The situation on SoS/IoJ/ET is getting worse and worse. I’ve never seen a map this empty of allies, and so full of enemies. What the heck is ET doing with nobody to attack? It would explain why i just got zerged at our supply camp and stomped by 15+ guys.
I see these post on Guru asking people to join the server im on, and all i can think of is. Thank god were not in those top 2 parings anymore and i hope to NEVER return, unless its with 24 hour coverage.
Depends on the player.
Ranger can zerg better than thief. Thief is very solid small group class.
Pick a Warrior and do both well.
So this thread is allegeing that people are choosing to stay dead(or getting second accounts) for the sole purpose of watching troop movements? Something, i would remind you, that a Thief could easily do. The only benefit then becomes the internal working and position of a keep which will be quickly learned by letting people who stand next to a door as it opens quickly find out or easily seen on a wall by scouting it out before hand.
In the end one person is wasting his time to gather information that is mostly unimportant to the battle or with strategic play will be avoided while still doing suply damage to the defenders.
Toggle the icon should be on it.
People do realize that you can communicate with people once they die even without a blank screen. They could just as easily say.
“i just got zerged down by 40 people near [insert keep/tower] here”
So unless you want to basically tell people that they arent allowed to type/use voip, this idea is really silly.
The above post is absolutely correct. There’s no need to bash on the lowbies for coming in and joining in on the fun. It’s the eople that are not in WvW to participate in WvW. ANet got rid of some of the farmers when they killed the Dolyak rewards, but it’s not enough. I’ve seen groups of 10-15 people just doing the jumping puzzles and farming PvE. It’s inane, and I see no point. WvW is for open world based PvP.. not open world PvE with the possibility of fighting some enemies here and there.
The jumping puzzle has pretty solid PvP if you arent rushing through the place.
Fully upgraded keeps have a HUGE force multiplier effect making them very hard to take currently. With built in siege weapons higher level/more guards it makes it very costly venture to attack a fully upgraded keep. Taking any longer than a bout 10 min allows a large force to get inside and fully deck out the walls of the keep with additional siege.
Because of the large commitment of forces it usually allows the other realm to attack the weaker of the pair causing people to pull back and making a defeat almost assured.
You havent thought this through clearly. 100% is an absurd number, though i understand once they reclaim territory itll drop down. But lets say its EB and the 3 servers each have their natural keeps/towers with one server holding SM. Thats something like 220, 220, 255, respectively. Are you suggesting that each server gets a ~70% buff, because they dont hold certain keeps/towers? Thats stupid.
Excellent point, and that’s why this is a discussion board. To discuss these things.
So let’s evolve the idea. Each side should maintain %33 of the objectives. All things being equal you should not own %66. So factor that in. Whatever % of what you don’t own -%66.
I prefer upkeep costs and attrition cost over a buff to the under populated realms. A fully upgraded keep no longer needs supply until people use some of whats inside making it self sufficient for all but the most protracted battles. A cost, and extra cost for the orb, makes supply that much more important as the game goes into longer periods of time. Thus interrupting supply will have a much larger multiplier effect on the game than just giving a flat buff to players as some cost of incentive to come out. It also requires players to leave the keeps in order to take back supply lines thus weakening the keep and creating better fights.
My favorite part of this is when it phases people out as im standing in front of them! I was shocked when it happened.
I think making the rebuild point between 20-50% gives players enough time to repair, while making supply lines harder to maintain should the keep be closer to the spawn or another faction.
Even easier: – Walls and gates can NOT be repaired once felled until that keep or tower is uncontested. The same way WP’s work. That will encourage attackers to keep the pressure on and defenders to come out and actually defend rather than hammer on the walls.
As far as encouraging turtling… NO! because if you been under siege for long enough you WILL run out of supply and be unable to repair or build any more defenses. You HAVE to come out to get supply. You seem to forget, this is not a WoW 10 min raid, these sieges are supposed to take along time, to whittle the enemy down, even longer with more upgrades. That really annoys me, when ppl try to hit a tower or keep, fail the first time and give up on it for the rest of the day.. keep plugging, keep starving them out, eventually they will have to come out.
Cool downs on portals? LOL Is there a cool down on your front door at home? NO! Defenders will ALWAYS have an advantage, their walls, supply, reinforcements. Think clever and try to remove these advantages. As a thief popping in and out of the portals is what i do. On the flip side, it happens to us. That’s their house man and we are the unwanted guests.
I like this idea as it makes seige the primary reason to have supply at a keep after upgrades. This is short of an upkeep cost at keeps and towers.
Melphina: How is everyone on your server having 15-20% better stats not a major impact? Dealing 15% more damage and being able to take 20-30% more makes for a major power gap. Also once one side gets rolling they get more points which gives them faster Endurence Regen, Health and Healing.
The problem is that people see the orbs as the true problem in the game and want them removed. While the math behind those orbs is far weaker than the tactics it takes to overcome a upgraded keep/tower. Given an equal fight the orbs give an advantage to the team that has them, however, in the open field this effect is NOT as great as it would seem. Open field battles can quickly turn as one side over extends and people get killed for being greedy.
The major advantage of being ahead comes from upgraded keeps. Upgraded keeps reduce travel distance have built in siege shops as well as built in seige. On top of walls and doors with much greater health it takes, longer and more resources to attack a keep. It gives much longer reaction time to the defenders to saunter over to defend. Thus the orbs sit in a nigh untouchable seat of power short of multiple hour long battle.
The short answer to your question is they do have an effect. However, that effect is more easily showcased at keeps/towers than it is open world. Removing orbs effects is merely a band-aid to a much larger problem. If keeps were able to be more efficiently taken the orbs would move around far more thus diluting the “Orb Advantage”
OMG YES, switch the buffs PLEASE! it doesnt make sense that you make more money for being outnumbered, and those that are dominant get a buff to make them even more dominant, a gold increase is still motivation to remain in complete control but if a group is outnumbered then the new buff would allow them to stay competitive
I just want to understand you and everyone else in this thread. We want to remove the 15% damage, and stats to give them MORE money exp in WvW? On the grand scheme of things orbs give a minimal advantage mathematically (maybe more so psychologically).
Mean while the underpopulated buff gives more value in the long term than the orbs do.
Overall the orbs are not as much of the problems as fully upgraded keeps with 0 upkeep costs in supply. Looking at my server map this morning showed me that when i go home today, ill be looking at the steel walls and reinforced doors of just about any keeps/tower/supply camp, all with FULL supply mind you, all of which could easily produce over 11 pieces of siege.
I think the reason why everyone runs from that mesmer grouped with a Minion necro is simply because of those red names and the fear of the invisiable zerg that they may be with.
I dont think most people want another CoF10 min speed run instance (well maybe some do).
I dont see what the problem is of GOING to the zone and doing something there to find a group. I see plenty of people in those zones looking for more people to do things when im alting or in the zone collecting mats to sell.
LFG tools have been perverted from what they are unto some kind of monster that find groups for you and ports you to dungeons. Creating an interface where people who want to get groups would be the best way to over come this. In order to build the server communities talking to people should still be encouraged for PuG
Having done the explorable mode (as much as our sanity could withstand), i have to agree i nreguards to the content. Some of the events were interesting like using the suit to get through the room of spiders was interesting. But the trash has way to much HP to make it an interesting place and a place where i would enjoy going back to again. Trash can be interesting but not when its the same mob copy pasted in packs that take far to long to kill and bosses that take even longer.
Im not saying i want Arah and other instances to be a cake walk but i would much rather not feel like we are beating our heads against a wall with a name over it.
I just dont understand what the OP was thinking he was getting into. There were videos and weekends and test periods everywhere for him to understand what the game was going to be like on a base level. There is plenty of depth but the floor for this game is very low allowing everyone to get in and play.
I walked slow once, and it was awful. How people walk that slow i will never understand.
" Castle lord, bodyguards, and capture point for Stonemist Castle moved to the first floor. "
link : https://forum-en.gw2archive.eu/forum/info/news/Update-Notes-September-14th-2012/first#post95296
With the move of Castle Lord & Bodyguards moving to 1st floor will promote more conflict & harder for defending force to hold.
The both promoted points, is something i will really enjoy seeing. The big “But” in this is 2nd floor becomes pointless. The 3rd floor still serve the purpose, as a staging ground for Keep Sieges.
May i suggest instead of Moving of Castle Lord, have instead 2 capping points.
With the total Stone-mist points being split between both capping points. This will promote more conflict between servers in the quest to fully capture Stone-mist Castle.
I really hate seeing 2nd lvl of Stone-mist gone to waste.
You think the second level is going to go to waste? Dear god thats where most of the most tooth and nail fighting will come from. People WILL still be up there with siege and the like holding out bitterly to the last man ( or porting out like a cowards). That may become one of the most contested indoor point in the game (after pangloss)
I was expecting something more like FF10 where we had to do something before he just ended us but it was just a fire sparks at him till he dies
If its bugged i hope it gets better.
Orr suffers from the same thing the rest of the game suffers from and thats the lack of the ability to lose holding once a force shows up. ZERO of the zone battles across the game are a challenge because you can never lose them. While i enjoy getting free karma coin and exp the idea of a changing world (short of a server restart) doesnt happen one players “win the fight”.
Orr was interesting when we had to get people to push the stairs and we failed because we didnt have enough (which was like a week into the game). Since then 90% of the time we have everything unlocked. Orr is controlled by the pact, the Seraph control everything and i dont even remember any other zone battle lines.
NPCs NEED to win.
I remember hearing there were going to be mini games in the human cites. If they are there i havent found them. Im also wating for the Eternal Bar Battle!
I thought it was said you couldnt WvW until that paring was over after the transfer.
they did say that but that’s not the case. Some guilds are putting people on enemy servers to monitor troop movements/spy or even (anecdotally) lead pug groups from enemy servers.
There is a lot of abuse of this system, and very few are using it in the way Arenanet envisioned because they have allowed for free access and immediate wvw.
I can understand that for the start kind of but if this is the official start to the WvW and not just “pre-season” they should turn those features on, and guesting too.
I do agree. Several times, against quit big enemies gathering, I spent my whole fighting by trying to kill people I did not see by using the tab key. In one occasion, after opening a keep gate, we rushed in because the courtyard was “clean”, only to be almost insta killed by aoe 3 secondes later and having a HUGE crowd poping in from of me 20 seconds later.
Eventhough it was far from perfect, the AION system of removing models but leaving the “tags” is better than seeing nothing at all.
I like the DAoC system. Draw them all andkittenthe FPS
I thought it was said you couldnt WvW until that paring was over after the transfer.
You make a good Point Mephina, but in every game. Someone has to be the loser. I’m sorry it’s blackgate.
I’m ET anyway,… We’ll farm you tonight, so no worries.You’ll be playing Stormbluff or Jade Quarry for a week .
I dont disagree that there needs to be a loser but nobody wants to be a perennial whipping boy of the other servers with off prime players. I dont begrudge them for having them its just frustrating to have a semi close prime time then come back from work and be down a decent chunk where the hope would have to be blowing out the winning server for an extended period of time.
Or servers can actually take advantage of the “3 faction” so to speak system and tag team the #1 team? God forbid some actual strategy
Explain the advantage of that happening on a long term basis. Even teaming up 2v1 in the long term will have one of those 2 "teamed"servers moving up losing the advantage that came from it . The end result is that one of those servers is moved into the top tier paring and the loser is moved down to the tier2 paring thus they may one for a week or 2 but the next 2 weeks.
What looks good on paper doesnt work as well in application. People on blackgate have been through it since the paring system started working.
Using the ranking system provided by ANet, there is a 200 point gap between 4th and 5th position, which is the largest WvW skill disparity, meaning that after the top 3 grouping is established, whoever is tossed into the meat grinder with the remaining team, has an extremely high probability to lose.
I currently play on Blackgate with about 30 other friends and guildmates, and we’re already looking to xfer off since we stand no chance against the night crews from any of the top 4 servers. We have faced all of the servers in the top 4 on a regular bases the past 2 weeks, it’s extremely evident there is no hope.
The situation for the 3 servers listed in the title is extremely simple: Try and win and you will lose forever. The only way to have a chance to win is to hope people will xfer to us that are good at WvW (which won’t happen, they will go to one of the top 4) or just roll over until we fall to a lower bracket so someone else gets screwed.
That tier 2 paring in gereral is going to be ugly for the long term matches and prob cause alot of transfers when the matches extend and are basically lost after the first or second night. While killing and taking things is fun in and of it self, trying to take back fully upgraded towers and keeps from the spawn keep is something that will get old VERY fast at the advent of each night.
Some players are not up to real challenges… so they run this instance over an over again just get a piece of armor.
Eventually you will recognize the bad players for they fire armors.
Until they transmute them
The problem I see here (and its already happening a lot) is that even if you want to see the other paths, you can’t, because everyone will always select the easier route because they want those easy tokens.
Oh and don’t even try to stop and watch cutscenes lol
Having been through the others, its not worth the time until they fix them. A boss that drops a gorillian healing shards every 30 sec that take longer to kill them than the next drop posion doesn’t slow the healing down at all is not a fun fight. I would guess that people could actually get MORE shards if they did al the paths (see daily x3) instead of the one path but with one path being sub 20 and less with the right chars it doesnt even make sense to do anything but that to get the first Exotic set.
GW2 dungeons definitely have a different set of skills needed than dungeons in other games. I think it may be compounded because the PVE gameplay outside of dungeons seems pretty familiar to people – hard hitting weapons and quick kills are the way to go in the world.
It’s best to think of the dungeons like you would for a pvp build. Focus on survivability and utility. Work as a team and use your tools to get combos, control and stun your enemies, use environment features to block Line- of- Sight, and don’t assume that anyone can tank it for you. Kiting will almost always work better.
Slows and swiftness are extremely valuable as well… using them, you can control who the boss or trash is chasing or attacking to make sure that no one person is taking all the heat.
It is hard at the beginning… but it’s not a design problem as much as it is just a different game than you were playing before. (assuming you were used to WoW, SWTOR, or any of the other heads to that hydra)
Please folks, read this. and then when you are done read it again. We are playing a different game. This is not a lvl through dungeon queue spamming while you stand around in town game.
Consider it like this. Dungeons are this games END GAME. Do you expect to go into an END GAME raid instance in any other game with halfkitten gear/spec and expect to do good? If you have played end game in any way shape or form in any other game, you would not. Do not expect to do it here.
This is definately a learn to play issue. People are completing these dungoens repeatedly! My husband did them several times in a row last night in about 3 hours worth of play to make some money back after having purchased all his lvl 80 exotic gear. Without ever wiping!! If the dungeons were horribly scaled and impossible for your average joe why is it all these cassual gamers that even i know personaly are doing them repeatedly?
The answer is, they are not over tuned or un doable. They are jsut right and people who are having a hard time need to learn a bit mroe about thier classes and how to use them in a structured group environment.
This person speaks the truth!
Im sorry, but every one of you complaining about the dungeons seriously needs to get it together. They are tough, and tough for a reason. I cant find it, but one of the devs quoted that they are the End Game currently. And I for one love the challenge they bring.
Seriously you complainers, get it together!
Your high damage build, expecting to only use 3 of your favorite skills, is NOT going to work.
Your running around like a headless chicken, expecting to not have to communicate and use teamwork, is NOT going to work.Learn combo fields
Learn your class itself
Learn all your skills, and what they are for
Learn which weapons and skills are necessary for specific fights
Learn which tactics are needed for different fights (including trash pulls)
Learn to adapt those skills for different fights (one may be heavy condition removal, another high protection, another needing CC)
Learn how to work and support your team (everyone can support)And lastly, the rewards are GREAT! But IF you can learn how to play these dungeons.
As my guild learned last night, we got over a gold, plus tokens, plus gear, plus huge XP gains when we didnt have to take 20-30 deaths.
I cant agree with “great” rewards in anyway shape or form. Maybe for leveling they could be decent but for max level players they hardly even register. While the exp and gold are nice the gear is not and the tokens are the real value, however, it tkaes 180 to get an items and hundreds of runs to get a full set + weapons. Overall only the most dedicated will get something beyond the CoF speed run set.
Dungeons need to basically follow this basic design philosphy.
Short < 1 hour
Interesting
Rewarding
Minimal trashBosses need: Interesting mechanics, avoidable spike damage and good rewards.
No they dont.
Dungeons dont need to be confined to the simplistic post WoW models that has watered down most mmos since then. With explorable mode there plenty of chances for variety in both trash length and boss fights.
That being said i havent had a 4.5 hour dungeon run since the original WoW. I didnt think it was that bad but boss tuning and trash tuning was a bit harsh. We chose the Asura path and the second boss (the one you need to traq shot) took us way longer than we though it should. That being said we felt we MUST have been missing something. Turning still needs to be done on some of the trash and bosses it feels.
If you have not completed the level 50 Personal Story Quest then you may wish to stop reading here.
So I just did the level 50 Personal Story Quest as a human in the Order of Whispers, and was anyone else super upset when Tybalt died? He was definately one of the best video game companions I’ve ever met. He actually felt like my buddy, and when they killed him off it really kinda sucked…
And then after when he just seems to be forgotten, no memorial or anything. The PC barely seems upset about it.
Really hoping Anet reconsiders killing him off somehow. Perhaps he was actually the Master who needed to fake his death or something.
The spoiler tag was WAY To late for that title btw.
Personally i think all those events should scale to a point where they take back more land. I have yet to see that event not pushed all the way on any overflow and my home server.
I use it all the time when im underwater. Pop it before i go on land and get to walk around with a free stun on people. Its not like 90% of the elites work underwater for whatever kitten reason.
Tossing this out but if you think thief is bad, never play ele. THATS a bad downed state.
The problem im seeing is that if you dont build for that real Glass cannon build it tough to take down targets with more toughness. However, That glass cannon build has the problem of surviving …
Killing glass cannons is easy for thiefs in general its the people that really stack up that toughness and Vit that becoming annoying to fight. Granted they arent our targets but that doesn’t mean we wont be fighting them.
The problem as i see it is there are far to many moves (in a wvw view) that dont gain full effect UNLESS your target is rooted. D/P and S/D 3 both suffer from this problem where the attack can simply be moved away from if you are running away from people. Its one of the primary reasons you see S/P D/D and SB with the rare P/P P/D people running around. Expending the resources and getting 50% return or in some cases none at all is very annoying.
Steal is great for some targets and worthless for most. I almost wish mug was built into it so it would be more useful than a teleport. Or at the very least put us BEHIND the target.
The Rest of the game has differnt looking gear through the game. Look at all the PvE instances and you can easily see the different looking gear. In WvW we have 1 set of gear which (for leather) looks good and i would wear, but other people dont feel the same.
In a game based on style and titles we should have much more depth in WvW than the one set and titles based on how many Dolyaks i saw people escorting. Gear skin and titles visible to all realms in the match up (ie were not just invaders or defenders) would be the best thing to really have that progression IMO.
Deeper personal Character advancement in WvW.
Including but not limited to, Titles that other realms can see, different skins personal Titles, etc.
Just like PvE has a star next to there name when they get 100% or you have 8 different types of exotic dungeon gear, WvW needs something beside the badges and the event titles as a progression method.