This won’t hurt [Much]
Ring of Fire
Crafters can sell their products to PvEers who can better afford their prices anyway for all I care.
The new WvW Provisioner sells consumables for badges. I thought this is brilliant; no more feeding them PvE farmers by buying stuff at Trading Post. Unfortunately the consumables at WvW Provisioner are only level 70.
Why not level 80 that WvW players would actually use?
@Korgov
You’re using the total number of objectives on all 4 maps. Also, yak spawn rates are high enough that more than 4 spawn for each path each tick.On any given borderland, there are 145 points from structures today. Meanwhile, enough yaks spawn to give over 215 PPT. Anet calculated the loss of PPT for a server that held no camps to be 66%, though that includes the loss of the 5 static PPT for owning the camp.
You are right. The dolyak spawn rates have been greatly increased from the pre-HoT times. It is no longer every 7.5 minutes.
New dolyak is respawned 10 seconds after the previous has despawned. The deciding factor is how long it takes for a dolyak to reach its destination.
DBL NW spawns 15m/(2m10s+10s) + 15m/(2m+2m36s+10s) = 9.6 dolyaks per tick. Which is about 29 points.
DBL NC spawns 15m/(3m13+10s) + 15m/(2m49+10s) + 15m/(2m23s+10s) + 15m/(3m57s+10s) = 19 dolyaks per tick. Which is 57 points.
Assuming the other camps are the similar to DBL NW: the dolyaks are worth 5*29+57=202 points per tick, or 58% of all passive points.
Dolyaks account for max 29% of passive points today. 695 points from objectives, max 288 points from dolyaks, assuming 4 dolyaks spawned in every supply camp each tick.
The DBL north camps probably spawn double dolyaks compared to other camps. Which would bring up the max points from dolyaks upto 324 per tick (32%).
Sorry you feel your efforts are not appreciated.
1 – Sviel addressed this very well. Stopping those dolyaks amounts a lot of points already.
2 – Don’t just randomly destroy defensive siege. Collaborate with a zerg commander and your efforts will not go unnoticed.
3 – This could be a fun mechanism. Or it could lead to toxic perma-stealth upscaled camping at spawn exit. Or exploited by zergs blowing up single targets and having a dedicated stomper to finish them.
Roaming would be more valued if it was more pronounced. The score window only displays how many PPT objectives teams hold and the total team scores. If only killed/escorted dolyaks, killed sentries, stomped enemies were also displayed along with some leaderboards…
Scout reports are something you can do to promote yourself right now. Check who are the commanders online and keep feeding them accurate information about enemy activities.
For those who don’t like to type a lot, I’ve also suggested some kind of marked tool for scouts.
I think this has potential to upset too many tactics to attack or defend towers/keeps. Sure it would introduce new ones, too. This idea tickles my imagination.
Yes, running for supplies is annoying, especially in the desert borderlands. Depleting enemy supplies is an essential part of WvW.
The values you are proposing here are really low. Especially for low tier servers which are most likely need the extra supplies. The low values hint you already expect this to cause problems.
It is well EotM is so popular. Those are the kind of players I prefer to keep out of WvW.
If EotM was closed the players would probably not return to WvW but to the next best karma/XP/gold per time invested part of GW2. I bet that would be one of the meta event PvE zones.
Why would you want players in WvW who don’t enjoy the game mode?
I noticed that npc’s spawn to attack dollies do attract keep guards and put the keep into contested mode. Saw it on the Overlook on EBG so far.
There was a fix to similar issue when archers started attacking nearby monsters. The monster could not path to the archer which reset their health. The “assault” lasted forever.
I think the issue you described should also be fixed.
Or put an archer on wall in combat and then go idle out of line of sight. Waypoint perma-contested while watching telly or playing on another account.
I agree this new objective contesting logic is terrible. (introduced in HoT)
Also note that objective is not contested when the keep lord is in combat or dead. Defenders can waypoint straight into the lord fight unless attackers assign someone to tap on the gate.
Your proposal to make keeps contested when enemies are within the keep would make a perma-stealthing thief a similar issue. Players would soon find spots outside a keep that the game counts as interior (like the current marked upon capture behaviour).
I’d like to have towers/keeps contested if and only if:
Supply camps can continue with the current HoT contested logic.
I’d also like to see dolyaks within a camp despawn upon capture, just like the quartermaster and guards do.
What about Ruins of Surmia server?
Assuming PPT is not going away (I think that’s a fair assumption), I think the best way to tweak it is to introduce scaling to PPT to take into account relative populations. For example, when wvw populations are the at the highest point for the day (like NA primetime for NA servers), PPT is at 100%. However, when population levels drop to 50% of peak, PPT also drops to 50%. Nightcappers can still cap at night, and they still get the same individual rewards for flipping keeps, but since holding territory when there is no one around to take it back is not much of an accomplishment, the points drop accordingly. Further, when the BLs are completely empty, PPT drops to zero. Each side still retains its keeps and towers, and they upgrade normally, but the servers don’t get points for doing nothing.
Forbid anyone from your server entering WvW when your team has less than 1/3rd of objectives?
Force players to idle in WvW to maximize PPT when your team has more than 1/3rd of objectives?
That does not sound right.
I think that if I were to remove PPT, I would replace it with Points Per Defense/Assault. Now defended or assaulted objectives yield points when completed successfully.
I would then have entire server bunkering in the spawn, preferably with golems, capturing and losing the keep over and over again.
Each group has issues with the other’s mode of play, you will not find a simple option that allows both groups to always play harmoniously together.
One way to solve this could be to give different maps different scoring systems. And have on map that encourages fighting and gaining points through fighting.
Combined with the existing EBG for PPT etc.
Instead of trying to make one system to fit everyone, give everyone a “play ground” they like to play in. The total points can be given for different things, and added together to see how the server does as a total.
There is a WvW map with no PPT at all: Obsidian Sanctum. It is not very popular.
Blocking the south gate of Earth Keep won’t help, people will just jump over the wall. They can also deny the whole north end of the Oasis area by putting up large amounts of siege.
I meant block the access to Oasis area from the earth keep south gate. The gate should still be there to allow alternative ways to attack the keep.
In practice that would mean a high cliff standing between the keep and Oasis blocking too fast access. The earth keep owner would have to enter the Oasis area from east or from west.
(Missed this thread earlier)
Like this idea, will probably come back with more thoughts later.
Don’t know how the Points Per Stomp would work out or not, giving lots of points per stomps (as opposed to per kill) would certainly encourage small group play rather than zerging over the enemies with guardian loot stick #1.
Also the BL maps have different PPT total than EBG, so it’s a bit less than 25%
Are the Desert + Alpine bloodlust cumulative ? So holding both would give 3 points per stomp ? Or would it be pointless to grab the other if you already have one ?
(Man I miss the Ruins of Alpine, my favorite part of any map in the game.)
Some servers gained a lot when the Bloodlust granted upto 3 points. I guess those were more fight oriented servers while the others relied more on objectives (nightcapping).
Quite right. 21% less points from objectives if one BL map is removed; 25% less points from dolyaks.
I was thinking Alpine and Desert Bloodlusts being cumulative. That way they would be very attractive, but not having both would still encourage stomping.
The Borderlands currently only really work if all 3 servers have the same map, otherwise one or more servers could be at a distinct tactical disadvantage.
If the Borderlands were made to be a proper 3-way map similar to EB and EotM then it could work, but not the way it is now.
The north keep owner does have an advantage in the borderlands.
However the keep waypoints were changed making fire and air keeps feel like the invaders’ property. So the advantage narrows down to north team “owning” 2 towers while the invader teams only “own” 1 tower each.
Do you really see EB as perfectly balanced? Doesn’t Anzalias/Speldan feel weaker than any other corner?
What if the 4 maps for WvW were:
1 EB – Each side has their starting third
1 EoTM – Each side again has its third, maybe flip 1st and 3rd servers starting locations
1 ABL – 3rd Place team hold Citadel and Home, 2nd place starts with Hills, 1st place- Bay
1 DBL – 2nd Place holds Earth, 3rd place Fire, 1st place AirWith this we have EB and ABL for the traditionalists, DBL and EoTM for people that prefer alternate terrain to fight on.
Or are people to opposed to one side or the other?
I was thinking about the same the other day. Even attached a map what it would look like.
https://forum-en.gw2archive.eu/forum/game/wuv/Oasis-replacement-idea/first#post6043783
It would be interesting to try this out. There are some questions like the objectives balance and the reduction of playable area.
Edit: The EotM map should still be used as a waiting room/k-train separate from the actual WvW.
The Oasis event was removed. All good in my books since it only helped the dominating server or helped capturing full empty maps. I don’t want this event to return.
An often requested feature is the return of Alpine Borderlands. ANet has hinted about some kind of rotation. I have felt having 3 copies of the same map in a matchup is balanced but boring.
Players have also called for making player vs player fights to have more direct impact on the war score. The introduction of PPK helped but I feel it is too weak and encourages mindless ranged AoE spam.
I liked the Ruins of Power in the Alpine Borderlands when the stacking Bloodlust granted upto 3 points for each finished enemy. Note finished by a finisher and not by spamming the downed with ranged AoE skills.
When the Bloodlust was changed to max 1 point per finisher teams stopped going for the ruins except in their own borderland. It became too weak to be interesting.
There also seems to be less players in WvW. Especially in lower tiers WvW maps feel empty. My guild transferred up a tier because of this.
To address these issues, I’d suggest the following 6 easy steps.
One dev could easily slap this together in an afternoon and run it as an week long live event to try it out. Or maybe it could be labelled as the Overhaul which has been worked on for over a year already. I don’t know.
Anyways here goes:
Points of contention:
1. Yes. Please, move the reset back to Friday.
2. The planned EU reset time is perfect. I cannot speak for the NA time.
Now that the Oasis event is out of the game (bury it deep in the same grave as the Golem Rush event) I do not have that much to complain about WvW.
1. Matchup population balance
The Glicko system goes a long way. Since there are only few servers and the randomization, the matchups are rarely equal. This is not an easy thing to solve.
Suggestion: Having smaller units to matchup may help. It would call for smaller/less maps. It creates more turbulent fights as the balance fluxuates more over the week. It makes individual player efforts more noticeable.
2. Profession balance
All profession should have at least 1 viable build for every area in WvW. Elite specs need to be taken down to same level as base professions.
Suggestion: Let the prof balance team know that there is a WvW game mode in GW2, too.
3. Stats balance
WvW should grant easy access to best-in-slot gear. Nobody should be locked out of their preferred build because of a long grind. Especially if that long grind has to happen in PvE.
Suggestion: Introduce sPvP like system for instant stats/max level in WvW.
4. Guild upgrades
WvW should provide for everything for WvW related guild upgrades.
Suggestion: Change the War Room upgrades and tactics to cost BoHs and PoHs only.
5. Quality-of-life
Fix the dozens of little things that get under players’ skins over time. For example:
I am not a fan of that guild upgrade (and quite of few outside this topic). Simply put, it is not intuitively counter-able. Furthermore, currently you can only have 1 trap at a time with the cost of badges/karma and 10 supply. This removes your fear of “spammable.” For your other points, I have associated with the numbers below:
1. “I feel having it as a trap would be to passive play.” You are going have to define what you mean by passive play. One would argue the whole idea of scouting is “passive playing.” It being a trap is to help the scout…scout. Just like other traps, it is countered by a zerg’s forward scouts/havoc.
2. “A trap is risky and error prone thing to place onto a moving zerg.” You are not trying to mark a moving zerg (though having Stealth Disruptor becoming a throwable trick could be a thing). It being a trap works similarly to current supply traps. It is placed preemptively, not reactionary.
3. “There is less counter play for a trick (no possibility of sending a solo runner in front of zerg).” You need intuitive counter play for nearly everything. Otherwise there is no “tug of war” in the game mode. It is perhaps why people dislike some of the additions into the current WvW.
4. “There is a delay before zerg triggers a trap. Trick is instant.” I don’t understand your point here. Marking favors preemptive plays, so traps make more sense. Tricks are reactive, so marking them when you already see the enemy misses the point. Again, you can state you see “20 bg at paper tower.”
5. “As a trap it would not be able to mark siege.” Marking stationary objects is meaningless if you as a scout see the force. You may as well throw a Siege Disruptor with your 10 supply instead of a Marking trick.
6. “Watchtower guild upgrade” Yes, I already stated my thoughts on this above. I would rather it removed.
Good points. We clearly have a different vision of this thing. I’ll try to answer each point from my POV.
My vision for this feature is to reduce typing. My heart sinks every time when I see a commander trying to milk information from a scout like “how many?” “where?” “which way they are moving?” “do they have any siege?”.
I also don’t want to create a Watchtower replacement and I think a Trap: Marker would be such. The evil thing is a direct attack against the scouting profession.
Or you could do this:
Guild Upgrade: Forward Scouting I, II, III
Each rank of Forward Scouting allows a guild to spawn a banner usable only by a player currently representing it on the map. Banner lasts for up to 3 hours and is destroyed on drop. The banner grants the following abilities.
…
(5)Symbiotic Rewards — applies “Scout’s Honor” buff to allied guild members. Buff gives scout kill credit for any kill tagged by allied guild members. Buff lasts for half hour.
Big part of scouting is engaging enemy roamers and refreshing siege. I’d have to drop the banner to that.
Symbiotic Rewards… – I doubt any scout is motivated by loot. Maybe there is new generation of scouts waiting to step up when loot/time ratio is good enough.
Yes, this is a quality of life thing.
Having it as a WvW skill/tower kit is too spammable. There should be some cost. Otherwise sentries become worthless again and all players would be Marked more often than not.
If only the scout sees the dots it defeats the point of not needing to type details into chat. I also don’t like the idea of a solo scout being able to cover both sides of the map by placing a trap on the opposite keep. (yeah, im not big fan of the Watchtower either)
Why a trick rather than a trap?
A trick, not a trap. The kind you throw at the enemy zerg.
I was reading another post about scouting and realized it is a lot to type in a timely fashion all the while dodging the enemies.
The team chat can also be cluttered with pug commanders shouting at the pugs, other pugs shouting at pugs not following commands, pugs shouting back better ideas how to lead, etc.
So an idea for an easy, fast, clear, uncluttered tool for scouts:
Trick: Marker
Applies 30 seconds of Marked on any visible enemies in the area.
Costs 10 supplies to use.
Range 1200.
Radius 600.
Optionally also applies Marked on siege making those visible on the map. Each siege type having a unique symbol.
Anet went and made it easier for the cheese to go and dominate (cheese being power ele and chrono period) by wiping siege because of kittened AoE range…
What does a chronomancer do to AoE wipe siege? Maybe I have benched my chrono build too hastily.
There are 2 skills to pull enemies off siege, but both have only 900 range.
http://wiki.guildwars2.com/wiki/Gravity_Well
http://wiki.guildwars2.com/wiki/Temporal_Curtain
It is great they fixed the Traveler/Speed runes golem bug. Unfortunately they did introduce another:
https://forum-en.gw2archive.eu/forum/game/wuv/Golems-25-movement-speed/first#post5996950
Yes, please!
There is plenty of screen estate to display detailed score information in the WvW panels. The current WvW panels content is rather disappointing. The number of each objective type controlled can be seen from the map already.
I’d like to see full breakdown of points:
Server total points 101.033
Server war effort breakdown:
Objectives 73.022
Dolyaks killed 2.306
Dolayks escorted 26.966
Enemies killed 5.202
Sentries killed 403
Guild war efforts breakdown:
Dolyaks killed 54, best [SLG] 66
Enemies killed 202, best [SLG] 323
Sentries killed 23, best [RI] 104
Personal war effort breakdown:
Dolyaks killed 6, best Moe 7
Enemies killed 11, best Larry 83
Sentries killed 3, best Curly 45
Enemy servers’ personal score breakdown should be omitted. But it would be interesting to see their best guilds’ statistics.
Personal and guild top 5 lists for your server would be nice, but external web site would be more appropriate place for such statistics.
It’s too easy to kill enemies just spamming ranged skills.
You can also leech points throwing some AoE on top of 2 enemy forces fighting. You could even use siege to do this and hit 50 players at once.
If PPK was Points-Per-Finisher, the 3rd party could not leech from afar.
It would also require some tactical decision whether to risk a stomp and gain points or to ensure a kill with no risk.
http://wiki.guildwars2.com/wiki/Desert_Borderlands#Shrines
I’m not sure if there already is a thread for this since the forum search is still broken. The shrines are a nice feature on the desert borderlands giving roamers something extra to do. However I am not very happy with the effects.
Blessing of Elements
Air-1 – Actives jump pads
Air-2 – Activates wind turrets
Air-3 – Activates the Windfall effect
Earth-1 – Actives hidden rock walls
Earth-2 – Activates earth turrets
Earth-3 – Activates Shifting Sands effect
Fire-1 – Actives Inferno Hound transformation
Fire-2 – Activates fire turrets
Fire-3 – Activates the Flame’s Embrace effect
So I didn’t like 7 out of 10 shrine effects.
Few suggestions for replacing those 7 bad effects:
What shrine effects you find good/bad/bland?
What would you change/tweak/replace?
Same problem here. I try to inflict chill on the escaping enemy by:
The enemy will try to cleanse immediately, but if I manage to catch up I will 0-clone shatter to cover the Chill by Blindness/Confusion.
Make sure you have Blessing of Elements active.
I’m pretty sure Sun Spirit affecting siege skills is unintended.
The WvW bugs are either extremely difficult to fix or they are just low priority. Happy 3-year birthday displaced dolyaks bug.
I would welcome this kind of feature. If well-implemented of course. There are many details involved.
We already have different traits/skills for WvW and PvE which automatically kick in when player switches zone.
Unfortunately armor and weapons are not included. Players who play both PvE and WvW have to manually switch gear every time.
Also unfortunately player must be in that zone to change or even view the other build. If player changes to condi build in PvE and then goes to play WvW chances are the build is wrong.
That other game had 2 builds to switch between – complete with different items and talents. Some complexity arose from switching equipped items between backpack or bank. Especially in situations when player sold an item which belonged to the other build.
Luckily weapons and armor are not stackable in GW2. One equipped item slot equals one storaged item slot.
One thing to consider is whether the swapped items have bank access and/or access to alt characters’ inventory.
There should still be some note or a warning when player is about to lose an item which belongs to the alternative build(s). Also builds of alt characters.
One more bug: the golem speed is more than doubled rather than 25% increase.
I walked away from the waypoint using a golem for 20 seconds. First with guild aura active (marked by green arrow) and then without guild aura (purple circle).
You can see the distance traveled was more than double.
So basically how does this work?
There is a bug with Guild Objective Auras and golems. The aura is not received nor removed while player is using a golem.
There is also a bug that allows golem speed to be affected by the guild aura.
Use golem within an objective with an aura active. Move away from the area using the golem. Now you have the aura active anywhere you go. Even if you eject the golem the aura sticks on you.
Was there notes on why they did that? as the guild one work but runes doesn’t work?
This is an oversight by developers and testers I’d say. The quality of any changes affecting WvW is terrible. Thus no notes, just bugs and bugs.
Golems and any other siege should not benefit from boons nor player stats. Unfortunately some do. For example try put on full condi armor while using arrow cart’s condition skills.
There has been fixes now and then: siege projectiles being unblockable by player skills, golems unable to receive player boons, quickness converted into a boon, Traveler runes no longer grant speed for golems.
Every time something new is developed like alacrity, guild auras and WvW abilities, they do affect siege again. We just have to wait for some months to get these fixed.
After the disappointing balance patch, I benched my support chronomancer and went back to condi roaming build Illusions/Dueling/Chaos with Grenth runes and Bountiful Disillusionment.
- Added an option to the Options panel to move the Compact option found in the Inventory panel to the bottom of the drop-down menu.
New there are developer resources well spent. Can I have an option to hide this new option in the Options panel, too?
Whoah! That’s some Wintersday present to WvW players.
It is well possible that such low prices would destroy portion of PvE players’ gold income. I just don’t see any reason for WvW players to carry PvE players this way. All the best-in-slot gear should be easily available for all WvW players without leaving WvW.
A vendor in the Citadel selling the following:
The biggest fail is that desert borderlands are empty. Even on prime time.
Players are flocking on EB only. There is 2 hours of blobs in EB in evenings and after that completely empty WvW.
The borderland map has such a potential for all kinds of tactics, but I have yet to experience anything other than PvD.
Maybe it would be better if there was just 1 BL for bronze tier with 2 resets to rotate corners during matchup.
Towers and keeps will get contested if any of the guards get in combat. You don’t even have to damage them.
It used to be so that you had to damage a gate or a wall to contest a tower or a keep.
Is this really working as intended?
Check the server rankings on https://leaderboards.guildwars2.com/en/eu/wvw
International servers of tier 3, 4 or 5 are probably what you should aim for. Try to contact the community prior your transfer to make sure.
You can find the guilds to contact from http://gw2.guildex.org
*cough*deserter*cough*
There are many things to like about the desert borderlands.
I, too, do not want to see any gold farmers in WvW.
Instead of increasing gold rewards change the loot tables to contain WvW centric items. That will keep the Excel sheet optimizing, 8 hours a day gold farmers in Silverwastes/dungeons where they belong.
Currently the WvW loot tables are, if not broken, ill-suited.
I think I looted 1 blueprint whole last week. Instead I got hundreds of: useless weapons, useless armor pieces, commander spoons, even honest grey junk and whatnot. These are the things I would expect only role players to excited about.
The current WvW loot is nothing but a chore to turn into gold.
Add to the insult is the Trading Post Sell Items UI. You know with the lack of bulk sell option and “wait few minutes before trying to sell” messages.
We have a point per stomp in effect. Stop mindlessly spamming #1 and start thinking of tactics to deliver stomps instead.
Who would be allowed to modify the messages? I would expect a lot of grieving if any player on the server could change them. Some vote your community leaders system might work but that requires developer time.
While all this information is useful it can be found from other sources already. Albeit not without some effort.
IMO one of the factors that is pumping condition up is that the cleanse system is working differently than before. It would be nice if it is reviewed to give priority to cleanse the most powerful conditions first like burning and bleeding as well as the one with most stacks.
It simply baffles me when have 3 conditions on my character, something like 8 stacks of bleed, 2 stacks of poison and cripple and the condition cleanse removes cripple. Because of that, need to waste a second cleanse to remove that bleed which probably have a higher stack over the time wasted.
There is actually some gameplay in the order of condition removal. Condi players try to use weak conditions to cover the more significant ones.
For generic condition removal, the most recently applied condition or conditions will be removed first. The condition is removed independent of the intensity, so 3 stacks and 250 stacks of bleeding are equivalent when considering condition removal.
Here people mark up the walls, and those standing on the walls can’t get near to cast down because marks extend beyond just the side of the walls.
Build AC halfway up the stairs. Then YOU get the advantage.
Easily destroyed by an ac outside using zoom hacks.
Zoom hacks? With the new camera, you don’t even need zoom hacks anymore. You can legit wipe all siege in nearly every tower using the new camera settings. Obviously Anet didn’t bother to think about how the change would affect WvW.
I thought the new camera options were specifically introduced to allow everyone an easy access to the trick. There was also some line of sight limitations to Arrow Carts so that you cannot shoot them every location you can turn your camera to.
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