Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
I would think moving to a server matched against a large SEA or OCX guild pop would be preferable. That way there is someone to fight.
You would think that, but when your server has nobody online and an enemy zerg is running rampant on your gates its not actually all that fun.
~ Kovu
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
We’re 20 hours into the matchup.
The kitten.
~ Kovu
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
The thread title is misleading. I was about to suggest that stealth =/= damage immunity.
Yes, stealth is the most annoying mechanic in the game to deal with. No, they’re not invincible. If you know a thief is about to smack you, pop some stability and ready your counterattack. They’re usually pretty squishy.
Mesmers… are a little more difficult I’ll admit.
~ Kovu
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
I don’t mind the idea of it taking quite a bit longer to grind out the wvw armor than the raid armor. The people who frequent wvw often to play the game, (read: not the people who attend wvw entirely for the rewards) won’t care. We’ll continue playing the game we enjoy, and as a bonus will eventually be rewarded for it.
Frankly, if it were easier (well, quicker) than the pve content all of the pve heroes would flood the maps looking for easy rewards, and those people tend to be the ones who ruin the experience for those who actually play the gamemode regularly.
Try to remember. Most of the toxicity comes from lower experience and entitled pve & pvp heroes who step into wvw and tell us about how garbage our gamemode is (for one reason or another). These are the people who grief supply, tactics, screw up squad supply counts, run useless builds, do little to improve map politics (scouting, escorting etc), take up que spots, don’t stay on tag and do little more in actual combat than rally the enemy.
Frankly I’m all for them sticking to raids. Though I guess this won’t be a popular opinion as it goes against the idea of getting more people to play wvw.
~ Kovu
edit- Okay, that might have sounded slightly more cynical than intended. Not all new players to the gamemode are part of this group of “entitled pve & pvp heroes”. Some legitimately want to learn and participate, and props to them.
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
(edited by Kovu.7560)
Then kill the ranger. Problem solved.
Pets could literally be invincible and it would only be an inconvenience in most situations. Really, they’re often just there to give thieves something to stealth off of, warriors to farm adrenaline from and necros to set up epi’s.
That said, some of the HoT pets are more powerful relative to their non HoT counterparts. There are more players running around with smokescales and bristlebacks than just about anything else (apart from maybe wolves). But I feel that’s less an issue with certain pets being overpowered, and more an issue with certain other pets being redundant or near useless.
~ Kovu
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
If you’re a non necro dying against a druid you should probably reevaluate your gameplay. If you’re dying against a druid’s pet you’d be better off uninstalling.
Druids hit like wet noodles against anything outside of thieves and poorly spec’d eles, and those investing in healing power (to you know, utilize their elite specialization mechanics) are even worse off. Druids are so inherently low damage that many druid v druid fights don’t end.
As a warrior or thief you shouldn’t have any issues keeping up with rangers and kiting their pets. Your auto alone outdoes their healing, unless they’re full bunker (in which case just wait for their CA to end). If you’re using T3 eviscerates on a pet, you’re playing the game wrong.
Is this a troll thread?
~ Kovu
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
(edited by Kovu.7560)
Thank you for introducing these refreshing changes.
I am looking forward to trying them out. =)
~ Kovu
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
Given that Ranger’s elite spec seems to be condi focused its almost a guarantee that condi will be nerfed into the ground.
I actually snerked at that, so true.
Though I wasn’t aware the new ranger spec was condition based. I figured it’d be some sort of hybrid seeing as they’ll be able to use their pet abilities.
~ Kovu
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
This has been an issue since day 1. I don’t know why.
I couldn’t tell you the number of times I’ve dodge rolled only for it to kick me the wrong direction into an oncoming enemy zerg.
Sad panda, but its sufficiently infrequent that I deal.
~ Kovu
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
Can Concentration and Expertise be added to Celestial, please?
Said every Reaper ever.
~ Kovu
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
If you’re kicked off of them as soon as you enter combat, I’m actually in favor.
Lets wait to hear how they’ll work exactly.
~ Kovu
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
I’m all for anything that’ll decrease the time it gets to get from point A to point B.
~ Kovu
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
Please show us on the doll where the warrior, mesmer and ranger touched you.
~ Kovu
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
Yeah, professions & builds with solid hybrid support will like it.
As an above poster suggested I think its too glassy for wvw. Sure you’ll do a bit more damage, but ultimately you’ll do less because you died.
Take it from someone who threw a few too many pieces of viper’s gear into his celestial build.
Solid choice for raids, I would imagine. But I don’t often frequent that content.
~ Kovu
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
I’m two weeks off but am going on holidays the week after next so will have to do it the following week.
That said, congratulations. =)
~ Kovu
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
“Furosity”… snerk
~ Kovu
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
Oh. My. God.
You can just have mine!
~ Kovu
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
The duration of most conditions should be reduced by 1/2 with a hard cap on most of the damaging conditions of 5~ seconds or so. Expertise needs to go away, the damage of conditions should be increased to compensate for the duration reduction, more cleanses should exist and none of them should happen automatically and resistance should be removed from the game.
Make the game skill based again. Give conditions the ability to burst whilst removing their ability to hang around for 10~20s. Force players to react quickly instead of forcing them to watch their health bar deplete whilst being unable to do anything about it because they don’t have enough cleanses to outlast a trailblazer [profession].
My thoughts.
~ Kovu
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
Oh man did is cause the enemy to disconnect?
If so, 10/10 useful tactic. Would pull again.
~ Kovu
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
Oh man did it cause the enemy to disconnect?
If so, 10/10 useful tactic. Would pull again.
~ Kovu
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
Taking camps, defending objectives, killing individual enemy players, capping sentries, killing veteran creatures, escorting dolyaks and other such individual roamer/scout actions would count as “activity”, too. Not just farming boat loads of enemy players and papering keeps.
Having a hardcap of 1 set of pips rewarded per type of activity per 5 minute skirmish would mitigate the gap between roamers/scouts and zergballs as well. Whether you kill 1 enemy player or 20 in a 5 minute skirmish, you’d still get the same number of pips, so long as you killed at least 1 enemy player. Afkers don’t kill 1 enemy player every 5 minutes, (for example).
It’s certainly a doable system. Though with that said, players will karma train regardless of the system — there are just too many other rewards inherent to the gamemode based around grouping up and blobbing enemy players & objectives. Pips didn’t change that in any way.
~ Kovu
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
Eh. I’ll take your word on it.
Personally I dislike the entire mechanic for gaining pips as it is. I understand it was just an extension of the participation/reward track system but I wish pips were tied directly to actual actions and accomplishments taken within the game (based on the difficulty of said objective) and not simply to who afks near a camp that’s flipped every 5 minutes.
Threads like this would be entirely avoided if the system in place was simply… more thought out.
~ Kovu
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
Better yet, turn them all into aggressive overgrown grubs.
~ Kovu
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
Minionmancer zergs.
I miss those days.
The enemy can’t fight you if they DC from lag.
~ Kovu
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
Outnumbered change good, decay change awful
Decay change good, outnumbered change awful
much betters.
They were both bad decisions…
both changes are fine keep up the good work anet
[/thread]
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
I can’t play WvW in this state. I’m a roamer and have trouble even maintaining tier 3 reward level. Not to mention I have kids and stuff and feel like I can barely take a pee break for myself. First time I’ve ever felt the need to complain here on these forums in 5 years of playing this game. It’s downright draconian in its current state.
Anet found a new source of revenue for people like you and me after implementing the new decay timer…bathroom ready systems:
I lol’d.
Mostly because something like that happened to me earlier this past week.
I got up to grab a drink, throw the laundry in the dryer and visit the washroom — I come back and my bar’s gone red and was down to T3.
Thank goodness for shared participation. Whenever I don’t have it and am stuck on scouting duty I get the following tune stuck rolling through my head.
https://www.youtube.com/watch?v=cTicU8jklyI
~ Kovu
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
Hey sorry for the delay. Outnumbered is applied at the start of the tick. This means you’ll only gain or lose it at the start of the tick. So if you are on a map is Outnumbered at the start of the tick you’ll get Outnumbered pips for that tick provided you don’t change maps.
*tips hat
~ Kovu
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
good luck getting through to an objective to hold your participation without being jumped by few thieves.
A valid point, actually. I know it sounds weird, but dying should grant 2 minutes or so on the decay timer. That’s hardly something you can do while afk.
~ Kovu
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
Deng. That didn’t last long.
Way to ruin everything for the rest of us, T4.
~ Kovu
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
(edited by Kovu.7560)
Clarify something for me as I won’t have time to play the game tonight until late PST / early OCX.
If you’re playing on a map where you’re outnumbered for almost an entire 5 minute skirmish, but it briefly flickers off and then back on for whatever reason during said skirmish — are you not granted those extra pips? If so that’s an error in design choice considering how frequently people on all servers move around maps and how frequently the buff turns on and off. Rarely will anyone ever benefit from the extra pips.
If it works some other way, disregard my concern.
But if that is the way the change actually functions they’ll need to drastically reduce the threshold that grants that buff for it to reliably hang around on a map, even when you are drastically outnumbered.
I like the 1 minute idea.
~ Kovu
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
His argument in regards to which professions thieves are “weak against” is kitten, lazy, wrong and generalistic, but it isn’t a straw man.
Uninformed people need to actually roll the class and play it for a little while before posting all these threads about how their dodges, stealth & mobility are overpowered. (I’m on the fence about mobility, but the dodges and stealth are ay okay in my book considering the crazy sustain and/or healing on other, tankier professions.
~ Kovu
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
I don’t think a top list wvw players is possible due to the ‘what are the qualifications’ nature of the suggestion.
That said, I have a thought on the matter that would help with recognition. When the “[Server] has captured [Objective]” message appears on screen, it’d be neat if players or guilds would get highlighted in that message, not just the server.
For instance if someone solos a tower it’d be neat to have their name appear in that message so that other people on map could give them a high five. Or, if a group of 5 people in the same guild take an objective the guild would get callout in that “has captured” message.
~ Kovu
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
Yo dawg I heard you like condis, so I got you some condis to put on your condis so you can apply more condis.
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
Doesn’t matter Anet doesn’t update anything in wvw anyways good suggestions or otherwise so who cares. Not to mention I have no idea why wvwers would object to an update to auto loot that would result in getting more loot. Especially when all wvwers complained about for years was no loot/rewards…. but whatever lol.
This is one of those suggestions, where if Anet just changed it so you got loot no matter what every wvw would say, “we like this” or “good job Anet more loot” but because I’m suggesting it, it’s an absolutely horrible idea, for some reason which nobody can figure out.
I mean at best it’s more loot, at worst it’s irrelevant, but you know keep up the good fight.
People object because it encourages people to lay dead on the ground instead of releasing and running back to the fight.
right….. so loot auto going into your inventory = you are encouraged to stay dead? Im not seeing the connection. Seems completely unrelated to me.
I can’t recall ever playing a game where, when you died (essentially when you failed in some way), you still automatically were given every bit of the loot you would have acquired if you stayed alive, contributed to the fight, got ressed by a comrade, or used other mechanics (like WP) to rejoin the battle. Maybe I’m misunderstanding, but shouldn’t death have a death penalty of some sort? It’s modest enough, with the mechanics in place, but should it be zero?
Yes, I do believe that such functionality would discourage active play. “I’m dead. I’ll just lie here and gather all my goodies while I go order a pizza. Doesn’t cost me a thing to be inactive — I’ll still get 100% of the loot either way.” Does that even make sense? Or am I misunderstanding the suggestion?
To be fair you could respawn, sit at spawn and do exactly that.
The incentive to stay alive is to help your team win the fight. Frequently if I die in a large zerg fight I have 25 stacks back up before I’ve even left spawn. This is definitely another point against the current system for generating pips, but I suppose there are already 20~30 threads dedicated to that matter.
~ Kovu
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
(edited by Kovu.7560)
Just play the game at your own rate.
You get tickets from completing the other tiers.
What’s the hurry? In that much of a rush to finish up the backpiece and ditch wvw?
~ Kovu
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
After getting my first spike I suddenly started to get them on a regular basis.
You could say after the first your acquisition of them spiked!
[/snerk]
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
Make it a crafting recipe.
250 spikes, maybe with some other wvw-heavy junk. (Such as loot bags, or those resonating slivers everyone has too much of.)
Having it as simply a “rare” drop is a weak implementation of a core ingredient in wvw-related crafting/forging.
~ Kovu
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
I agree with the OP, but I don’t feel its that big of an issue.
If your team is winning the fight, hold out for a res. If you’re getting rolled over, waypoint quickly.
~ Kovu
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
I feel like asking some of the west cost crew to be an hour or two late to logging on at reset is more fair than asking the east coast crew to not be able to play much because of the later start time for them.
Of course I’m a west coast player who works 11-8 and plays PST/early OCX so I guess this doesn’t really apply to me. I never make reset.
~ Kovu
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
5 minutes just to guarantee a tick, instead of an hour and I think you have the right idea.
I do feel the pip generation from the outnumbered buff is a little too potent, but I feel the other way for people who play on a map that’s outnumbered for 4 minutes and 45 seconds until all of the AFK pip heroes port to a map with the buff (thus removing it).
~ Kovu
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
More players =/= EoTM.
Also, holy kitten this thread.
~ Kovu
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
The lord is the final line of defense.
If a structure is breached by larger numbers the smaller group may rely on that lord’s mechanics to give them a small chance at not losing the structure, or at least not losing it as fast.
I don’t see any of the DBL lords as overpowered.
~ Kovu
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
Honestly in the condition meta I’ve switched out Durability for Trooper. A personal choice, but its just one of the many condition removals (along with traits, sigils and the signet) I’ve been forced into taking to deal with cancer such as condition mesmers.
~ Kovu
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
I gain about 1.5 ranks per hour and play about 25~30 hours per week on a good week (~10 on slower weeks).
So since the patch, about 40~50 ranks per week. I’m sitting pretty at rank 3400~ with about 5500 hours logged on the gamemode. Note that plenty of that time was spent roaming and scouting on a ranger. Not much wxp rewarded there.
~ Kovu
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
AFK heroes are the reason I’d rather the pip system be based off actions taken in the game (capturing, defending, killing, escorting etc) instead of passive things such as outnumbered, wvw rank and to a lesser extent placement in the skirmish.
Yeah, okay, it might encourage karma training slightly more than the current system, but that’s still a better alternative to the issues being illustrated in this thread.
~ Kovu
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
I killed a dev in pvp, like, two years ago.
Was that achievement a thing back then? I’ll have to check when I get home. I think I still have a screenshot ‘cause back then I thought it was a super rarity.
Also, I can’t remember the last time I saw a dev playing on FA. I’m sure they exist, but scarcely.
~ Kovu
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
Botting is illegal, hardly a reason not to do something. That said, no system is unexploitable. The idea is you get less reward if the objective is paper.
Heck, its still a better alternative to map spawn queues. And better on principle that rewards are actually earned.
Lol @ what I see whilst roaming around these days. I find players (whom I’ve never seen before, with guild tags I’ve never seen before) tucked into the corners of maps away from zerg & roaming traffic, but close enough to tag and recap camps or sentries. I generally leave them alone.
Karma train pip farming > afk pip farming.
~ Kovu
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
(edited by Kovu.7560)
Reward pips for actively accomplishing things in wvw instead of passive things like wvw rank or the outnumbered buff. Moreover, so long as pips continue to be tied to the world’s most lenient participation mechanic, AFKHeroes taking up que spots will continue to reign.
Escort a dolyak? Get a pip.
Take a camp? Get a pip.
Kill at least 1 opposing player in the span of a 5min skirmish? Get a pip.
Take a tower? Get two pips.
Take a keep? Get three pips.
Take a T3 keep? Get seven pips.
Defend objectives? Get pips.~ Kovu
Agreed, that would probably lead to max capping faster BUT would also be a much richer game experience imho.
*nod
Perhaps have them accumulate and be rewarded after a 5 minute skirmish so that you can also grant small bonuses for things such as player rank and outnumbered. I mean that to the tune of 1 extra pip if you’re over rank 1k (and no more) and perhaps 2 extra pips if you play on an outnumbered map. Nothing that scales so heavily.
~ Kovu
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]