Showing Posts For Korgov.7645:

Provisioner sells level 70 consumables

in WvW

Posted by: Korgov.7645

Korgov.7645

Crafters can sell their products to PvEers who can better afford their prices anyway for all I care.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Provisioner sells level 70 consumables

in WvW

Posted by: Korgov.7645

Korgov.7645

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?

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Intersectional Borderland Design

in WvW

Posted by: Korgov.7645

Korgov.7645

@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.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Intersectional Borderland Design

in WvW

Posted by: Korgov.7645

Korgov.7645

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%).

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

[Suggestion] making roaming more meaningful

in WvW

Posted by: Korgov.7645

Korgov.7645

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.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

[Suggestion] Pillaging Mastery

in WvW

Posted by: Korgov.7645

Korgov.7645

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.

  • Rank 1: Supply from defeated enemies
    • There is a risk defenders start to avoid breakout tactics to kill attackers near or within a keep. Whats the fun in more hiding behind walls?
  • Rank 2: Supply from hitting enemies
    • Instead of fighting with full supplies you’d be adviced spend the supplies first. Again another reason to avoid fighting.
  • Rank 3: Resuppling from enemy objectives
    • Long cooldown or not, no. Instead of assigning roamers to kill dolyaks entering keep, you’d have your blob sit on outer keep supply depot and spam F when dolyak is near gate.
    • This only works for attacking keeps obviously.
  • Rank 4: Supply from destroying enemy siege
    • Players would be adviced not to prebuild any siege on keep outer walls. Nor any locations at inner attackable by meteor showers.
    • Only works for keeps.
    • On the other hand I feel prebuilt siege is too passive today. I would advocate for reactive defensive siege only.
  • Rank 5: Autoloot
    • This is a nice quality of life improvement.
    • This is also out of place. It has nothing to do with supplies. I’d prefer the QoL issues to be solved as baseline for all a players regardless of rank.
Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Remove EoTM or limit its use

in WvW

Posted by: Korgov.7645

Korgov.7645

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?

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

contesting keep/WP

in WvW

Posted by: Korgov.7645

Korgov.7645

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.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

contesting keep/WP

in WvW

Posted by: Korgov.7645

Korgov.7645

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:

  • the lord is in combat or dead
  • a wall is damaged
  • a gate is damaged
    • having gates changed to take damage from siege weapons only

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.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Capture and Kills by server (2016-03-20)

in WvW

Posted by: Korgov.7645

Korgov.7645

What about Ruins of Surmia server?

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

WvW without PPT? How would you do it?

in WvW

Posted by: Korgov.7645

Korgov.7645

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.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

WvW without PPT? How would you do it?

in WvW

Posted by: Korgov.7645

Korgov.7645

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.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

WvW without PPT? How would you do it?

in WvW

Posted by: Korgov.7645

Korgov.7645

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.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Oasis replacement idea

in WvW

Posted by: Korgov.7645

Korgov.7645

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.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Oasis replacement idea

in WvW

Posted by: Korgov.7645

Korgov.7645

(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.

  • No Bloodlust = 1 point per finisher
  • One Bloodlust = 3 points per finisher
  • Both Bloodlusts = 5 points per finisher
Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

ABL vs DBL vs ... - Compromise

in WvW

Posted by: Korgov.7645

Korgov.7645

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?

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

ABL vs DBL vs ... - Compromise

in WvW

Posted by: Korgov.7645

Korgov.7645

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 Air

With 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.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Oasis replacement idea

in WvW

Posted by: Korgov.7645

Korgov.7645

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:

  • Redesign the Desert Borderland Oasis area
    • Remove the temple ruins and jungle from Oasis area, dry up the lake
    • Airlift the dinosaurs, the tigers and any other fauna to Verdant Brink
    • Put there plains and easy rolling hills which do not prevent movement
    • Add a handful of rock formations and ridges to support tactical movement
    • Open 2 easy routes from each keep into the area with equal distance from the waypoint
      • Block the Earth keep south gate entry
    • Keep the existing other entry points through barricades, southern towers and the roads from south, north west and north east
  • Introduce Desert Borderlands Bloodlust
    • Place 5 flags in the Oasis area that teams can capture
      • Holding at least 3 flags grants the team 2 points per finisher
  • Change the way keeps are contested
    • The keep waypoint only gets contested when gates or walls take damage or when the lord is in combat or dead
    • Gates only take damage from siege weapons
  • Redesign the matchups to have only 3 maps
    • Maps:
      • Alpine Borderland
      • Desert Borderland
      • Eternal Battlegounds
    • Corner assignments:
      • EB: red Overlook, green Lowlands, blue Valley
      • Alpine: red Garrison, green Bay, blue Hills
      • Desert: blue Earth, green Fire, red Air
    • Assign the team colors randomly instead of by rating
  • Retune the Alpine Borderland Bloodlust
    • Owner gets 2 points per finisher
    • Remove the stats boost and the boon like icon
  • Replace PPK by 1 point per finisher

Points of contention:

  • Having fewer maps and not increasing the map player limit increases queues on the top tiers. Would the population trickle to lower tiers?
  • Randomizing color assignments may balance EotM. Or is the team balance irrelevant for the EotM game mode?
  • Green team would “own” 1 less tower. Would having the best EB corner be enough to compensate?
  • Vengeance can be used to avoid a finisher. Should there be a reward mechanism when the warrior fails to rally?
  • The objectives today can be contested by putting a guard in combat. Is this too easy for keeping a waypoint contested?
  • There are 695 points per tick from objectives today. Add upto 288 points per tick from dolyaks. If one borderland map is removed these numbers go down 25%. Would upto 5 points per finisher be too many?
  • Should the tigers be made into backpack items like the quaggans?

Attachments:

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Potential Change to Reset Time

in WvW

Posted by: Korgov.7645

Korgov.7645

1. Yes. Please, move the reset back to Friday.
2. The planned EU reset time is perfect. I cannot speak for the NA time.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Your top 5 priorities for WvW-Overhaul

in WvW

Posted by: Korgov.7645

Korgov.7645

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:

  • Loot tables contains 99% crap items which require too much clicking to turn into gold
  • Camera spin when using siege
  • Siege placement preview does not recognize a valid location
  • NPCs responding to F-button block the action player really wants
  • Knocked back NPCs are not where client thinks they are
  • Dolyaks returning to supply camps are not where client thinks they are
  • Shrine effects that hinder movement should go away: hidden rock walls and all turrets
  • Concussion Barrage skill (Mortar Mastery 5) cannot be cancelled
  • Trebuchet Mastery 5 does not report when supplies are destroyed
  • Siege turn channeling bar is broken
  • Living Story messages and the ESL event have no place littering my screen in WvW
  • Teleport skills sometimes rooting you and the inconsistency of the Valid Path needs fixing
  • Keep guards contest the waypoint but not the keep lord
  • Supply Master 4 should grant the supplies into the current channel
  • Spend supplies channeling should allow spending uneven amounts per tick
  • War score breakdown is not displayed in-game
Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Trick: Marker

in WvW

Posted by: Korgov.7645

Korgov.7645

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.

  1. Passive play: Placing a trap which lasts for 1 hour and then going away waiting for someone to trigger it.
  2. I would find it useful to apply Marked onto a moving zerg to easily communicate its movement. Just imagine the amount of typing needed to warn your commander catapulting Durios about an enemy zerg approaching from the gorge.
  3. I feel Trick: Marker would be one of those things that does not need a counter. It is the same as scout typing very fast and accurately.
  4. If it was a trap you need to place it on front of the zerg and then go wait until zerg steps on it. I don’t want that delay. Nor the risk that zerg misses the trap.
  5. “3 rams on far left side of air keep mid gate” or “3 alphas against the south outer wall waiting for portal” or “catapults at fire keep south wall high up the staircase” are all valuable information.
  6. No argument here.
Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Trick: Marker

in WvW

Posted by: Korgov.7645

Korgov.7645

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.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Trick: Marker

in WvW

Posted by: Korgov.7645

Korgov.7645

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?

  • I feel having it as a trap would be too passive play.
  • A trap is risky and error prone thing to place onto a moving enemy zerg.
  • There is less counter play for a trick (no possibility of sending a solo runner in front of zerg).
  • There is a delay before zerg triggers a trap. Trick is instant.
  • As a trap it would not be able to mark siege.
  • There exists a Watchtower improvement which marks enemies moving near a tower. A trap would compete directly with it.
Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Trick: Marker

in WvW

Posted by: Korgov.7645

Korgov.7645

A trick, not a trap. The kind you throw at the enemy zerg.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Trick: Marker

in WvW

Posted by: Korgov.7645

Korgov.7645

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.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

FIX SPLASH DAMAGE ON CATAS

in WvW

Posted by: Korgov.7645

Korgov.7645

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

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Golems unusable - Travel Runes don't work

in WvW

Posted by: Korgov.7645

Korgov.7645

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

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Ingame Killcounter... When?

in WvW

Posted by: Korgov.7645

Korgov.7645

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.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

what i think of PPK

in WvW

Posted by: Korgov.7645

Korgov.7645

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.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Shrine effects

in WvW

Posted by: Korgov.7645

Korgov.7645

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

  • This effect is worth having active when roaming in the desert borderlands.
  • It feels borderline overpowered. I gave up using Traveler runes partly because of this effect.
  • Zergs generally ignore the shrines due their remote locations and the fact zergs have permanent Swiftness anyway.
  • The 5 minute duration seems spot on.
    • As roamer I cannot capture all 3 south camps within the time nor do full Oasis event.
    • In the north I can easily keep it up by planning the route ahead (shrine-camp-shrine-camp…).
    • When I get the buff I can go on playing without constantly checking the remaining duration.

Air-1 – Actives jump pads

  • The jump pads are useful/neccessary for moving around all the ridges and gorges near the keep.
  • I just hate jumping puzzles. All those should be moved into Obsidian Sanctum.

Air-2 – Activates wind turrets

  • Sure, it was funny to see that one poor soul get blown down from bridge for the 5th time in row. Until I had to offer him a portal.
    • But the joke wears out fast. This is the kind of thing you’d put in seasonal events in Lions Arch.

Air-3 – Activates the Windfall effect

  • I still have no idea how much damage this does. Never had a situation where to use it yet.
  • The no damage from falling part is too situational. I have used it once to escape enemies in the SE camp.

Earth-1 – Actives hidden rock walls

  • The walls are seriously annoying.

Earth-2 – Activates earth turrets

  • They are annoying, nothing else.

Earth-3 – Activates Shifting Sands effect

  • Stealth in general is broken in WvW context. Just say no to Stealth.
  • If the target re-acquiring was ensured in WvW environment, I’d be more well-disposed.

Fire-1 – Actives Inferno Hound transformation

  • Now this is fun and useful effect.
  • Well balanced, too. Thumbs up.

Fire-2 – Activates fire turrets

  • How unimaginative.
  • I never had a fight turned around because of the turret fire – the damage is just too low to make any difference.
  • The turrets are just annoying putting me in combat when I roam around the keep.

Fire-3 – Activates the Flame’s Embrace effect

  • The lava portals are situational but I have seen them used for great success moving entire zerg behind the enemy.
  • The inner lava portal is also nice shortcut to the lord room.
  • The lava swiftness is very useful for slow professions like mine.
  • The lava damage immunity turns any fights within the keep to favor defenders.
    • This effect is well worth stripping when attacking the keep.
    • This immunity to high lava damage effect feels overpowered compared to any other shrine effects.

So I didn’t like 7 out of 10 shrine effects.

Few suggestions for replacing those 7 bad effects:

  • Earth – Sedimentation – Automatically repair walls and gates of the keep and the northern towers. Uses up supplies from the objective at slow pace. Only repairs when the objective is not contested.
    • I’d have this effect only for the north part of the map. It would benefit defending home border on low tiers where Oasis event damage easily goes unrepaired.
    • Maybe extend this to repair oil/cannons/mortars after the walls and gates are topped.
  • Earth/Fire/Air – Quicksand/Ignite/Erode – Causes damage over time to enemy siege near the keep. 1% damage every second when the siege is not used. No damage on build sites.
    • Then you dont have to worry about finding all the enemy siege.
    • Usually the guards destroy the siege, but they sometimes have path finding issues and fail to attack rams at gate. I have a feeling some commanders place rams intentionally in mid air/inside walls to reduce damage but that’s another discussion.

What shrine effects you find good/bad/bland?
What would you change/tweak/replace?

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Countering kiting with condi/shatter build

in Mesmer

Posted by: Korgov.7645

Korgov.7645

Same problem here. I try to inflict chill on the escaping enemy by:

  • Equipping greatsword with Sigil of Ice.
  • Blinking to the escaping opponent while casting a heal and wearing Grenth runes.

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.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Golems 25% movement speed

in WvW

Posted by: Korgov.7645

Korgov.7645

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.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

build sets

in WvW

Posted by: Korgov.7645

Korgov.7645

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.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Golems 25% movement speed

in WvW

Posted by: Korgov.7645

Korgov.7645

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.

Attachments:

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Golems 25% movement speed

in WvW

Posted by: Korgov.7645

Korgov.7645

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.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

WvW Roamers, what are you running?

in Mesmer

Posted by: Korgov.7645

Korgov.7645

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.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Patch notes 2016-02-09

in Guild Wars 2 Discussion

Posted by: Korgov.7645

Korgov.7645

  • 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?

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

World vs World Holiday Sneak Peek

in WvW

Posted by: Korgov.7645

Korgov.7645

Whoah! That’s some Wintersday present to WvW players.

  • Objectives upgrades will no longer be automatic based on time
    • Excellent change! Dolyaks, supply camps and roaming will become important again.
    • Please fix the dolyak routes while you are at this change:
      • Returning dolyaks position has been bugged for years. The returning dolyak is not where client thinks it is.
      • This week also the forward going dolyaks are lagging badly. The dolyaks just stand still for minutes and then teleport to their destination.
  • Supply cost for all catapults are being reduced by ten supply
    • Excellent news for low populated servers like mine. Having to run supplies is a real pain on the desert borderlands.
  • Points per kill will be turned on
    • Many forum posters here have been asking for this. I’m on the fence with this one.
    • Please consider making this point-per-finisher instead. That way it will require some skill to gain points. Smaller fights would be more significant than a huge zerg just carpet bombing an area.
Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Think Tank- WvW Rewards

in WvW

Posted by: Korgov.7645

Korgov.7645

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.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Think Tank- WvW Rewards

in WvW

Posted by: Korgov.7645

Korgov.7645

A vendor in the Citadel selling the following:

  • All exotic level 80 armor and weapons:
    • Price 20 Badges of Honor
    • Select stats on equip (any stats, not only the 6 common ones)
    • Account bound
  • All ascended armors and weapons:
    • Price 20 Laurels
    • Select stats on equip (any stats)
    • Account bound
  • All superior runes and sigils
    • Price 5 Badges of Honor
    • Account bound
  • All level 80 nourisments (food and utilities)
    • Price 1 Badge of Honor
    • Account bound
Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Sometimes change is good

in WvW

Posted by: Korgov.7645

Korgov.7645

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.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Objective contested by guards only

in WvW

Posted by: Korgov.7645

Korgov.7645

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?

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

populated world but preferably mid

in WvW

Posted by: Korgov.7645

Korgov.7645

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*

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

I like the new BL! Post if you do too!

in WvW

Posted by: Korgov.7645

Korgov.7645

There are many things to like about the desert borderlands.

  • The map is beautiful. My favorite is the wind carved canyons north of the air keep.
  • The Synthesizer gathering nodes fit the earth keep theme.
  • The Desert Borderland is no more than twice as big as Alpine Borderland. Except when you need to run supplies to keeps.
  • The towers’ and earth keep’ barricades exist both on the (M) map and in the game.
  • The fire keep Hounds are fun and useful shrine effect.
  • The air keep jump pads are fun for players who like JPs – I guess.
  • Blessing of the Elements makes roaming somewhat more bearable.
  • The Oasis event does less damage on gates now.
  • Invader-only waypoints make breakout events unnecessary.
  • Northern half of the borderland could still be considered as homeland to defend.
  • Different lords in towers and keeps.
  • Lord fights in the air and the fire keep are well balanced.
  • 5 minutes of Marked on enemies inside just captured keeps makes mesmer sweeps conceivable.
  • The supply camps and some towers do not have vertical design on them.
  • The supply camps and towers do not have interior area where (M) map gets locked.
  • All static siege weapons except the Academy mortar can be used.
  • The double Burning Oil on tower gates makes them valuable in defence.
  • The dolyaks retain fraction of their significance by speeding up upgrades.
  • Vast and empty borderlands makes it easy to complete WvW guild missions.
Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Warrior WvW Build

in WvW

Posted by: Korgov.7645

Korgov.7645

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Gold in WvW

in WvW

Posted by: Korgov.7645

Korgov.7645

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.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

We need PPK back

in WvW

Posted by: Korgov.7645

Korgov.7645

We have a point per stomp in effect. Stop mindlessly spamming #1 and start thinking of tactics to deliver stomps instead.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

[Suggestion] Community Info Wall

in WvW

Posted by: Korgov.7645

Korgov.7645

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.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

Anet the condi meta in WvW.

in WvW

Posted by: Korgov.7645

Korgov.7645

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.

Source: http://wiki.guildwars2.com/wiki/Condition

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire

The height DISadvantage on top of walls

in WvW

Posted by: Korgov.7645

Korgov.7645

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.

Sulkshine – Mesmer
This won’t hurt [Much]
Ring of Fire