An ETA on the queue time seems like a necessary feature.
Mismatching does cause the most frustration.
The instant, free transfers are problematic for some servers.
Walls or doors should require you to repair them to at least 10-20% before they obstruct you again.
The scaling is a difficult thing to control. Ultimately, because of how attributes are distributed on gear, an 80 in Exotic gear will always be stronger than an upscaled non-80.
The UI should support smaller contributions and donations the team makes.
Trebbing from the Briar tower is pretty different. You can kill that Trebuchet using an Arrow Cart, Ballista, or another Trebuchet. Plus, remember, it is behind the saftey of two sets of walls and gates; not one.
This isn’t asking for player opinion since none of us know the answer. I am curious if this dynamic is an intended design or an oversight.
There’s no question that HoD is colluding with Stormbluff. They’re both currently working together to take out shad in green borderlands.
Not cheating. Just weaksauce. A serious game flaw imo. (Yes I’m aware this was intentional. That’s what separates a design flaw from a defect.)
Yesterday JQ was attacking Bluebriar while HoD was attacking Dreadfall Bay, wiping SBI off the map for a few hours. What goes around, comes around.
Is this an intended strategy or is it an oversight because of Garrison’s altitude, providing the Trebuchet enough extra range to hit the outer Gates and wall of the Bay keep? They do it behind the saftey of the inner doors of Garrison.
They’re attacking a gate when the wall is breached.
Siege shouldn’t be deployed in the jumping puzzle. Waste’s more people’s time who should be out there fighting in the actual battles on the map.
It was a 3 way fight. SBI never allied with HoD. It’s really funny though, JC is tunnel-visioning SBI now.
My advice to you is: Kill the Elementalist. They’re very easy to kill, especially while channeling Meteor Shower. They have the lowest HP pool in the game, and most are running around in “glass cannon” spec.
Maybe claiming the enemy orb should deny them their orb bonus but not grant it to the enemy. That way the strong don’t get that much stronger.
After lowering my sound quality from “Highest Quality”, I have not gotten this sound bug since, whereas I previously was subjected to it daily.
I just server transferred to [Insert Server] and I am now full of server pride.
Saying “Everyone can do it, it’s fine!” doesn’t fix the problem. Just because everyone could create Chocolate Bananas for karma and sell them for gold doesn’t mean it isn’t an issue that needed to be fixed.
Since you seem to not understand why it is a problem, I’ll explain why:
At the beginning of every game, the structures are highly vulnerable since they have 0 Supply stockpiled and no upgrades. This is balanced under the assumption that everyone is beginning with 0 Supply, because we control no Supply Camps at the start.
When you give everyone on an invading team full supply, that’s potentially 800+ supply to be used on offense the instant a game begins. The result? Every competitive game is a blitz at the start.
Defend it all you want, but this is obviously unintended.
Supply is meant to be a limiting factor and pacing mechanic in WvWvW since it generates 10 every 30 seconds from Supply Camps. Carrying it over from a previous game and outfitting an entire team with it, is obviously something unintended. The only reason it still exists is because it isn’t a high priority to be fixed over the many other bugs that exist in the game; but it should be.
You should put your server pride aside for the sake of improving the game during these discussions. Saying “Oh you can do it too!” is something that could be said about any easy to reproduce exploit.
Yup, no bugs at all in WvWvW; I forgot.
If we were meant to have supply when the game started then the Supply Camps wouldn’t be neutral in the beginning of the match up. Justifying an obvious bug is very amusing!
I’ve noticed that in most games I’ve played that the two versus one scenarios usually do not target the number one team. There is no real incentive towards attacking the servers with the juggernaut alliances. It’s more typical that the two strongest servers will pick on the weaker one, especially if they have an early lead. I believe there needs to be more fluctuation between points to give inventive the third place team to keep playing.
Games end usually with the #1 team having a huge lead over the #2 and #3 teams. The #2 and #3 teams end up fighting each other, with the #1 picking on whoever it wants since they are typically not harassed as much. I believe that if you have absolutely no chance of catching back up, it is very discouraging for people to keep playing, further solidifying the #1 team’s lead.
I suggest rewarding the other teams, especially the #3 team, with bonus points for attacking the #1 team. It would be something along the lines of a flat bonus per objective claimed against the first place server. This would give the last place team hope for actually winning when behind.
Necro wells, guardian symbols, mesmer temporal curtain, mesmer feedback, most if not all of the ele ground targets, ele magnetic aura, thief choking gas, thief smoke screen, warrior banners,…
All Elementalists ground target abilities are subject to the 5-target cap. So are Necromancer Wells, Warrior Banners, Choking Gas, and Guardian Symbols.
Magnetic Aura has a target cap of 3.
Tsk, tsk. As someone once said:
Do some research next time you post please…
I’m not going to argue back and forth about this but I appreciate you bumping this thread for me!
The solution that no one is going to like Is to set a maximum number of people retaliation buff can apply to. At the same time set a max number of people that an aoe can hit at one time.
There already is a 5-target limit on both.
Things without target caps are abused heavily in WvW. Line of Warding, Wall of Reflection, Portal Entre, etc.
A small handful of guardians forcing dozens of people on your team to use Stability or Immunity cooldowns to bypass their Lines of Warding is why it should have a target cap; no you cannot dodge through it. The target cap is also applied to everything else in the game that has a positive or negative effect on players. There might be technical reasons behind it not working with this ability, but I am reiterating it should be limited in effectiveness like everything else is.
This ability needs to be subject to the universal 5-target cap that is imposed upon buffs and AoE.
Garrison Keep’s Broken Gate: The southern inner door does not upgrade to a Reinforced Gate. This is because it uses a gate that is different from the other gates of WvW. This is the central keep in the WvWvW Borderlands.
Garrison Keep, the Orb of Power and the Quaggen:
If you place an Orb of Power at the Garrison keep in the Borderlands, it is vulnerable to the Quaggen’s Weather Node. The lightning strikes destroy the Altar, exposing the Orb.
Lowlands Keep’s Broken Gate: The outer underwater gate does not upgrade to a Reinforced Gate. This is because it uses a gate that is different from the other gates of WvW. This is the south-western keep of the Eternal Battlegrounds.
Entering Spawn Area of Borderlands: From this position, you can sneak into the spawn area of the enemy. Bypassing the Legendary Defenders is easy with stealth. This is near the Sunny Hill/Longview/Woodhaven tower.
Siege Within Saftey of Spawn of Borderlands: From this position, you can build siege that is only accessible by jumping down from the Borderland’s home team spawn waypoint. Flag it for “Siege Deployment Blocked”. This is near the Cragtop/Cliffside/Dawn’s Eyrie tower.
(edited by Moderator)