Make WvW Eventful! – WvW, 4 years in
Yes, I have 5 lv 80 mesmers – Funny Puns
(edited by Menaka.5092)
This post is part of a series I made for the 4th birthday of the game. You can find links to the other posts in the overview
(edited by Menaka.5092)
Trebuchets
Trebuchets are the ultimate long-range weapon for siegeing objectives that are too fortified and they are very good for cleaning up siege inside said objectives, too. Trebs have been used for defending gates from the inside: that wasn’t originally intended and one of the changes we plan to apply is to fix the damage going through the gates. We’re confident that the changes to cannons and oil should be enough to cover the defense of gates, so this won’t feel like a loss.
Trebs are also the most massive siege we have in game, and since they are very long range, most of the time when using them you end up with a few guys “working” and everyone else sitting there watching. As we said, we wanted to change that, so now normal trebs can be used by up to 5 players and superior trebs up to 10.
Shield generators
Shield generators are a strong defensive option that perfectly embodies the “slow your opponents down without killing them” role we want for siege. It can be used to defend walls from catapults, for example, but also to split enemy groups so a smaller force can take on chunks of the enemy blob at a time. Since the introduction of the Shield Generator changed the roles for various siege, we removed the defensive bubble from catapults and we moved Iron Will from the Flame Ram to the Shield Generator to keep the focus of each siege on a specific role.
Mortars
Mortars are a strong defensive weapon, able to hit offensive siege even at longer distances, and their burn and CC can be very effective against players, too. We’ll update them to bring them in line with the changes made to other siege and revise the cooldowns a bit to keep things in check.
Golems
Golems are pretty balanced: they are expensive, both the blueprint and as supply cost, enough not to be overly used, very strong but with obvious vulnerabilities and require a well coordinated group – or no defenders – to work properly.
Flame Rams
Flame rams are the siege of choice for most attacks: cheap and reliable, they are vulnerable to most of the defensive siege, requiring a well coordinated group for a successful run at a well defended gate. Building on that foundation, with the implementation of multi-user siege, we wanted for rams to be the most affected by the changes, requiring more coordination for a greater reward in efficiency at damaging enemy gates.
Catapults
Catapults are the staple of most attacks aimed at walls and are often used defensively, too, so we’re happy with them at the moment. We’ve made a few changes to accomodate the new multiple-user mechanics and swapped the defensive bubble mastery with something new, since with the introduction of the Shield Generator, the bubble has been made redundant.
Cannons
Cannons are in a good spot at the moment, but they still suffer from being often destroyed even before being used and for being a “trap” for the players using them.
Burning oil
The big pot of burning oil is – on paper – one of the best defensive sieges available: lots of damage where it hurts, directly above the gate. But in reality, it suffers the same problem as cannons, since it’s often destroyed before even being used. The oil area of attack is limited and sitting on it puts the operator in one of the worse spots possible when it comes to being slaughtered by an angry zerg.
Ballistas
Ballistas have suffered from several limitations since the start of the game. The need for a clear line of sight, the slow projectiles and limited range makes them rarely useful to clear enemy siege and to counter enemy groups. The changes are intended to make the ballista a better tool overall.
Arrow carts
Arrow carts are the most used defensive siege. We want them to be useful to slow down enemies, but we don’t want for them to “automatically win” the fights for the defensive force, so we reduced the damage dealt but increased the amount and quality of conditions applied and we made changes to how they affect enemy siege.
Let’s admit it: having 20 (or 50) people sitting on the side watching 3 people flinging rocks to a wall is NOT a lot of fun. At the same time, being under the focused fire of a few superior arrowcarts and cannons is definitely not fun as you’ll probably die in seconds.
WvW is a Player vs Player game mode, siege primary role should be to get rid of the enemy’s siege and hinder the enemy players, not kill them. It feels wrong to me that a tiny force is able to scatter a huge blob only because they have a lot of superior arrowcarts. They should not to kill the blob, but they should be able to slow down the attackers for long enough for reinforces to arrive.
If you want to defend an objective against a blob, Bring Your Own Blob!
These are the changes I would make to siege.
Changes to siege
This post is part of a series I made for the 4th birthday of the game. You can find links to the other posts in the overview
(edited by Menaka.5092)
The guild upgrades system for WvW is one of the most unnecessarily convoluted and unfunny systems I’ve ever seen in any game.
Let’s take a look on how you got hold of a Guild Catapult with the old system:
I honestly don’t remember if you even needed Guild Missions to unlock access to the Guild Catapults upgrade, but I’m pretty sure you didn’t. And if you did, it was only a few missions.
Now with the new system you first need to unlock the Guild Catapult scribing schematic recipe by upgrading your guild, then you need to level up Scribing to 300 to be able to craft said schematic.
Let’s see the details, shall we?
Note: every upgrade requires materials (some only obtainable from PvE, some even time-gated), Valor gained by playing guild missions and Aetherium that is time gated. The gold cost I reported here only includes materials that can be bought at the trading post.
To unlock the Guild Catapult schematic, you’ll need:
At this point you need to level up Scribing to 300 on some player in your guild. Ideally you want it on a Guild Leader or some trusted Officer, because Scribing is a player profession and if the player leaves the guild you lose access to the ability to craft those catapults you worked so hard to get.
The cheapest way to level scribing to 300 requires more guild upgrades (I didn’t waste time calculating the prices, but it’s probably a few hundreds more gold, altho you can join another guild to use their recipes to level up Scribing):
And, of course, leveling Scribing has it’s own costs. Leveling to 300 is about 200g at the moment, using the upgrades mentioned.
Once you have Scribing to 300 and the Guild Catapult upgrade unlocked, you can finally craft schematics that are then to be queued in the Assembly Device in your Guild Hall and after a short time the desired upgrade (the legendary Guild Catapult) will be available in your guild’s Storage.
Can we say that whoever designed this lost sight of what is fun in a game somewhere along the road? Because this doesn’t feel like fun. At all. And worse, upgrading a guild to provide bonuses in WvW is – mostly – completely disconnected from playing WvW.
Being able to claim a keep doesn’t say anything about your guild’s ability to defend said keep, for example. And the same goes for everything else.
The process of unlocking these upgrades doesn’t say anything about your guild’s proficiency in WvW. They are completely disconnected from your “WvW track record”: how many hours have your players spent in WvW on average this week? How many kills? And deaths? How many objectives did they capture and defend? How much siege they built or refreshed?
What about the “totals”, instead? How many hours did your players spend in total in WvW? How many total kills they have? We’re talking long term here, to determine how “veteran” on average the players in the guild are.
Those are just a few examples of sensible metrics you could tie the access to upgrades to.
And you know what? You could make some of it even dynamic. For example, you could unlock the claiming of keeps and Stonemist only for dedicated WvW guilds that have defended keeps the week before. Or, as another example, you could tie access to Guild siege based on how many objectives the guild captured.
Make it feel like improving your playstyle and putting effort in WvW is rewarding.
And give us a reason to boast about our dedication!
This post is part of a series I made for the 4th birthday of the game. You can find links to the other posts in the overview
(edited by Menaka.5092)
Server linking is a temporary solution to a very messy problem: WvW population.
For WvW players, there’s two main constraints to consider: faction and server. Faction (“color”) is a hard constraint: during a match you shouldn’t be able to join the other factions to spy, grief and what else. The Server is a “soft” constraint, as server linking clearly shows: players from two or more servers can easily fight for the same faction in the same matchup.
The problem is: how to spread out players to different factions in a way that is as balanced as possible during day and night and during the course of the week-long match? And how we keep guilds or servers “together” when we split the factions around? And how we maintain a healthy number of players in every map as long as possible?
In PvE it’s easy: everyone is on the same side, just create more copies of the same map and put them all in different copies. But for WvW we have the factions to consider, and possibly even the “server pride” that kept many communities together.
Getting rid of “servers”, consolidating the population in 3 different factions and having multiple copies of the same map(s) for each faction would open many options, for example there could be (player driven or ANet enforced) maps dedicated to different group sizes and playstyles: sometimes you are looking for small scale fights and there’s only blobs everywhere. Some other times you would rather relax and follow the blue dorito for some blobfest.
Maybe squads could be a good way of splitting the population. The commander picks a faction at the start of the matchup and who joins his squad is asked if he wants to lock with that particular faction for that matchup. Squads are big enough for a blob, but not enough to saturate a map, allowing for more people to join the same overflow (roamers, maybe one or two small guilds).
How to balance things up for the long term then? If everyone can pick his faction every week, we’ll soon end up with everyone trying to play for the same color and that wouldn’t be very funny.
Maybe there could be a system to spread out WvW guilds (but what if a player is in more than one WvW guild?) and public commanders (more questions: how do you define a “WvW guild” and a “public commander”?) between the factions, and players unaffiliated with either are assigned to the lowest population faction the first time they join WvW during a matchup, to balance things up.
I don’t know.
I gave this topic a lot of thought but I couldn’t find any solution that would completely satisfy me, so my “constructive contribution” here is limited to pointing out what I think the problems are and a few ideas I had about how to solve them.
This post is part of a series I made for the 4th birthday of the game. You can find links to the other posts in the overview
(edited by Menaka.5092)
Defending objectives always felt pretty useless. Yes, you might lose the upgrades, but in the end the objective will be easy to cap back once flipped. You lose maybe a few ticks of PPT and the effort required to upgrade it again (that happens automatically if you hold your camps).
What we need is a complete overhaul. Remove Points-Per-Tick completely: factions will gain points by killing enemies and capturing or defending objectives.
Capture and Defense bonus points are to be calculated based on a sensible balance with the PPK score.
Having the scores based on combat and capture will automatically give a more balanced result that reflects the level of activity thorough the day AND night without any need for complicated systems to calculate the population or force servers to have a predetermined “prime time”: only active play matters, from every player in any timezone.
This will also greatly reduce the influence of “nightcapping”: once the objective is captured, it won’t bring in any more points, unless there’s someone attacking it and the nightcappers defend it.
Capturing objectives will reward points based on the objective type (camp, tower, etc) and the upgrade level. Capturing a fully upgraded Stonemist will finally feel rewarding!
“Under attack” and white swords
Camps are considered “under attack” when any of the guards is in combat.
Towers, Keeps and Stonemist Castle are considered “under attack” when any gate or wall receives siege damage or falls below 95% health: this should prevent most griefing/exploiting by tagging objectives with bots.
When the objective is under attack, white swords appear instantly, for better reaction times in defense.
Defense events
When a Tower, Keep or Stonemist Castle are under attack a new event spawns for the defending server: they have a “defensive window” of N minutes (2 minutes seems like a decent value to start with, could scale with the upgrade level since it takes longer to break into upgraded objectives) to kill or chase away the attackers and/or destroy or disable their siege. The conditions to win the event may vary, I’m not sure how the event engine works internally and what statistics can it hook to, so that’ll need more research.
If the defenders win the event, they gain a fixed amount of wvw score based on what objective is being defended.
This bonus doesn’t scale with the objective upgrade level for a simple reason: while it is more important to defend an upgraded objective (because you’re denying a bigger chunk of points to the enemy), it is also easier. Keeping the defense bonus equal at all upgrade levels should be an incentive to defend non-upgraded objectives, even if it’s harder.
Camps would not give bonus points for defense, because having the supplies delivered to upgrade objectives should already be incentive enough for defending them (strategic value).
The objectives are not considered under attack anymore when they are captured or there’s no damage to guards, gates, walls or stationary defensive siege (cannons, mortars, etc) for two “defensive windows” in a row.
New mechanic: “Desperate Defense”. When an objective is being captured (“ring up”), defenders gain rewards for each second they can stall (account bound currency – proof of heroics? – capped hourly or daily to prevent exploiting). Bonuses could be applied for specific situations, for example there could be increased rewards for upgraded objectives, or for strategic objectives like the shrine of a keep that is under attack.
New mechanic: “Multiple objective bonus”. When multiple objectives are conquered by the same faction in a short timespan (let’s say, less than the “Defensive Window” duration), the faction receives bonus points for the feat: rewarding attacking multiple objectives at the same time, we give incentive to split the blobs in smaller groups and make fights better for everyone.
This post is part of a series I made for the 4th birthday of the game. You can find links to the other posts in the overview
(edited by Menaka.5092)
ArenaNet seems to be trying to balance the whole game around the “competitive” pvp mode because that’s where people care the most about balance. But sPVP is a closed environment with very specific constraints: first of all, it’s a Conquest game mode that forces people to fight on points. Maps are designed with lots of Line-of-sight breaks and are small. The pvp choice of amulets, runes and sigils offers a very strict and controlled environment. And the population is limited to 5 players per side.
WvW is nothing of that and balance should acknowledge it.
Countering the current meta
The current WvW meta (at least in the EU) for organized groups in WvW is heavily influenced by PvE raids: you can see groups buffing up before the fights and end up with dozens of seconds of Resistance and Quickness for example.
There’s a few ways to balance this. The first that comes to mind is to revise the boon duration across all classes and the boon share on mesmers, but that would probably affect PvE raids a lot and unlock another can of worms.
Another option is to make AoE boonstripping more widespread or more efficient, for example rework Null Field .
A third option would be to add new mechanics specifically tailored against boon sharing in PvP, like for example a new condition that works the opposite of Resistance, “disabling” the boons for a target for a very limited time.
2Boon and 2Condis/ sec plzz
Should good to remove enemy stab then counter it with Gravity well for 3s total CC in WvW Zerging.
Yeah I’ve been asking for that since ages, but I think this other idea is even better!
“best looking” is really a personal choice ^^
I have one for each race and personally like the Sylvari and Charr the most, but the Asura is cute and the Norn is preposterous. Only the Human feels a bit “meh” to me.
For the builds, I believe those on metabattle are updated.
What if Null Field instead of pulsing and stripping boons and conditions, was an area where conditions on (up to 5) allies are ignored (like if the allies inside the area had Resistance) and boons on (up to 5) enemies are ignored?
I would probably limit the duration to 3s, but it could be extremely interesting in WvW with the current obscene boonsharing meta. Not sure about PvP.
Thoughts?
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I wish they would change it so that your next 3 attacks are unblockable, steal a boon and transfer a condition. I would love an utility like that.
remember that day or two when the only siege you could build was rams and alpha golems? that was fun
sooo… did this pass? poll is not running anymore…
Unless we were defending home bl, EB always queued first. And even then, if it was Tuesday or later in the week, EB always queued first.
kitten, EB always queued first, don’t let people try and say otherwise.
….do they not have the same population limit? The same number of objectives? Even though the DBL is substantially larger the alpine still has more open space around objectives for fighting. Only thing the DBL has is a lot more wasted space.
Please, define “wasted space”. Because maybe you forgot how Alpine Borderlands are shaped and how much space is wasted on that map.
To all who defend DBL, let me ask you something, why there is 100+ man queue for EBG and no queue for DBL, even after the changes?
I don’t “defend” DBL, I posted about the problems the BL had since the second Stress Test. But to reply to your question, I believe there’s 2 main reasons for this:
1) even if you are in a borderland, you usually keep the queue for EB up in case the fights start to dwindle after prime time. That way you’ll be already in a good position to join the eternal fights in EB
2) some people (like you) decided they don’t ever want to play in DBL. They just dislike the map and prefer EB (or maybe Alpine when it’ll be back, we’ll see). I don’t think anything can change that, if they have made up their mind there’s not even point in trying to convince them otherwise.
Personally, my guild and I had amazing fights in the “old” DBL and the changes look like we can possibly have even better fights in the “new” DBL.
What? You have purple. That’s all you need!
Ok, I really don’t know if there’s an option to add colors or a plan to do so. But just in case, what would be on the wish list? Keep in mind the tag should be visible on the mini and world/overhead map, so it might be best to suggest bold, non-metallic, non-transparent-ish colors.
Let us use our guild emblem as tag! <3 <3 <3
Hi there,
it’s 2 years and half that I didn’t play GW2. I’m playing since two weeks.
There are 138 players in queue spread around. I didn’t see this since I was on Tier 1 and I’m playing on a server ranked 14th.Please, before end the beta keep in mind that the contribution of new players, should be WISE as I wanna play, that’s why I’m on a middle server.
Queues on borderlands weren’t that long, I spent maybe 5 minutes in EOTM while waiting for the queue for FSP border to pop.
The thing is, with an organized group you usually want to focus on a small subset of the bigger group, trap them, kill them, reset (heal/empower, etc) and go on again. In that, the target limit to 10 is not that bad.
When you fighting bigger numbers you can use statics to divide the groop. If 40 people run into the static and 10 don’t have stability. You already achieved something. The first 30 need to go further and have the initial clash without those 10 people. Or those some of those people will uss a stun break. Or the whole groop needs to wait for the cc to be over wich gives you the advantage to outmaneuvre your enemy. Now probably the first 10 hits of a static will be absorbed by the mellee train with stability. then the backline can do without it.
If the melee pop stability to go through one Static Field, you can usually outmanuver them and wait for the first stability to expire, then land the CC again and force them to use the second stability. At that point they are at a huge disadvantage for the fight since you still have 2 stabs to burn and you can pressure them when they need to regroup.
If I understand correctly you mean more patrols going on around the various paths leading to the keeps so it would be easier to spot enemies moving in the zones around the tower…?
Sentries rather than patrols to extend the “view distance” when holding a tower. Nothing worse than going whoops swords in the lord room byebye T3 garri. I am not overly fond of sentries myself but they do their work on a large map and still allow for some counterplay rather than mindless zerging.
yeah I meant something like this, it wouldn’t give a direct bonus to defense, but facilitate defense in a wider sense because it allows you to scout enemy movements even if you don’t have many players online (or they are not sharing intel in map chat)
Make it apply to a servers own DBL only? Home court advantage?
mmm, could make sense to lower the bonuses for the attackers, or even swap them around a bit (for example, the south tower on their spawn side gives better boosts to the keep on their side, to promote holding and consolidating their presence on that side of the map)
Instead of having them protect the keeps, make them protect the Garrison.
Add in something of value for holding the keeps as well to help protect Garrison?
[…]
Garrison should be the ultimate prize in a DBL and very difficult to take without weakening it’s defenses by taking surrounding property.
this is a variation that could make sense!
Hey. My guild and I posted a video series on Youtube some time ago. Some of the stuff is outdated, but overall I think it still gives a good introduction to the combat in WvW. I hope you’ll enjoy it
IMO there isn’t anything wrong with new BLs. I actually really enjoy them. The south of fire is AMAZING, same with air. East and West of garri is awesome and open. its easier to navigate, just will take time getting used to again
Agreed. I think they did a good job. The only thing I feel it’s left out is to make the towers more strategically important.
How do you feel overall about reward tracks?
It’s a welcome addition that helps reward the long-term commitment of players to the game mode.
What are your thoughts on the rate at which you gain participation?
It’s a bit slow, but most importantly confusing: why have the participation bar “tiered”? It would make more sense if 0% was 0 participation and 100% was 550 track points per tick. The first time I saw the participation bar reset to 0% I was extremely confused.
How do you feel about the rate you earn reward track points?
It feels very slow compared to PvP.
Overall, what are your impressions about the types of reward tracks we have?
They are ok, for now, but I would like to see more WvW related tracks.
Are there any other reward tracks you would really like to see?
It would be nice, for example, to have repeatable reward tracks for level 80 characters that swap out tomes for (superior) siege, transmutation charges, T6 mats or lodestones.
Or allow us to trade in tomes for useful stuff (mats, siege, bags, etc).
It would be amazing to have a long-term, once per account, reward track for the commander tag, with siege and food feasts as intermediate rewards (maybe tiered reward tracks up to the commander tag? similar to how Maguuma tracks work that you need to unlock a previous one first to start the next).
It would be nice to have a shiny WvW-specific ascended (we don’t dare ask for legendary yet) back piece with his own reward track.
And what about a track tied to the Black Lion Trading Company? At the current rate, a ticket scrap at the end of a reward track and maybe a key as midterm goal would mean to be able to farm a shiny skin every 100 hours (or faster if you are lucky!) in WvW. A lot slower than just farm the gold and buy it, but it would feel rewarding to slowly work towards it. And you can have WXP boosters, dye sets, transmutation charges, etc as secondary rewards…
When you fighting bigger numbers you can use statics to divide the groop. If 40 people run into the static and 10 don’t have stability. You already achieved something. The first 30 need to go further and have the initial clash without those 10 people. Or those some of those people will uss a stun break. Or the whole groop needs to wait for the cc to be over wich gives you the advantage to outmaneuvre your enemy. Now probably the first 10 hits of a static will be absorbed by the mellee train with stability. then the backline can do without it.
I get what you are saying. What I’m saying is that you need to place your CC better now: if you want to catch the squishies on the back, place the CC around them instead of generally in front of the opposing group. To me, this is what playing organized means…
In real warfare you take the total damage which is a fact as well you don’t set the parameters to suit your own needs?
in “real warfare” the damage from a bomb is not limited to 5 targets
there’s little point in using these arguments in this discussion
I liked how things were in Alpine borderland: you could use towers to attack nearby keep.
yep, ideally I would change the map layout to allow that again, but that seems like a major rework and I don’t think it’s planned… this idea was intended to make towers relevant “on the cheap” so to say
The northern DBL towers block supply routes from NW and NE camps to the earth keep today. That’s a lot of points when you hold the towers.
I don’t think holding a tower for points is good enough of a reason to cap it. Sure on the long term it’s useful, but there should be a “strategic” reason to cap it, IMHO.
I would honestly prefer towers just be advance staging posts that secure the land toward garri. IE holding them spawn a couple new sentries/guards or something to keep a closer look at the paths, that would be enough. This wouldnt really limit capture in any way, just provide a boon to holding them.
One of the guild upgrades does something similar, although it’s range is limited.
If I understand correctly you mean more patrols going on around the various paths leading to the keeps so it would be easier to spot enemies moving in the zones around the tower…?
What I think needs to change is the cc cap at 10 players. Its a lot harder for a small group to fight a big group when the cc can hit only hit 12.5% of the group with cc. What I was noticing tonight was that these big groups that we were having good fights against before the patch, were rolling over us because we had no way of holding them back. We fight as 20 and we can usually take out 35+ groups and if we had ways of getting separation before they push we could do a lot better but if they pop stability they have at least a full 8 seconds to push. If we had 2 lines from staff 5 on DH we still can only hold back 20 players and only if they don’t have stab. If another a big group was to use the same effect on us we would have our entire team blocked. This change has made it a lot harder for small groups.
I somewhat agree, but this problem existed even before: bigger groups always had an advantage because they can drop more CC (so it was a no brainer to strip Stability stacks).
The thing is, with an organized group you usually want to focus on a small subset of the bigger group, trap them, kill them, reset (heal/empower, etc) and go on again. In that, the target limit to 10 is not that bad.
At first I was against the OP as well but upon reflection I think its good for the DBL. I do not think it belongs in EBG though, infact I would be very vocal AGAINST introduction of such a thing in EBG.
Absolutely, I would hate this system in EB. But EB towers are fine like they are, all of them are in trebuchet range from/to SM and the keeps, they don’t need changes, IMHO.
Changes to Desert Borderlands: Good!
I think ANet did a good job overall, the map is a lot easier to navigate – especially in the parts where it was more problematic before. There’s also a lot of space for open field combat that holds the promise for epic battles.
Some of the new parts remind me a bit of the ruins in Alpine Border: a lot of platforms that allow for nice tricks with teleports and such.
The only concern remains with the northern towers: too far away from any other objectives to be “strategically relevant” (but I posted an idea on how to solve that ).
WvW Reward Tracks: not hype-level material, but a nice addiction.
The progress is very slow compared to the PvP tracks, although we must admit we have other sources of income at the same time while PvPers don’t. The exclusive armor set is a nice addiction and helps giving WvW the status/bragging rights it deserves. The question is: why did this take so long?
Squads can have dedicated scouts: Excellent!
This was a serious problem and I think the adopted solution is very elegant. Well done!
Portable Siege Vendor: Good (but can be improved)!
Not sure if anyone ever asked for this, but it’s actually very useful. Pretty much everyone noted that it doesn’t sell superior siege (maybe for the heroics tokens?) and level 80 food buffs, so that’s something we look forward to see added to it.
Autoloot in WvW: Excellent!
One of the most requested features since… forever.
Balance changes: a step in the right direction.
We are still very far from what I would love for WvW (at least 2 or 3 viable builds/roles for each class), but the fixes to Stability and CC are – on paper – definitely a step in the right direction.
I don’t understand how ANet managed to leave Coalescence of Ruin out when addressing the ranged spike damage, tho.
The power creep is still rampant. As a counter, there’s an overabundance of blocks and invulnerabilities. As a counter-counter there’s a lot of unblockable stuff. Toning down the overall damage would go a long way to better fights and easier balance, in my opinion.
Server Linking: make it or break it.
I think this is the feature that will decide if the changes will manage to resurrect WvW or not. The borderlands only really “work” if there’s people fighting over the objectives: nobody cares about running around for half an hour to find a fight. If there will be fights to be had and fighting will be fun, WvW will probably survive. If not, this will be the end of the game mode.
What’s left out? Well. A lot of stuff.
This makes capping towers first the only choice, not just the best choice. It won’t lead to diversity in strategy. I like the goal, but I can’t support this method of achieving it.
You could have different groups attack different towers at the same time and then converge on the “downgraded” keep. Seems a step up in strategy to me, compared to “let’s blob this objective and then move to the next one”.
Again, the numbers are there only as an example. I realize 80% damage reduction (after a few hours of defending the towers, tho) is a lot.
Each tower provides a buff to nearby keeps that reduces the damage taken by gates and walls.
The damage reduction increases with the upgrade tier of the tower.
All towers contribute to the damage reduction of central (Earth) Keep.
NE tower T0/T1/T2/T3:
NW tower T0/T1/T2/T3:
SW tower T0/T1/T2/T3:
SE tower T0/T1/T2/T3:
South towers have less effect on Earth Keep since they are far away.
Owning all 4 towers to Tier 3 grants 80% damage reduction on keeps walls and gates. Who didn’t love a good golem rush? This would make it a lot harder and make capping and defending towers relevant and generally “slow down” the pace of flipping borderlands, giving the defenders time to organize.
If every attacker on the borderland focuses on owning his side of the map, this change could focus the battles around the northern towers where the “rubberband effect” (people coming back from spawn) is in favor of the defending team.
This would also provide a more meaningful progression for defenders capping back the whole borderland after losing everything to a zerg (focus on north towers first, etc).
This would favor consolidating your positions (upgrading towers) and defending secondary objectives.
Numbers will require tweaking.
Looking forward to see what you guys think about this
A lot of hard work and some very good ideas!
A few notes:
GS: I really like the idea of “forcing players to play against their own interest”, I think it’s very “mesmery”. They can either put themselves at risk or put the whole group at risk.
Staff: what kind of field is it on Staff 5? Ethereal?
Sword: 900 seems way too much for a mesmer dash, 600 seems more in line with our playstyle.
Healing Prism: instead of healing power, gain outgoing healing % for each illusion (5%?).
Temporal Enchanter: I love how you changed it, but it should have a 2s ICD per target, else people would abuse it to stack Resistance
Compounding Power: the condi damage gain should scale in % as the power does.
I really don’t like having to pick between Shattered Concentration and Persistence of Memory in Illusions Master tier
Mesmer is clearly OP. Proof: https://www.youtube.com/watch?v=XhyhUm2VEA0
All they did was fix bugs for most professions. Rev and druid got a nerf
Not sure how the damage from Pistol Whip was before in PvP, but that sounds like a buff to me.
So I’ve never been too into WvW, but I’ve been getting more into it recently now that I’m in a guild that enjoys it, but I keep seeing people talking about how it’s now bad? I think I’m missing something as I’m not sure what they’re referring to.
So…What’s going on? Honestly curious to see what people have to say.
What went wrong?
For a long time, the amazing combat system kept WvW players happy, even with all the flaws the game mode had (lag, skill/build unbalance, power creep, the “rallybot” mechanic, the completely unfair matchups, nightcapping, etc).
Heart of Thorns struck when WvW was in a very bad situation. After years of staleness, the changes to Stability and then to the Professions had destroyed the old meta and brought “pirateship” in our lives.
That’s when many WvW veterans started not enjoying the fights anymore: the only thing that kept WvW alive for so many years.
Then they changed the Borderlads map. The new map really only “works” if there’s actually three sides constantly fighting for all the objectives, splitting the zergs in smaller groups with less damage going around and the option of playing many different builds. But, as we said, the WvW population was already shrinking, and for the first week or two after the expansion launch a lot of the population was busy in PvE farming their masteries and hero points to unlock their elite specs because it was nearly impossible to get them in WvW.
Launching this new map – requiring a healthy population – in a scenario where we had a terrible combat meta and a very low population was a bad move.
The map felt… empty. Sure, most people needed to learn how to move around, the best routes, but it happened to go around the borderlands for half an hour without finding a fight, so the long paths felt even longer and WvW felt like a long and boring stroll while searching for a fight.
This made the WvW population shrink even more, to the point where finding a single fight in the new, harder to navigate, borderland, was a matter of running around for half an hour.
On top of this came the “revenant meta”, based on insane power creep and unbalanced skills, the new profession, Revenant, literally demolished any chance of fun fights, leaving the game mode in a state of “who strikes first and with the most revenants, wins”.
Another huge point of pain was that while the new borderlands could have worked a lot better using some of the new Guild Upgrades (for example, towers acting as sentries on a huge area, uncontestable waypoints in every tower or keep), those upgrades have been gated behind huge money and time sinks, Guild Halls and Scribing.
When they realized it, many WvW guilds stopped raiding, making the population problems even worse (negative feedback loop). Stragglers congregated around a few pug commanders, making the game even more blobby and the meta even more pirateship, forcing the remaining guilds to run even bigger numbers or to “hand-hold” to tackle bigger groups, making the game even less enjoyable for everyone.
The few guilds that managed to get the upgrades and scribes, are now “abusing” items that were already marked as OP since the Desert Borderland Stress Test, making the fights even more unbalanced and not fun, and ultimately helping to kill the game mode.
(edited by Menaka.5092)
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