This won’t hurt [Much]
Ring of Fire
The workers often stand on top of supply depots. When you go for resupply and hit F key you often get the worker to greet you instead of getting supplies.
Workers never have anything of interesting to say and they refuse to take orders from me like “go repair the gates”.
Suggestion
Remove ability to activate (F key) workers and guards.
The most common question from newcomers in WvW is: how do you leave?
I would like to answer: the same way as you entered, hit B key and then click leave WvW.
Suggestion
Remove Lions Arch Asura gates.
Add option in World vs World dialog (B key) to leave WvW. That way players can leave exactly the same way as they entered WvW.
The usual UI design rules apply: Disable (gray out) the leave WvW option while in combat. Add a tooltip to say so. The tooltip should also say which PvE map the player would return to.
PS.
Reconsider the dropdown menu for entering WvW in World vs World dialog.
I’d imagine a set of buttons for entering each map, the jumping puzzle and for leaving WvW would be more appropriate. Again the JP button is only available when your team holds a keep in EB, and the tooltip should tell that.
When you use siege weapon in WvW your camera is flipped to same direction the siege weapon is pointing. Camera zoom is also changed.
This is annoying and often unwanted behaviour. It is most notable when you are in a hurry refreshing siege in a keep or trying to fire a quick ballista bolt at incoming zerg.
Suggestion
Do not change camera angle/zoom/position when using siege weapons.
Loitering at crafting stations or at trading post agent is frowned upon by the WvW community. It would be all good if there weren’t player limits on the maps. Now the idlers are taking up spots from WvW players.
Suggestion
Remove crafting stations and trading post agent from citadel.
I can definately see dolyak mastery in WvW future. Should I start saving points for it already?
- Enemy dolyak kills have a 100% chance at supply bag drop.
- Able to take supply from allied dolyaks in transit.
I am not so fond of being able to take supply from dolyak or dolyak dropping supply bags. Supply management is important part of WvW and should remain simple and transparent. That said I am not that happy with breakout event supplies either, but they are in the game.
- Dolyak leaves camp earlier when enough allies are nearby.
What do you mean? Dolyaks have their spawn cycle (7.5 mins) and they only leave the camp when there is a friendly tower/keep to go to.
- Able to transform into a dolyak at any allied camp and carry supply to any fort.
I don’t like this one.
——
Few more ideas:
If stealth is not fixed by then:
Is there any other item that can be bought by a vendor in GW2 at price x, and then sold at a price lower than x?
They should either set a vendor price, e.g. For Omegas 3g, so the price stays b/w 5g-3g – and increase the cost of building Omegas to 500-800 supply.
I don’t think the current WvW Structure (i.e. Fortified Walls / Reinforced Gates) were built for consistent 6-10 Omega golem rushes. I can understand why people are doing it, it’s effective and efficient .. but it’s getting boring, fast.
I dont think golem fuel would bring that much balance into outnumbered match-ups. If any. Definately not worth the extra complexity.
Golems should not be able to use portals, waypoints nor be affected by any boons (Time Warp, precasted Switfness) nor inherit any attributes from the driver. The golems are the only siege that can move, but the drawback is they are very slow. Let’s keep it that way.
Sigh. Even more professions with Stealth. Rangers will have less Stealth uptime than thieves but more than mesmers. Spreading out an annoying game mechanism sure is not welcome in WvW.
Stealth for all – ANet’s answer to profession balance?
Don’t worry, the ranger is still using a longbow, so it won’t be too much trouble to just walk over and kill him after his stealth ends.
I am not worried about being able to kill rangers due Stealth. Those keyboard turning backpedalers are free kills with or without Stealth.
I am worried that I have to spend even more time fighting my user interface to reacquire correct target. Fighting UI is not fun.
Sigh. Even more professions with Stealth. Rangers will have less Stealth uptime than thieves but more than mesmers. Spreading out an annoying game mechanism sure is not welcome in WvW.
Stealth for all – ANet’s answer to profession balance?
Ranger also can’t create clones on every dodge, teleport and spawn a clone or spawn clones and stealth, nor can they give massive AoE boon removal and conditions.
Which one of those you’d prefer instead of Stealth?
Sigh. Even more professions with Stealth. Rangers will have less Stealth uptime than thieves but more than mesmers. Spreading out an annoying game mechanism sure is not welcome in WvW.
Stealth for all – ANet’s answer to profession balance?
The most annoying part of invisibility is losing target. Autotarget option sets your target to something else every time opponent stealths. In WvW context there are always plenty of other targets to pull into the fight.
Basically you fight your UI to reacquire the correct target as soon as possible when thief reappears. I do not like fighting my user interface.
Stealth no longer grants invisibility – all thief problems solved in WvW.
Those are good suggestions if you want to think blocking as anti-spy tool.
You could add not showing green dot on map, inability to see/use siege you have placed, upgrading or taking supplies from your claimed keep and even not displaying your character model, but these could be abused.
I smell a spy / troll >.> . Yes, obviously those are waaaaaaay overboard. The things I listed previously; I don’t really see how they could be abused much. Its just adding a bit of functionality to the feature that we already have to combat spying.
If you want to block someone, you don’t want to just block “part” of someone. You want to block the entire package.
How could the features I listed be abused in PvE? I don’t see how this wouldn’t blend well in PvE or sPvP.
I was trying to emhasize that the changes you proposed are reasonable. They won’t prevent spies hindering your server but at least it they are better than the current blocking.
As for PvE and sPvP… I don’t really care for those game modes. It is a shame you must farm gold in PvE to be able buy the commander book. Are squads even used outside WvW? To make more coordinated attacks againsts NPCs who do not fight back?
Make a tanky build and just run away to do your own thing.
It is not possible to kill thief 1v1. Either you die or the thief escapes only to return 30 seconds later.
The thief feels like he is winning – even if he is not killing you – if he manages to hold your attention by hit&run tactic. I tend to agree as he is keeping you from playing for your team.
Thief.
Mesmers suffer from poor out-of-combat mobility. It would be great if the partner could grant Swiftness boon. Thieves don’t have easy way to grant Swiftness (or thieves I have come across are just too self centered).
As thief+mesmer you can play hide&seek in keeps that everybody loves.
As thief you can escape out-numbered situations, leaving the mesmer partner to die and come back to revive a minute later after the dust settles.
Those are good suggestions if you want to think blocking as anti-spy tool.
You could add not showing green dot on map, inability to see/use siege you have placed, upgrading or taking supplies from your claimed keep and even not displaying your character model, but these could be abused.
If you reduce out-of-combat movement speed the defence response times become longer. Combine that with the 30 second swords delay we got in a recent patch. You would see towers captured before anyone has a chance to defend.
It would also make teams more reliant on abusing the keep waypoint uncontested bug. Even today whenever a keep is contested the first question in map chat is “timer?”.
Vabbi just cheated their way into Overlook. Not that they needed to as only 2 RoS players could be arsed to defend this far into this lopsided matchup. I take it you have reported the cheaters, Vabbi.
Scenario:
If the thief would get Revealed at the blocked attack then the opponent could be able to successfully use block. Not just delay it.
A skillful thief would react on opponents blocking action. Seeing the telegraph the thief would just wait for it to end and only then use Backstab. Or if stealth wears off, restealth and Backstab as the blocking skill would be on cooldown.
Any thoughts?
LOL
This is how i envision balancing by anet hahahhha
Torch:
1.“The Prestige” – No longer acting like a blast finisher. Stealth is still failing for no reason.
It works as Combo finisher: blast.
But. You must stand inside a field when you activate it and you must stand close enough to the same field when you reappear 3 seconds later. Otherwise the blast won’t happen.
A possible solution however, could be limiting 1 server to no more than the number of players the other 2 servers have put together…
So if B has 125 & C has 200, A is only allowed 325 maxium. At least then B&C know if they make a alliance they can have a fair fight with the big server…
“You have been transferred to Lions Arch.” – because a player from other servers just left WvW. If you happened to be in combat you will get armor damage penalty. Any loot bags on ground will be left behind.
Servers B and C can agree not to log to WvW except during a short period at night to capture everything – then for rest of the week server A can’t go to WvW to recapture nodes.
No thank you.
If only FoW managed to gain enough rating and have some luck with random roll to break out from last tier. Then both Vabbi and FoW would become king makers – not having any chance to win, but able to steal lot of rating from the other 2 servers of their matchups.
Quite expected mortar mastery abilities. Good thing there is no range increase. The blast radius increase may make some current siege locations obsolete though.
I wish there would be increased range of vision towards the direction which the mortar/treb is pointing. Today some of the targets which you are shooting at are too far to be displayed. I don’t even see damage numbers. Only way to know you have destroyed the target is WXP gain.
There is also long delay in animation when you switch ammunition and launch a followup shot. Please fix.
50 Pts invested – Reel
Attaches a rope to your Asuran projectile which allows you to reel him/her back in for another shot. 10 seconds duration.You can get hours of fun out of a single Asuran. Until the victim decides to log off.
75 Pst invested – Catch
When you Reel your Asuran projectile back in, nearby enemies are pulled in too.
Range 900.
Wait until retaliation gets nerfed.
World vs. World
https://forum-en.gw2archive.eu/forum/info/news/Game-Update-Notes-April-30-2013/first#post2014472
50 Pts invested – Reel
Attaches a rope to your Asuran projectile which allows you to reel him/her back in for another shot. 10 seconds duration.
You can get hours of fun out of a single Asuran. Until the victim decides to log off.
They should release some official FAQ.
There is Wiki if you settle for unofficial information. However the dolyak killing granting points seem to be missing.
http://wiki.guildwars2.com/wiki/World_versus_World
So how much do the points increase if more than 1 players are killing that sentry?
No increase what so ever. Also killing the sentry is worth nothing, only capturing the sentry point.
And if it does not increase is there a reason why not? Why is it different than with Dolyaks? Also why do more people give more points killing 1 Dolyak?
I feel it is more balanced when it does not increase. The April-30 patch on dolyak points was also for the better.
The main difference was sentry points are rewarded for the capture, not kill. Full zergs would have large time window to go sit in the circle. Too many points for the effort.
Killing dolyak with a team is little easier (how easy can it get). I believe the old point system wanted to reward team play.
Killing a dolyak which just stands in a supply camp with no destination is worth 0 points.
Killing a dolyak on its way to a destination is worth 1 point per player taking part in the kill. (I haven’t tested this after the killing blow rule – only the server landing the killing blow gains points)
Dolyaks respawn at rate of 1 per 7.5 minutes.
If there is a tower along dolyak’s path to keep/castle and the keep/castle is hostile, the dolyak will run back to the camp after reaching tower and starts a new round. This results in more supplies to the tower as one round takes less than 7.5 minutes. But no more dolyak killing opportunities.
If dolyak reaches its destination tower/keep/castle, the server gains 3 points.
Capturing a sentry point is worth 1 point. On enemy borderland the enemy is likely to flip the sentry right back. The net effect is that the 3rd server left 1 point behind. Hardly worth the time invested.
As havoc team on enemy borderland your aim should be set to denying the enemy points from camps (6*5 every 15 min) and points from dolyaks (2*2*6*3 every 15 min).
Looking at final scores of matchup the dolyaks are worth roughly 30% of total points.
The 66 points per tick requires more than 1 player. Maybe you calculated how much you deny points from the enemy into that figure.
A number of your stats are wrong here. For starters, every yak is worth 3 points, it used to be dependent on their location, then it was patched to be worth 3 points.
True, there was a change to the dolyak kill points.
https://forum-en.gw2archive.eu/forum/info/news/Game-Update-Notes-April-30-2013/1927551
Edited my post above.
Killing a dolyak which just stands in a supply camp with no destination is worth 0 points.
Killing a supply dolyak now awards 3 points to the team that lands the deathblow.
Killing a dolyak on its way to a destination is worth 1 point per player taking part in the kill. (I haven’t tested this after the killing blow rule – only the server landing the killing blow gains points)
Dolyaks respawn at rate of 1 per 7.5 minutes.
If there is a tower along dolyak’s path to keep/castle and the keep/castle is hostile, the dolyak will run back to the camp after reaching tower and starts a new round. This results in more supplies to the tower as one round takes less than 7.5 minutes. But no more dolyak killing opportunities.
If dolyak reaches its destination tower/keep/castle, the server gains 3 points.
Capturing a sentry point is worth 1 point. On enemy borderland the enemy is likely to flip the sentry right back. The net effect is that the 3rd server left 1 point behind. Hardly worth the time invested.
As havoc team on enemy borderland your aim should be set to denying the enemy points from camps (6*5 every 15 min) and points from dolyaks (2*2*6*3 every 15 min).
Looking at final scores of matchup the dolyaks are worth roughly 30% of total points.
The 66 points per tick requires more than 1 player. Maybe you calculated how much you deny points from the enemy into that figure. Still. Killing 18 dolyaks in 15 minutes is not possible, is it?
Edit: Killing a dolyak awards 3 points regardless of number of players taking part in the kill.
(edited by Korgov.7645)
Eternal Leftovers
Would such food become popular in WvW considering you would have give up using other types of food and only a tiny minority of enemies use stealth?
(edited by Korgov.7645)
Any profession that can give Swiftness to the dolyak will do for escorting. There is no profession that could prevent the dolyak getting killed by a roaming thief.
As for taking camps all professions can do it – some face tank whole camp with migitation and heals, others by avoidance and some others pull out and pick off guards one by one.
Thief would probably be ideal as you can choose to escape or hide when odds do not favor you. Only thing missing is AoE Swiftness skill for dolyak escorting.
Report enemy units
Guild commander badge
Or 6.1106% more damage?
There is a very simple solution to this. Change stealth so that stealthed players appear semi-transparent to their enemies, just like they are currently rendered to their allies
This would remove the guess work, but still stealth would have all its benefits (e.g. you cannot be targeted while in stealth).
rofl!
This seems like a good, simple counter. Nothing to be laughed at. This would also address a lot of other complaints about stealth.
Only thing hurting would be the Backstab skill which would become hard to land on an alert target.
Stomping would be somewhat more difficult for thieves/mesmers as the stompee would know how to correctly time interrupt.
I had to search wiki to find out what you were referring to.
http://wiki.guildwars2.com/wiki/Bandage
This skill become available to you when you get downed (your health drops to zero in combat). You channel this skill and it will heal you slowly. If you manage to heal enough uninterrupted you rally (get up) from the downed state.
We would like you to organize your team into groups of 15 players.
Then have your groups to stand on a road 1500 units apart from the next group.
That way we can collect loot bags on our way to your keep without slowing our pace too much.
Any other strategy from your part is lame, unfair, unethical, immoral, racist and borderline cheating.
Yours truly, RoS commanders.
PS. Stop building arrow carts.
:P
I portal should be more widely available. Especially for thieves for hiding and sneaking teams into keeps. And for guardians for teleporting into enemy zergs and actually surviving it.
Since portals are mandatory for golems, they should be base skill of those siege weapons. It is just too ankward to line up mesmer milestones on your path from spawn to enemy gate.
It would also be good to have all jump puzzles include environmental portals for those with jumping impediment like me. Let the people who actually enjoy the jumping challenge themselves and let others simply portal to the chest.
Killing a dolyak is worth 1 point for each player taking part in the kill.
Killing a dolyak with no destination in a supply camp is worth no points.
Dolyak reaching its destination is worth 3 points. It makes no difference if the dolyak is escorted or not.
Capturing a sentry point is worth 1 point regardless how many players take part in killing the guard.
About 30% of total server points come from dolyaks and sentries. The rest 70% come from point tallys.
Quite a crushing start from Ruin of Surmia. Only now Whiteside Ridge and Blacktide are slowly waking up.
Orbs gaining points for your server would be welcome addition. They add an extra incentive to attack and defend the keep where the orb is located. Chasing the orb carrier is also fun.
Orb being available only when enemies are playing on map is not good idea. It would lead to odd situation where your team would avoid entering a map to deny opponent having an orb. Players would be frowned upon entering maps unless your server can guarantee to hit queue limit.
Mesmer – Portal, Veil, Time Warp, Null Field. Mandatory for JP and golems. Great for zerg flanking attacks.
Right now i believe it bit difficult to tell if stelth needs a nerf the main reoson that thiefs are so well with stealth is because of culling we need to see if theifs are still just as powerful once thats fixed if they are stilled overpowered increase revaled timer so that they can’t restelth themselves because i honestly play theif and know that i have 3 seconds of revealed time and i usually never see thief after he damages for even second once they attack so culling maybe the main issue. I play conditon thief so dont jump on my back about it
I can answer that for you. In tournaments, thieves are average at best because when they attack, they come out of stealth. There’s also less opportunity for endless kiting, but I think the main thing is that revealed debuff actually works in tournaments.
Isn’t it also so that Thieves do less damage in tournaments?
Is there less targets in tournaments, meaning TAB retargetting is more effective?
Do all players in tournament have same level and reasonable toughness so that thief cannot just burst a target down with opener alone?
One of the complaints in WvW is green arrow players getting repeatedly 1-shotted by thief and thief escaping. Sure any profession can succeed killing a lowbie, but our team would have a chance to hunt him down and kill him back. Either right after the kill or before if the enemy was discovered hovering just outside spawn point.
I’m a thief, a good one at that. I constantly have new thieves asking me for advice on builds for WvW. That being said, bunker builds aren’t killable for me. Obviously I can get away because I don’t know of a single bunker build that can burst down all my health while I’m stealthing and healing and stunning and rolling. But I can’t kill them. Not the bunker ranger, not the toughness gs warriors, and definitely not the bunker guardian. It really is a L2P thing.
So you cannot kill a bunker warrior, ranger or guardian. But they cannot kill you either.
As the fight drags along it is likely one of you gets allies helping. If he gets allies, you escape the fight. If you get allies, he dies.
And what about all the other builds and professions? Would their LP2 thing equal to deleting their character and creating a bunker guardian instead?
What if Stealth did not make character truly invisible?
Instead:
Pros
Cons
Here is another thread discussing the Outmanned boon.
https://forum-en.gw2archive.eu/forum/pvp/wuvwuv/Outmanned-Buff-shouldn-t-give-stats
Quick search with keyword outmanned gets you even more posts. The search on this forum is rather bad. But also see this:
https://forum-en.gw2archive.eu/forum/pvp/wuvwuv/How-to-keep-losing-teams-playing
And:
https://forum-en.gw2archive.eu/forum/pvp/wuvwuv/Outmanned
(edited by Korgov.7645)
Scenario 1
Enemy unethically captures our garrison by breaking gates using siege weapons and murdering the lord. As mesmer I hide in the garrison. Unfortunately the enemies linger in the keep and there is no opportunity to portal allies in.
After an hour waiting the enemies are gone. Team members travel from our waypoint to garrison outer wall. I emerge from my hideout, meet our team at the wall and portal the lot inside. We skillfully capture the keep before enemies can interfere.
Issues 1
Scenario 2
I go to the jumping puzzle and spend several minutes to jump my way up to a ledge near the chest. I announce portal available in JP on team chat. Team members arrive below the ledge, I jump down and portal them up. We skillfully loot the chest.
Issues 2
Scenario 3
Our team builds several golems next to our spawn and then walks the golems into the invulnerable zone. Small pioneer party is sent out to destroy enemy cannons and oil. A team of mesmers is assigned to prepare a chain of portals.
We portal the golems in multiple steps from our spawn to enemy gate. The gates melt.
We skillfully capture the keep before enemies interfere.
Issues 3
Solution
Allow creating Portal Exit by clicking a location on map. No range limit.
When the portal exit can be created from the comfort of our waypoint directly to lord room or chest the boring stuff would go away.
Obviously the Portal recharge time has to be reduced, too. A skilled team of 20 players can kill a keep lord faster than 90 seconds. Otherwise there would be pointless waiting between portalling from lord room to next.
With this solution players will be faster rewarded for showing skill and innovative use of game mechanics.
PS. Please disregard my other post about making Portal usable by mesmer herself only.
Korgov – ex-guardian
You pretty much summed it all up.
WvW is not fair (sPvP is for that). However the ranking system yields more or less balanced matchups.
The amount of people server can field is the most decisive factor to determine the ranking.
Why would you want to rank server higher for not playing WvW?
The night capping thread has discussed the topic to exhaustion. Handicaps of all sorts were suggested. Fairness of such mechanisms is always an issue and ANet, rightfully so, has decided not to “solve” the night capping.
What we need to see from a far enough distance is really not a full rendering of enemies, but just their names in red. Text is a lot faster to draw. That will be sufficient to see how many and how far, and is a lot lesser of a load than rendering whole characters in 3D. However, we need to be able to see those red names from a greater distance than they currently show.
The culling is about the server not sending information to client for every unit out there. This information includes the data needed for the text.
I would imagine that for some technical reason it is not possible to reduce the amount of data to bare minimum of rendering text only. I also assume it is not possible to send updates to distant units less frequently. Thus the limit of 25 nearest visible enemy units + 25 nearest friendly units + unit you are targetting. (or whatever the culling is set today).
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