Main Class – Ranger [Bezerker/Trapper Hybrid]
Main Mode – WvW [Gate of Madness]
You can’t spend it; influence has been completely retired as a system.
Incorrect there are ways to spend it but you can no longer earn it. I believe there are mine upgrades or you can purchase favor with it. These are limited by so much per day or week.
No , the problem is the REAL fractal loot is LOCKED behind the Fractal Mastery (which requires HoT)…..
this is a the scenario – “haha I have HoT, I have access to the best fractal rewards , take that core game f2per scrub”…..
Ppl aren’t bent on getting gold, its the fact they TOOK AWAY from the core game….and LOCKED it behind HoT…..
also, you do realize gold is pretty much the only way to get anythign in this game right???? Outside of accountboud/soulbound drops, gold is the ideal way to get something like a new gemstore skin…..
Also, on a side note, how pathetic is it that anet couldn’t even AT LEAST add NEW fractal instances….. I mean my godness, years of the same crap. You think players should be happy with all this and just say “eh its ok anet, you guys are awesome, we don’t care how you treat us!!”
This is my point you are so bent on rewards, playing a game is reward enuf. If you really need those silly gem skins maybe pay a few dollars and buy them with money and support the game.
Are there advantages to buying the expansion, yes. Did they say they wern’t going to nerf the f2p aspects of the game, no. They have nerfed the f2p content because they would like to get ‘paid’ for delivering content to people, either though the purchase of an expansion (earn more gold and can get gems easier/faster) or micro-transactions (buying gems directly with money). They are giving away content free that use to cost $50. If fractals aren’t fun and only played for rewards then they shouldn’t be played.
Late is better than never
The nerffed the loot because you only have to do 1 instead of 3 and a boss. Honestly why is everyone so bend on getting gold in this game, you can still enjoy the fractals and much of the game without much gold.
Someone in another thread already stated they have a fully unlocked dragonhunter.. Now I thought anet didn’t want things unlocked on the first day and I took that as it would still take pve’ers some time to actually unlock stuff..
Doesn’t look to be the case though so I totally agree that something should be done for the people that mainly play WvW. I’m in same boat as the rest of you guys. I only have 1 toon out of 10 that has 100% map and is caught up on the story. 2nd highest is 71% but the rest are between 2% – 10%.
No the just didn’t want WvW players to be able to with WEXP. They told people to go farm hero points and most people did. Those are the people with the elits already. Also it only takes 60 to start to play the elite and 400 for everything unlocked. Could just have unlocked dragon hunter (60 points).
In patch notes
Reduced Edge of the Mists rewards.
Reduced event karma, gold, experience, and world experience by 25%.
The number of Badges of Honor awarded for capturing an objective has been reduced to be consistent with other WvW maps.
The chests that spawned on objective capture containing badges and ascended materials have been removed.
The Badges of Honor and ascended materials are now dropped by the objective’s boss instead.
Yea, I feel the automatic upgrades are a bit fast. They should make the timers significantly higher but make the dolyaks worth more off the timers. Right now there isn’t too much to gain from escorting them other than the supply they drop off. If you want an objective upgraded fast you should run dolyaks and it should feel faster.
I like that the gates are stronger, makes defending and attacking more fun and less rush it down.
I like the new power of the lords rooms, if it’s equal numbers I feel the defenders should win.
I don’t think all players playing WvW want to ‘escape’ from PvE. They want open world PvP and in most MMO’s that means PvP in a PvE zone. Its fun ganking a player or group trying to do ‘quests’ (flipping a camp or tower), and fun to avoid a larger group trying to gank you. If you want pure PvP then sPvP is probably the place for you, and guild halls arena/OS for larger fights.
I only played a bit before launch (the maps were open as soon as the download was available) did play this morning. So yea must be a bug, will be interesting if they work like ‘standard’ nodes for reset timers.
Are these working as intended or bugged because you can farm them about 1 time a minute. Not sure if this is intended for defenders to get more ‘rewards’ or just someone forgot to turn the cooldown back up after testing it to make sure it respawned properly.
If it isn’t intended maybe consider changing it to something like once a tick to help in rewarding defenders. I love the idea though that holding a objective is more strategic in the ‘lore’ of the game now. Maybe higher rates for higher tier mats from more important objectives (if this isn’t already the case).
Anyhow love it cool idea.
So you want all the benefits of the expansion but don’t want to pay? Should be happy you get a full new map for ‘free’.
In super competitive play there will always be the ‘preferred’ build or way to play. This isn’t ArenaNet’s fault it’s the players who think this is the only way to play and tell other people it’s the only way to play. I have seen many off meta builds do just fine in PvP (I don’t think I’m top tier by any means but I’m up there a bit). People just like to watch the pros and copy them thinking the build it was makes them win.
I’m not saying all builds are equally as strong or viable just that you can play off-meta and still do well. Skill > Build and many people think the other way unfortunately.
It really depends on what the changes to the specialization are, we haven’t had our beta weekend feedback official changes yet. There could be crazy healing power scaling or crazy staff damage scaling or neither.
Thanks for posting this! Unlike much of the other information about HoT that is hidden and shrouded (I like it, going to be an adventure), this information is necessary because it’s not good mojo to remove things from the game without proper warning, and you even gave good suggestions to what to do about it.
You could go by the number of posts in the Game Release Notes thread. I think they usually add a new post for bug fixes and such.
There are some that go out without mention in the update notes unfortunately.
Shoot, and I still needed to finish Sapphire and Garnet Sanctums for my JP achievement. I wonder if the new maps will have JP’s on them that meet that requirement?
Nope DEV confirmed.
“Thursday Morning” kinda vague but a bit before HoT launches, probably so they can get them up and running for the expansion. Also there is no conformation that WvW will be open on HoT launch it’s just kinda assumed.
This is the only official information:
“On the morning of Thursday, October 22nd, WvW will be terminating without completing or updating Glicko ratings as normal. This will be the end of the classic (“Alpine”) Borderlands maps for the foreseeable future.”
“At the moment Heart of Thorns content becomes available, WvW will prepare its maps. Including the new Desert Borderlands map. There’s no guarantee the matchups from earlier in the week will be the same as the new ones (or that they’ll be different).”
“The new round will run until the new reset times on Saturday, then end and update Glicko ratings. After it comes up again, WvW will be running as “normal” except for the changed reset times and the new Desert Borderlands.”
Basically, using break bars on players removes the hard separation between soft and hard CCs. It makes soft CCs stronger than they should be, and hard ccs weaker.
Quite the opposite, but I think we consider weaker cc to be something different. I’m calling weaker cc stuff like .25 second daze and stronger 3 second stun. I would think they would leave blinds, chill, cripple like how they currently work (what you are calling soft cc). If the soft cc did affect the breaker bar (for players) then the players should be immune to the soft cc and it wouldn’t bring the bar down much making ‘soft’ cc almost useless vs breaker bar (hence leaving it how it is).
Just looked this up on the Wiki, no clue this existed! This is way cool! How have I played this game for 3 years and not known!
Thanks for the info even though it wasn’t your intent :P
Because soft CC is often spammable for various reasons (in creasing sustain on some classes, pressure on others) and hard cc is not (because spammable hard CC is unfun to play against) they moved to the stacking stability we have now to allow coordinated hard CC to punch through stability so boon stripping is less of a “make or break” mechanic for team fights in pvp or future instances.
Yes, the breaker bar is similar because the hard cc will knock it down much faster. For example something that currently gives 2 stacks of stability maybe gives 10% breaker bar (numbers to be adjusted according to balance). In the current system it takes 2 cc of any strength to get past stability. With a breaker bar it might only take 1 large cc or 3 small ones. The way it currently is, the smaller cc is better at ‘breaking’ or removing stability because it is lower cd and more spam-able and the larger cc doesn’t have a chance. Shouldn’t it be closer to equal? Meaning the larger cc can ‘break’ though stability quicker since they have to wait longer to reuse? and smaller cc take a bit more since it’s widely available and spam-able?
This isn’t only relevant for PvP and WvW because if ArenaNet want to add a boss mechanic with a devastating cc, one simple stack of stability will block it in full instead of having the option of it requiring a larger amount of ‘stability’ (or more full break bar) so you don’t get caught in it.
Also the idea with a break bar at 1% getting hit with a large cc is that part of the cc would be used up to remove that last percent and the rest would still be applied. So something like a 3 second stun get’s reduced to 2.34 seconds after it breaks though the remaining breaker bar.
However, there should be another factor: relative population to each other.
This
However I think ArenaNet already has something in the works that they will probably follow through with and see how it works out. Something along the lines of awarding points (3 for 1st, 2 for 2nd, 1 for 3rd) for how well a server does score wise for a particular chunk of time (like 3 – 6 hours).
There are a few ‘unwanted’ situations with this suggestion.
For example, if all servers are 100% on all maps and server A is winning in PPT they will be gaining a good score over the other two. Later in the same matchup all servers happen to have same numbers on every map but only 20% of max. Points are less worth it so if server B holds a PPT lead like server A held a full compacity for the same duration they will not catch up to server A.
This system could also promote people not come out to play WvW so the other server doesn’t get as many points when they have the population to hold everything easily.
I’m glad people didn’t actually read what the post was. It’s 400 points to unlock everything for the specialization including skins. That means to get all of you skills it will be less, and they have stated it would take a lot of extra hero points for the skins so it still could be just 170 or so for the specialization and all abilities. Also it only takes a few to get started on the specialization you just won’t have all of your utilities and elite yet. Stop blowing things out of proportion.
Depends how they structure it ie where are skins? At the beginning, end or in the middle?
I don’t remember where (sorry, I think a guild chat maybe during druid/pax) but I know they mentioned it would be set up like x amount first then you can optionally spend more points to get the skins. But seeing as it hasn’t been written down anywhere they might change it.
Berserkers’ “Eternal Champion” trait used to give them a break bar apparently, but was changed to pulsing stability.
I like this idea, but Anets apparently tried it before and it didnt go through.
I think part of the reason for the scrapping was that it gave a sizable advantage to berserkers because small/weak cc and boon stripping was ineffective when compared to stability. However it isn’t as much of an advantage if all classes get access to it. Also they got a full bar which took a lot of cc to bring down which was strong.
The actual numbers behind the bar can be tweaked so that it lines up with how much cc stability abilities currently block with the exception that stronger cc will be a bit more effective and weaker cc will be less, but shouldn’t that be how it is?
“At the moment Heart of Thorns content becomes available, WvW will prepare its maps. Including the new Desert Borderlands map. There’s no guarantee the matchups from earlier in the week will be the same as the new ones (or that they’ll be different).
The new round will run until the new reset times on Saturday, then end and update Glicko ratings."
This will be good before the Saturday reset because it will allow players to get familiar with the map before a new match. Some guilds are already planning on spending that day exploring it.
Prepare and Start are widely different in my opinion. I think they plan on using this time between Thursday morning and Saturday afternoon to make sure the sever is up and will be functional, hence the use of the word prepare. If you prepare a sandwich it doesn’t mean you ate it. Just my interpretation, seems like a lot of people are thinking differently would be nice for clarification.
So now there the technology or code is in for CC to be more or less effective based on type and duration is it possible to switch how stability works over to this style? I’ll lay out how it works below:
Pros
Cons
Any thoughts, ideas, suggestions, pros, cons are welcome in the comments and thanks for reading.
So they changed Stab so it was no longer a “binary” totally-immune or totally-not-immune.
But what they’ve introduced instead is a new binary which hard-codes into the game the number of enemies you can fight as melee.
You have 5 stacks of stab.
Lets say 1 in 4 enemies drop CC on a push (push every 10 seconds, CC cooldown average 40s, so fair assumption).
4 Enemies -> You pass through all CC -> might as well have been no change.
8 Enemies -> You pass through all CC -> might as well have been no change.
12 Enemies -> You pass through all CC -> might as well have been no change.
16 Enemies -> You pass through all CC -> might as well have been no change.
20 Enemies -> You pass through all CC -> might as well have been no change.
24 Enemies -> Even with stab, you still get CC’d -> might as well not use stab at all.
28 Enemies -> Even with stab, you still get CC’d -> might as well not use stab at all.
32 Enemies -> Even with stab, you still get CC’d -> might as well not use stab at all.
36……. etc.You can nit-pick on my exact numbers if you want, but the conclusion is the same:
There is now hard-coded into the game a number above which stability is worthless, and below which stability is the same as it was before.
This simply encourages blobbing up.
There is a reason why the stability changes have hardly affected sPvP or GvG or roaming, but have had a huge impact on large-scale WvW. There is also a reason why “zerg-busting” has basically disappeared from WvW. The reason is what I have posted above.
This is a good point however it goes the same way for stability. If 1 in 4 players brings stability then…
One problem with this is many more people seem to play the ranged/back-line (bringing cc) then play the front-line (bring stab). Making CC come out one ‘top’ of the tug of war.
I will agree however that this ‘encourages’ blobbing, and makes the number difference much more important when it comes to zergbusting. I don’t however think it should go back to the old way.
That that core problem.
The amount of Stab per player !! doesn´t increase but the amount of cc increase with every enemy guard and ele cause their cc isn´t capped on 5 man limit like every other skill in this game so in numbers bigger 30 on one side it´s totally broken :-(
There are abilities that grant stability to nearby party members so more people running these utility means more stability. I do agree there are some cc abilities that have ‘unlimited’ targets and there is currently no way to do the same on stability side. That is what the banner (turtle I believe) is bringing to the table. I also will agree that cc is more available so you kinda have to stack ‘front-line’ (stability granting players) 4 to ever 1 ‘back-line’ (running cc) player you are facing. Thus ‘back-line’ is deemed more effective and is ‘easier’ to play so the more play it and then we get where we are today with “Stability sucks and CC is op” or something along those lines.
EDIT: Adding this link to forum with an idea to help stability out some.
(edited by Pink Ninja Man.4375)
I though this is how it was happening:
There is no short matchup between when it comes down and the first Saturday reset.
I’m glad people didn’t actually read what the post was. It’s 400 points to unlock everything for the specialization including skins. That means to get all of you skills it will be less, and they have stated it would take a lot of extra hero points for the skins so it still could be just 170 or so for the specialization and all abilities. Also it only takes a few to get started on the specialization you just won’t have all of your utilities and elite yet. Stop blowing things out of proportion.
If you have the option to re-target skill mid use and your target goes into stealth will it continue to ‘track’ them like on live or will it ‘re-target’ to shooting at the cross-hair where there is no other target in your cross-hair.
For example I’m playing ranger and use my rapid fire(long bow 2) skill with re-target disabled and a thief goes into stealth. I continue to hit him with rapid fire until the end of the attack.
I’m playing ranger and use my rapid fire(long bow 2) skill with re-target enabled and a thief goes into stealth. What happens?
No other target selected
Other target get’s selected (aimed at)
I feel like it should be:
No other target selected
Other target get’s selected (aimed at)
So they changed Stab so it was no longer a “binary” totally-immune or totally-not-immune.
But what they’ve introduced instead is a new binary which hard-codes into the game the number of enemies you can fight as melee.
You have 5 stacks of stab.
Lets say 1 in 4 enemies drop CC on a push (push every 10 seconds, CC cooldown average 40s, so fair assumption).
4 Enemies -> You pass through all CC -> might as well have been no change.
8 Enemies -> You pass through all CC -> might as well have been no change.
12 Enemies -> You pass through all CC -> might as well have been no change.
16 Enemies -> You pass through all CC -> might as well have been no change.
20 Enemies -> You pass through all CC -> might as well have been no change.
24 Enemies -> Even with stab, you still get CC’d -> might as well not use stab at all.
28 Enemies -> Even with stab, you still get CC’d -> might as well not use stab at all.
32 Enemies -> Even with stab, you still get CC’d -> might as well not use stab at all.
36……. etc.You can nit-pick on my exact numbers if you want, but the conclusion is the same:
There is now hard-coded into the game a number above which stability is worthless, and below which stability is the same as it was before.
This simply encourages blobbing up.
There is a reason why the stability changes have hardly affected sPvP or GvG or roaming, but have had a huge impact on large-scale WvW. There is also a reason why “zerg-busting” has basically disappeared from WvW. The reason is what I have posted above.
This is a good point however it goes the same way for stability. If 1 in 4 players brings stability then…
One problem with this is many more people seem to play the ranged/back-line (bringing cc) then play the front-line (bring stab). Making CC come out one ‘top’ of the tug of war.
I will agree however that this ‘encourages’ blobbing, and makes the number difference much more important when it comes to zergbusting. I don’t however think it should go back to the old way.
I like what somebody mentioned about all cc counts as 1 stack off stab not making sense (.25 sec daze and 3 sec stun both 1 stack). Why not just change stab to use the new ‘defiance’ bar and it get’s filled up not just from one stab but stab skills fill the bar by x% (bigger stab abilities fill it more). Only problem with this is that it would’t be boon strip-able (however they could just make boon stripping remove a chunk of the bar).
Combat Visibility
One change you’ll notice when the expansion goes live – a number of FX for skills have changed. We’ve tried to cut back some of the visual noise of some of the “noisiest” skills to make it easier to see what’s going on in combat with multiple players/mobs on screen. We’ve also made some skill FX end much faster to align with the length their actual combat effect happens in the world – previously some FX lingered much longer than the actual outcome of the skills combat interaction would occur. This is also to help make it easier to see what’s going on in combat.
Any chance this can be an option to toggle on or off in the game/graphics settings later. Some of us play more casually and like the extra effects and some play competitively where they need their ‘visual space’. I’m talking a patch down the line not with HoT release (maybe add some more visuals to existing spells when this is done, if it is done).
Anyhow good luck when you press the big button, can’t wait to get in to the heart of Managua.
Trapper runes could be interesting.
Yes please, gives the ranger the ability to be like a theif. (+1 and good mobility between points)
May need to look into the ‘ghost’ theif build if you add it though. Not sure if it would be to strong but just frustrating in sPvP.
I never said all the changes were big time consuming changes, some are some aren’t. I also never said all of these changes are for the better. Overall I would say WvW is better but if you don’t feel that way then I can only imagine it will get worse before it get’s better for you, sorry.
Adding:
Its a really bad idea.
The original or the one posted above? Why?
This is a discussion not a place to post disgust.
Unfortunately the mindset that ‘the match is already over’ is what really hurts WvW. Gliko is designed around every point counting so even though you are not going to win getting those extra points from holding a keep for a few more hours makes a difference in ranking.
My theory on this reasoning? There is no incentive to having a higher Gliko score so servers don’t care if their score is high or low. Winning a match does however give a reward (not a super significant one but something none the less) so if a match is servers will play out the week.
Should we give rewards for higher Gliko? Probably not, that just makes people want to transfer to T1 servers instead further enforcing the ‘population problem’ we already have.
How can we make every point count for more than Gliko? Make rewards based on Gliko change every week. That way even if you are matched up against tough servers, you are motivated to try and get as many points as possible for better rewards. Can this system be gamed? Yes to a degree, servers could tank their Gliko for later weeks being easy Gliko gains however the same can apply to how servers are currently rewarded for ‘winning’ matches.
What does this have to do with reset? A lot actually, (or it would be a different thread >_<) the main reason that reset night is when everyone plays is two fold. First, it’s during the weekend when people have more time available to play. Second is because people think it has the biggest impact on if you server will win the week or not. So people don’t play towards the end of the week because ‘the match is already over’. Then when ArenaNet changes the day of reset to later in the weekend people get upset because there is ‘less WvW play time’ for them.
Reset night shouldn’t matter when it comes to how much people play WvW, unfortunately it is ‘everything’.
3 years and we can think of less than 20 things, and many of those what seem to be more minor or easier changes, a few that one could argue made things worse….hmmmm.
I’d assume the PvE changes would number well into the hundreds. Not that i’m knocking that, this was mostly a PvE game.
Just find it interesting so little has been done in 3 years for a touted game-play mode (WvW).
So little done? How much do you think they should have done in 3 years? When I bought the game I expected it to be like other games, you but it and they just fix bugs, no new content or changes to improve the game mode.
3 years and the majority of the list are bug fixes, terrible additions (events), or things that don’t even apply to WvW (OS, EotM). People take so many things for granted now days.
Can’t wait till they bring back culling in the form of the SM fountain!
One of their events was quite a success (PPK) so much that people wanted it to become permanent. OS and EotM both apply to WvW, OS took people that were having fun doing the jumping puzzle out of the EB map so more who wanted to play WvW could. Also made a zone for dueling and GvG (though most don’t use it). EotM took a lot of the uplevels out of WvW and reduced the map ques for higher populated servers.
Shame some people don’t understand the time put into some of these changes and the impact they made on the game mode. Can you not honestly say WvW has improved?
Added commander tag colors to the list.
I don’t see why they don’t make it a 6 day ‘week’ and have the reset night change every week. Then people who have different work schedules or play time preferences all get ‘optimal’ reset time once and a while.
I don’t see why people are only wanting to fight for points the first few days of WvW but I do see that it happens. Even though with Gliko every point matters so playing on Saturday is just as important as any other day of the week. If you say people don’t care about the Gliko and winning then again why does it matter when reset is, if people are available and playing on Friday it can still be fun fights.
An unexpected side effect of this change that might be super good. People will log in on Friday and early Saturday because it’s the weekend but won’t care to get objectives or defend them so instead they will just fight each other (maybe). This could make the people that like open field fights just to fight have a bit of the weekend to enjoy.
One thing is for sure, things will feel different for a while and then will settle in to a ‘meta’ after a while (for better or worse).
Edited to add gold per match and the new tradeable PvP currency.
Adding:
the other changes are more for the other areas of GW2 (PvP and WvW) and are in their respective threads/forum
WvW levels and masteries were post release
Had it in there just not on it’s own bullet for some reason >_< fixed thanks
Updated and added a few items including commander tag and links to similar threads for sPvP and PvE.
I will give you props for making those lists.
They probably aren’t quite as good as the WvW one as they don’t get as much of my attention :P. Making these brings back memories so it’s fun to remissness and be reminded of how far this game has come in 3 years.
Added guild missions, guild events (i think that is there name. for starting world bosses) and updated to make it a bit more clear they are adding maps to the jungle and not the jungle itself (thanks for the actual count)
Removal and replacement of a Twilight Arbor explorable path.
Daily login rewards.
Added Thanks, not sure how I forgot daily reward chests
Updated and added a few items including commander tag and links to similar threads for sPvP and PvE.
ust wanted to take some time to thank the devs for all the work they have put into sPVP as a gamemode since launch and look forward to the changes in the future. Some people haven’t been around long and don’t know what all was there from the start and what has be added. Feel free to add any I may have missed.
Over the 3 years since release sPvP has seen changes:
Changes coming with the expansion:
Also Links to Other Sections of GW2:
(edited by Pink Ninja Man.4375)
So I just wanted to show some appreciation towards the developers and just kinda of show all of the changes that have occurred to the PvE aspect of this game since launch 3 years ago. If I have missed anything please let me know (I most certainly miss stuff). Some people have only recently joined the game and don’t realize that a lot of what is in the game was added since launch.
Over the 3 years since release PvE has seen changes:
Changes coming with the expansion:
Links to other Sections of Guild Wars 2:
(edited by Pink Ninja Man.4375)
Yea forgot culling and the 5 player caps, adding to the main list
What T8 server were you playing on that you believe that crap?
It’s not T8 but it experiences the population imbalance of non T1 servers. I play on GoM with some friends (T7) who chose not to transfer back when I transferred. The have people that scout, and I do myself sometimes when there is a group on that can defend if an objective get’s attacked. If there is no group on then it’s mostly get watch stuff get flipped and do what you can with small havoc groups (flipping camps maybe a tower). The winner and loser of these matches (often with T1 as well) is just about coverage. What server do you play on and what are your experiences?
Just wanted to take some time to thank the devs for all the work they have put into WvW as a gamemode since launch and look forward to the changes in the future. Some people haven’t been around long and don’t know what all was there from the start and what has be added. Feel free to add any I may have missed.
Over the 3 years since release WvW has seen changes:
And they have shown quite a bit of love for the expansion:
Other Sections of Guild Wars 2:
(edited by Pink Ninja Man.4375)
And yes, there’s bound to be people that do bash everything ANet does but can you really blame them? I mean look at the direction and amount of development WvW has seen when compared with the two other core gamemodes. Then, you get incidents like the company’s own president making comments like this and this, and it just makes it seem like over these 3 years they’ve not really payed attention to WvWers at all.
The funny thing is that this is true. You know how many people have legendarys in WvW? A lot, given the rewards that are given in WvW alone I don’t think anyone has earned them solely in WvW. They don’t often play PvE I understand that, I’m the same way but he is right there is a super small if any percentage of people that since the beginning of playing GW2 have only played WvW. He isn’t denying that people spend 99% of their time in WvW but most people come out from time to time for living world, getting resources, a break from WvW. Take those comments how you like but he isn’t saying what most people interpret that WvWers play PvP (often). I also like how everyone thinks that their class/gamemode get’s no ArenaNet love.
Over the 3 years since release WvW has seen changes:
And they have shown quite a bit of love for the expansion:
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