or the Trading Post.
You can find builds for your engineer in the Engineer forum:
https://forum-en.gw2archive.eu/forum/professions/engineer
WvW has loot?
Ps. OP, if you’re talking about EOTM, it is not WvW, it is PvE, hence the loot.
I couldn’t care less about EotM.
Wouldn’t it be smarter if your luck was simply increased automatically instead of receiving Essence of Luck? No need double-click essences; no need to visit artificer station.
If you sell them you make a mistake.
Salvage them
- it’s faster
- the materials worth much more then the items (or the other way around: the items only have a value in the trading post due to the materials that you can obtain)
But yeah the possibility to configure auto-salvage would be great, e.g. I would like to tell the system that all white, blue green drops are salvaged automatically with my copper-driven salvager, my rare armor drops with a master-salvager.
That’s a good tip.
BTW salvaging blue and green items often yield Essences of Luck. Which in turn have no other function but to have the player double click on them in inventory. More senseless and boring work.
I would also welcome auto-salvage option.
No it’s not. WvW players almost completely sacrifice pve all together. PvE has tons of areas that give u tons of gold/mats including dungeons/events.
WvW loot is just the way it should be. The amount of gold u get from a week of farm in wvw is equal to a day of dungeon farm in pve. That combined with the fact u might or might not get good loot in wvw depending on how good your server is.
Right now, because of the deplorable state WvW is in, the only thing keeping players interested in this game mod is loot..nothing else.
I get enough gold to cover my upgrades and siege blueprints, and every few months I can buy a new rune set, too. The amount of gold is fine in WvW. My peeve is the boring work to turn the junk items into gold.
I disagree the loot is the only thing keeping players in WvW. You said it yourself that PvE offers seven folds the loot. Still we rather play WvW. We even played WvW when it forced you to PvE from time to time just to cover siege/upgrade costs.
During a play session in WvW one easily fills up the backpack with lot of useless items. Then you are forced to visit a vendor or the Trading Post to turn those items into gold. Which you can use to buy repairs, siege blueprints and upgrades in WvW.
I haven’t found use for any items that I looted in WvW aside few ascended pieces, blueprints, gold and badges.
The emptying of backpack can take several minutes and it is rather boring work.
Any way to automate or speed up this process?
If you refine those with level 450 crafting, your bank space issues are over.
Here is an idea I will throw out for siege…
No need to refresh siege anymore… all siege lasts 24 hours and then dies regardless.
BUT… all siege is useable by any server that gains access to it
BUT… any server can destroy siege – including the server that placed it there in the first place.
I am all for not needing to refresh siege.
The tapping is boring. The user interface insists on spinning your camera on every tap. There are no map symbols to locate siege weapons – except sometimes for trebuchets.
On low population servers the duty falls on ever fewer individuals – no wonder. It takes a significant amount of time keeping all siege refreshed on a map when you are alone doing it.
Siege usable by all servers… this could lead to lot of funny encounters. It would probably lead to more problems than it is worth. Knocking an enemy off ballista to use it against him right would be hilarious. Attackers would have to trace back and destroy their own siege after a capture. I assume the NPCs would no longer attack siege weapons.
Able to damage all siege weapons is not a good idea. It would be very difficult to defend your siege getting destroyed on field. Your AoE would hit the siege, too. Your siege would hit your siege, too: no more golem/ram/ballista arrays. Lots of griefing.
I, too, hate the siege refreshing. Just increasing the timer duration is not the solution. What if we gave up refreshing altogether?
Proposal:
In addition:
Defenders would only build siege as a reaction to an active attack.
There would be more opportunities for reactive counter play.
It would take longer to capture towers/keeps/castle.
Players would focus more on PvP instead of boring chores.
Try the BlackWater build with staff and Sigil of Doom. You won’t catch him when he runs away, but he will run away.
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