I don’t see many d/d eles in WvW. Staff is strongly encouraged by most commanders in my experience. I haven’t had much success with my zerker d/d ele in WvW. She can kill anything in PvE, she can 1v1, but I have not figured out how to use that short range glass cannon effectively against a group of 10+.
One quick thing Anet could do to revitalize WvW is almost embarrassingly simple. They could redecorate. Leave the mechanics as is, but make everything look different, including the wildlife. It would cause a stampede of PvE people.
They’ve used this in other parts of the game. I hope the idea would be to make the landscape look better instead of worse, the way it has gone, tho.
Well, Anet plays WvW. Some of the devs belong to WvW guilds.
Knowledge of the maps is a fundamental advantage in WvW. The best players know the maps very well and incorporate that knowledge into their strategy. eg: Can you hit that from here? Can they see us from there? How long does it take to run from there to there?
Anet has to take that into consideration when modifying the maps.
problem is, tier 1 wvw is working ok. Why would Anet change that? They probably expect the rest to up their game.
siege disable barely matters in T1. minor annoyance.
has about the same effect as a door treb, but cheaper.
wvw runs on volunteers. If you are low on volunteers, it gets hard to do anything.
probably people who object to them are small teams, correct?
Siege disable is not that big of a deal for big teams. Just waste some junk siege to waste the disablers, pay attention to how much supply they have, always
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siege disablers just buy a little time. If you are not organized with a zerg, you will lose your objective anyway.
shifting loyalties used to bug me, but now it seems like fun, a snowball fight. we will, we will bomb youuu
if you are new to WvW, you might not know that the ac’s need to be out of line of sight of casters. One way to place them is to stand at the bottom of the tower wall and aim the throw so that it is about 2/3 above the top of the wall. The built ac and the player using it will be hard to hit, but have full range.
Defense doesn’t work without the support of a zerg commander in any part of WvW. Your sentries, upgrades and siege only buy more time until the zerg shows up. If the zerg is not showing up, you will probably lose the objective. My bit of advice for you if you want to hold a position and hope, make sure you have two superior ac’s built at least 500 distance apart so they can’t both be disabled. Make sure you have a siege disabler and enough supply to deploy it. Make sure you know where any commander on your map is in chat or comms.
JQ did ok this week. Dunno why BG is so emo.
They never seem to want to party on reset day.
come on, let’s go beat the kitten out of each other. Try to spawn camp each other. hee
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For example, one of our main commanders did a tutorial on how to play a guardian in WvW this morning. (We tend to have more back line than front line, so some are leveling new melee characters during down time.) We started out talking about skill rotation and ended up learning a whole multi-step strategy for causing an opposing zerg to blow its cool downs and get its front line killed in a series of back and forth movements. Then we went and found their zerg and tried it out. It was fancy fun.
We have several fine commanders with different play styles, and most of them are patient with explaining their strategy when they have time. Commanding is a huge volunteer investment of time and energy. Commanders want that effort to pay off. They want you to work with them. The game is much more fun in a coordinated team.
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What has made WvW more fun for me is being on teams that keep improving. It is amazing how complex the plays can become. With very skilled guild groups coordinating different parts of different maps, there seems to be no end to how crazy we can make the game.
lot of talk in TC right now about a guild that split so they are on both JQ and BG.
Prob TW. Their leader, Dods, decided to create an account on JQ to make it’s militia better, so people could have even better fights.
Indo is leader of Tempest Wolves.
And we’re on all 3 servers, slowly taking control..
Good luck controlling TC. Already some strong personalities running things there.
that’s the one.
The fights have been pretty fun lately, anyway. Lot’s of laughs. Look out for the necro minion army today.
ANet gets hit with dos sometimes.
T1 is fairly fun for me right now. I think the fights are good. The three servers seem pretty balanced against one another even with all the recent transfers. There is a chance of winning or losing in most of the clashes, so it is staying fresh.
EotM you usually don’t fight other players. In WvW you always do.
Actually take any imbalanced borderland fight and this is 100% false. It happens all the times on regular maps where one side is capping empty structures, especially if its imbalanced or one server has a time zone covered that the others don’t. If anything EoTM as a map is more like EB where you are more likely to encounter enemies if you simply move to the middle of the map. I am going to group this in the player issue side versus map design side for now.
I play quite a bit of WvW and very little EotM because there are so few real battles in EotM. The few fights I have seen break out in EotM seem completely accidental, with both sides just happening to run into each other, all breaking down into chaos and running away in every direction. WvW for me isn’t like that. Players in WvW are intent on killing each other.
T1 part of wvw is working well. Maybe they will cut it down to a kind of pvp team on a larger scale
shifted on its own in T1. Now we are playing all four maps at once. That is actually more interesting, chasing the zergs around all four maps and trying to trip them up, flank them, fake them out.
Good WvW is not easy to do. Organizing that many volunteers and keeping them motivated is not easy. Where it works it is probably the best part of the game. Most social, intense, and technically demanding.
The map and mechanics of WvW have become like a chess board. It would be difficult to agree on new rules at this point. Whatever faults our game board has, it is the game we are in the middle of.
YB is in such a comfortable place right now winning every week easily, why would they ever want to move up to T1? Besides, most of their transfer guilds to YB are there for the fact that they don’t want to be in T1, so if YB moves to T1 those guilds are likely to leave anyway.
I would just say, T1 fights can be really fun. You have very skilled commanders going at each other, you learn so much about playing your class. It is just very interesting.
There is a lot of churn in the guilds in T1. One thing will probably remain constant regardless of which servers are T1 – your game will need to be pretty good. You will need everyone in comms and on tag.
lot of talk in TC right now about a guild that split so they are on both JQ and BG.
cool. You guys probably know CERN is our main TC guild. The other guilds coordinate with them. TC loves WvW. We are not bored with fighting JQ and BG. We have several enthusiastic new commanders, some you would recognize : )
someone should nerf necros, btw.
I paid quite a bit for my full ascended gear, even with farming. I want full ascended for every character I bring into WvW, and I want to bring at least three. I buy a lot of siege, too. I spend a lot more money on WvW than on PvE.
and lemongrass poultry soup, gak
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More rewards for WvW is a great idea. We should get some really nice, high visibility stuff for number of player kills. WvW rank should be displayable as a title. We should get piles of gold and toys for WvW achievements. : )
Wonder what they mean by “monetizing” WvW? How is the stuff we buy for WvW any less monetized than the stuff we buy for PvE? Moreover, WvW doesn’t require a lot of re-design and testing every few weeks the way Living Story, festivals, and that kind of thing does. WvW should be relatively inexpensive for the attention it brings to the game.
Pretty easy to tell if you are on one of those servers.
EotM you usually don’t fight other players. In WvW you always do.
hey, hope it works out. kill you later.
the movements are very specific, you need to call your casts and hear everything. Some commanders will deliberately kill players who are not in voice communications, and everyone who is will laugh about it.
fights at the high end of wvw can be pretty hard. Uplevels get killed right away and allow the enemy to rally. It can be a problem. The other problem with new players is they often don’t know how important communications between the zerg and commander are. They think they can just follow the tag on the map like eotm. WvW is much more complicated.
I don’t think this can be fixed without completely reworking the transfers and world system. People who want to play wvw will want to be on a winning team. That means there will probably always be a few tier one teams playing each other over and over.
In big fights, you need siege more than t3. Fortify can be a trap that will kill your tower or keep because it depletes supply for hours.
from a t1 perspective, there is not much upgrades can do without the support of your commanders. Upgrades spend and buy time. Upgrades spend hours and buy seconds.
I think one of the things the zerg hates about defenders is we talk too much.
We flip SMC. Seven hours later, they waypoint SMC. That is not just numbers of players.
One significant difference between my server and the one that completely dominates us is management of supply. It’s something they get and we don’t, and it makes a huge difference. We get discouraged by losing so badly, sometimes stop playing, and our misuse of our supply resources is one of the reasons we lose. This must happen to other servers.
I don’t know if supply management in WvW has been discussed in the forum elsewhere. Links would be appreciated. I want to talk about upgrades, how to do them and how not to do them. I want to talk about managing supply lines, upgrading and guarding camps. Some people don’t seem to get this at all.
TC hasn’t given up. We just have a lot of mistakes and missed opportunities. Good half of our players don’t seem to understand WvW very well. I wish I could say we are learning but today I am not sure we are.
also, I will shoot you with lots of acs and trebs.
The more people, especially commanders, say they hate that, the more I do it.
BG has a queue on like one map at any time if that after reset night. Last night there were no queues for a while until TC started showing up to fight then whatever map they went to got a queue. And, from what I saw I’d imagine it was the same for TC or at least close, it was quite the force that came in to take our Hills, lots of fun though.
I think one of the TC guys troll comments the other night has a ring of truth in it, “operation bore them to death is in full effect”
Haha! I would get burned at the stake in TC for saying so, but it is good for us for BG to flip our keep/garrison once in a while. The fight is always intense and it keeps us busy trying to rebuild. It’s the only time we put much thought into defense.
[Wish I had a video of that NA morning in EB…TC was in Valley Keep. I don’t remember where BG was except all over our kitten. To make a point, I guess, they took Langor, built three or four trebs in it, trebbed down both outer and inner walls and tortured us in the broken shell of the lords room for about two hours. We weren’t bored.]
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it was an experiment. We found out we are very stratified in skills. We have some teams that so overpower the rest that they can hardly play. Discovery.
way honest. I speak up
yesterday someone identifying themselves as KnT said half their guild had transferred to TC, is all