@ ninein yes that is true but the possibility is still there in this game.
@Cactus i think your assuming every 5man group would get killed by the zerg, a good group should never get caught by the zerg. zergs generally are point A to B. (objectives)
Right now the zerg makes the most rewards from hitting objectives karma, gold, exp. so there is no need to run a group. now if the new reward system works like i said, groups are going to make the most points and you will see them doing what they did in DAOC.
@Cactus did you play DAOC?? it worked very well there… for like 8 years.
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Besides, as Conquest proved in Rift, adding individual rewards for kills does the exact opposite of what you say. It strongly ENCOURAGES zergs because players can get kills much faster that way. How can you not see that? Why would you run with a small team looking for kills when the likelihood is that the enemy will be running around in a zerg looking for easy meat like you?
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like i said points have to be based off damage done. why run around in a zerg and always get a few hits on somone and only get 14 points when they die. when you could solo them for a 1000 points or be in a group of 3 and get an easy 333 points.
if your in a group of 5 and a kill a group of 5 thats a fast 5000 points. it would take you all night to get that in a zerg. im sure heavy damage dealers could do okay in a zerg and there would also be small points for hitting objectives but the main point soarce would come from hit and run groups
this is why 8v8 groups roamed DAOC . yes there was still a zerg but the roaming groups were everywhere and making more points
The point use to be to take the enemies orbs, but now there really is no goal
@ Lillain its cool, I know what warrior can do with Kill Shot builds. Ive seen some succesful staff elementalists, they arent all D/D. there are a few tricks and timing but they can drop single targets, a few combinations but one is you catch the target in an earth explode and lava field with teh immobolize signet as u hit them with fireballs and arcance blast (AB can be cast instant while casting a fireball. all 1200 range
But besides that i like being able to switch to water to heal, then earth for protection like reflecting projectiles, just like the added utility
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So in March Anet said they are adding a WvW reward / title system.
(previous thread was moved to suggestions for some reason)( this isn’t a suggestion ANET said they were doing this)
Now I dont know how they will do the reward system, but if it is similar to the realm rank system in DAOC it could help to promote less zerging, more defending.
If the system rewards players MAINLY for killing other players and the amount of damage they did.
You will see alot of players who want to raise their rank so they will start to stray away from the zerg so they can get more credit for player kills. you might actually start to see alot of roamng 5man groups picking off people and looking for other small groups.
another thing people dont think of from DAOC was taking keeps JUST to defend and make points form enemy attackers, SO you might see groups taking towers and actually staying there to defend.
They reward system would also need not have a cap that could be obtained in a few months, refer to the DAOC realm rank system that get progressively harder where rewards eventually get few and far inbetween, so you keep building your character for years.
Now if the system follows the karma, big reward for taking undefended keeps and avoiding player kills, this system will not fix anything
Not going to hold my breath but if done correctly the reward system could make WvW alot better
I have no idea why the moderator moved this here from the WVW page…… its not a SUGGESTION, its an opinin on the Reward system for WVW ANET said they were adding in march
Now I dont know how the reward system will work, but if it is similar to the realm rank system in DAOC it could help to promote less zerging, more defending.
If the system rewards players MAINLY for killing other players and the amount of damage they did.
You will see alot of players who want to raise their rank so they will start to stray away from the zerg so they can get more credit for player kills. you might actually start to see alot of roamng 5man groups picking off people and looking for other small groups.
another thing people dont think of from DAOC was taking keeps JUST to defend and make points form enemy attackers, SO you might see groups taking towers and actually staying there to defend.
They reward system would also need not have a cap that could be obtained in a few months, refer to the DAOC realm rank system that get progressively harder where rewards eventually get few and far inbetween, so you keep building your character for years.
Now if the system follows the karma, big reward for taking undefended keeps and avoiding player kills, this system will not fix anything
Not going to hold my breath but if done correctly the reward system could make WvW alot better
This would mainly be for WvW
I have a few 80s but want to make a class mainly for distance (single target killing) ive been leveling a ranger and a staff Elementalist. Since they will be addding a WVW ranks system, i want to stick with 1 get him 80 and rank him up.
Now i like my staff elementalist more, he does more damage and has better utility, now i know meteor shower will most likely take a nerf, thats fine, i mainly want single target damage. my worry is (1) attack fireball since it has a radius effect, is the damage going to be lowered?? same with (2) lava field. they are my damage against single targets and the only reason im building the character.
if the damage is going to be lowered id like to know now so i can just work on leveling up my ranger.
If anyone knows what exactly they are adjusting please let me know. thanks
I think it also gives you a chance of not harvesting the node, i have noticed on plants sometimes it doesnt disapear and i get to harvest it again or even a 3rd time, sometimes when chopping down trees i get 4, 5 or even 6 logs
So a game I played along time ago avoided this problem but no games since have. What is the effect i’m talking about? its your character being more effective the level they get to use that gear and becoming much less effective during the levels in between until they can use the next level of those items.
example lvl 35 (green) dagger. very effective at level 35 against lvl 35 monsters. now at lvl 36 your less effective against lvl 36 monsters, more so at 37,38, and 39. now at level 40 it can be replaced.
Now one could say well you could get a loot drop item of each level so your always at your max effectiveness each level but that would be very hard to do each level.
Now the way i wish it worked like in a un named previous game was gear pieces had levels that it stayed with YOUR effectiveness. Example a dagger that had a level range 35-40, could start using it at 35 and got the stats and effectiveness of level 35 but when you hit level 36 the dagger gave you level 36 stats and effctivness. it worked liek this and topped out at 40.
this system worked very well, you were always at your max effctivness. when an item was close to top level you knew you had to find a higher level replacement. and one was always available threw crafting. this way when u leveld you were always more effective. in GW2 you level up but you actually lose effectiveness like chance to crit and so on.
I agree every class should have access to the signet, Or no class should have it. be able to move on the battfield is a huge aspect, getting chased down by a group fo enemies only because of this is very fustrating. I just recently started playing my Necro becuase i got this upgrade.
DAOC was okay because speed dropped completely in combat but being chased down by a speed class/group was fustrating
One of the very few things that Warhammer got right was making EVERYONE run at the same speed
Aion got it very wrong with speed potions because they became a requirement to compete in PVP
Swiftness is really a different matter as well
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the reason they give badges and seige is because you are in danger of dieing to enemy players……..
if an enemy player kills you that is kinda the point of the risk…….
The problem with EQ’s pvp was because you fight everywhere it was thinned out, and there was alot of ganking fights where 1 person had no chance, also there was no real goals. Compare to DAOC everyone went to the frontiers zone because thats where teh battles were, people were there to fight and there was huge goals were.. invade the enemies lands and take their stuff.
Back to the topic.. if Anet does do teh rank system like DAOC they need to make the system reward people were what they did and not running over everything with the zerg. Also DAOC’s high rank people were abit too powerful, so it would need to be toned down, maybe half as powerful here, that way combat is still about combat skill but still rewards people who have achieved ranks with a slight edge. but new non ranks still have a chance. remember there is Spvp for 100% equal matches. WvW already isnt equal because of the actual level skills/trait, and gear differenses.
Also glass canons becoming even more powerful and quick killing would be a consern. I would suggest that points spent in defense give more of an effect than points spent in offense.
example 1 point spent in damage increases damage 1% but 1 point spent in armor reduces damage taken by 3% going all out in these skills could increase damage by 5% or damage reduced by 15%… just an idea
Hopefully they will be smarter about that and base it off damage done and divided to the group. example you solo kill 1000 points. . group of 5 kills someone each gets 200 points. you hit someone once or twice in a zerg run over its more like 20 points.
It worked in DAOC
Ive been wanting a reward system that doesnt involve gear. DAOC was a great example. you can keep building your character even after max level and have the feeling that your always making your character better.
This is the endgame alot of us wanted
SO the letter on facebook today talked about the things they were adding to GW2.
Under WvW they said a Prestige system to gain abilities and bonuses only for WvW. Also said Title view able by other players. I’m assuming this would be a rank system.
If they do this right, and make it similar to DAOC’s realm rank system this could be exactly what WvW needs. A way to keep rewarding people for playing and something that keep improving your character so you feel like your still making your guy better even after max level and gear.
I am happy now!
well with 30 points in spite and Axe mastery skill the damage is okay but i have really good survivability. signet of locust gives me speed so i can use offhand dagger to weaken and transfer conditions. Dagger is fun too but axe lets me always land my attacks 600 range vs 130. and its all about the (2) dagger channel.
Corrosive Poison Cloud last 12 seconds and has 5 ticks of 3 seconds, so its actually 15 seconds total poison, 19.5 if 30 points are in Spite.
I do agree poisons should be slightly increased in duration to weapon skills, personally id like to see an effect added to the 2nd attack in the (1) dagger chain and have it added the same way to axe and make axe (1) into an attack chain
would also like to see a poison effect added to the (5) attacks for all 3 offhand weapons but that might be asking too much
If the target is in STEALTH then attacks hit them but do not uncover them so they dont register to the attacker as an actual hit. So in this case you must have been stealthed and he was hitting the backstab key over and over trying to find you and 2 of them landed.
this was tested where 2 people stealthed next to each other and 1 was able to land 4 backstabs in the 4 seconds they were both stealthed. they were facing each other so he was able to live threw it.
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Im sorry to say but GW2 has become a "filler for me until ESO now
I’m here for the same reason. and no WvW reward system is really killing it for me.
I thought of GW2 as my last hope for DAOC style pvp. But low and behold ESO has shown itself in the last month and it actually is doing 3 faction RVR. one of the devs was even part of the build team for DAOC. With the skyrim play style and active blocking and parrying and counter attacks i think it might be what GW2 WvW was suppose to be for us DAOC people
@Tulisin You can be mad that an ability you liked to use for damage was nerfd but dont try to justify the ability or claim it was for ment for damage. you know it was INTENDED to be a criple. so that your target couldt get away OR so you could get away if needed. this ability for this class has been there for every mmo.
IF this was indeed suppose to be a “burst damage” skill ? why would they not nerf the damage by 15% like they did with all other damage nerfs so far. and why you you think it actually has a cripple effect on it to begin with?
@Rottaran heartseeker gets you to the target but it can still be difficult to stay on them, DD cripple keeps they crawling, if traited its like 7 seconds of you tearing them apart while easily staying on them, your auto attack chain will kill just about everyone in that time. then finish them off with heartseeker for max damage
Dancing dagger is for cripple so you can get on your target, I could care less about the damage, i wish they would remove the damage and increase cripple time or lower to 3 int.
Everyone is complaining about the dancing dagger damage nerf…………
The point of dancing dagger ability is to cripple your target so they cant get away from you in melee. you can do massive damage to your target before the effect wears off and then you can just apply it again.
lets be honest DD was doing alot of damage and if there was 2 ppl it was hitting 1 person twice and most their life was gone.
Personally i would be fine with DD doing no damage at all. Since i can basically kill that target in 3 seconds anyways before cripple wears off
Complaining about DD not doing massive damage anymore would be like complaing about your race car not being able to hill climb and compete with offroad jeeps . thats not its purpose
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Im having that same feeling, no realm rank style reward system is killing it for me. im still hanging on tho
On another note, i thought GW2 was the last chance mmo for me. but low and behold The Elder Scrolls Online has shown itself with 3 faction RVR. With skyrims active weapon blocking and leading to counter attacks and (holding the button) power attacks, its combat could be amazing. think Skyrim meets GW2 with DAOC siege RVR
lol thieves actually use this when they steal it? i just dump it so i can steal agin faster.. why would i want to fear my target away? i want them immobolized and dead as fast as possible, not feared away to regain life and get to safety
lol everytime i see a thief come out in dagger storm, i steal shadowstep to them and backstab, then heartseeker. that = dead thief before they can stealth. Since 90% are glass cannons this will always kill them.
I prefer bask venom and even thiefs guild over it
i uderstand this would take time, but could be something added in a big patch or expansion
Im just stating my endgame. i came from DAOC where after max level you could still improve your character y ranks, after time they became few and far inbetween but you were always improving, even after years. and bets part was 99.999% never hit the cap.
Gear has problems, it just sets another cap you will hit and get bored, in alot of cases teh better gear doesnt have the stats you want. gear systems like this also ruin the whole point of being a crafter. why spend time crafting when you cant make stuff as good as teh reward gear.
Im all for the simple 5 ability skill bar, I hated other games where your screen had a cluster —-- of abilities.
But i do have 2 possible choices that i think would help diversify skills without adding too many.
(1) you can choose from a list of utility skills, make weapon slot skills similar. slot 2, 3, 4, and 5 EACH have 2 choices for THAT slot. Example…. dont like Ranger Longbows rapid fire?, you can replace it with a fire arrow that burns the target for 5 seconds.
(2) Add follow up skills to most the 2,3,4, and 5 skills (similar to the slot 1 chains) Example Guardian Hammer Might Blow’s follow up would be Wild Swing. the follow ups would do more damage than the auto attacks so interupting and doding chains would be very beneficial.
A reward system in WvW would work much better. Look at DAOC realm rank system, people spent years building characters and 99.99% never came close to the cap.
like you said about shotgun kit and new rifle abilities. Mainly a hard hitting snipe shot to open with
Gear progression is only an endgame if WoW was your first MMO.
My endgame is PvP with rewards to keep improving your character. they have WvW, now they just need the reward system. Im not talking about gear, im talking about stats increases, skills and abilities, chance to crit, hitpoints, ect…. Look at DAOC with its realm ranks. people play the same characters for 5 years. why? because you can keep making them better. the beauty of that system was 99.999 % never achieved the cap. points became few and far inbwteen but you kept goin because you were always improving, even if it was very little.
well just realized you were longbow, thats more standoff and yes it will be hard to keep people from running, on my ranger i run both bows just so i can do both standoffs and skirmishes
seeing that your a shortbow ranger from your screen shot most people shouldnt be able to get away from you, so they should be easy kills, and yes most do run but you will still find alot of people actually trying to fight you, most of them are people heading down the road to the fight, but you have to be good at hita nd runs because more are always coming behind them
There is nothing stopping you from roaming around in wvw and having your 2v2 or 3v3 small man fights, instead of following the zerg or sitting at standoffs actually run around.
it doesnt matter if yoru side is dominating or losing bad you will always find people gathering from nodes, doing points of interest or just trying to get to the hot spots.
I can solo or run with my friends, pick off alot of enemy players and never die to the enemy zerg.
So I started playing an Eng, Traiting Rifle as my main damage. Just curious what some you max level WvW Engineers would suggest for player crafted gear out there. I would like to be able to run solo and into skirmishes and not just hang back sniping all the time.
should i use (berserker) pow/prec/crit damage or would the (knight)toughness/pow/prec suit me better?
The chill venom and debuff venom are worthless because the durations are far too short.
the immobolize venom and elite venom are very useful, when used with mug you can always land your backstab, they also keep a target from getting away from you.
The cheap poison venom is actually very good
you have to look past the weak poison damage tho, your 5 attacks make the target poisoned for 25 seconds non traited. This mean his heals and health regeneration will be much less effective, speccing 15 in deadly art ALSO mean your target will be weakened, meaning they will basically do 25% less damage to you and not have endurance to do very many dodges. while this might not be kitten useful for a burst backstab build, this poison is a must for going toe to toe with melee enemies, especially guardians
Also im traited to do 10% more damage to a target with a condition, poison helps to keep this always active.
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My main is a thief and the hardest class for me to fight in WvW is a guardian, because of this i made a guardian as my alt.
wheather my side is winning or losing i go out and defeat my enemies and it is fun to me. yah sometimes when my side is losing bad it can be fustrating but i always find a way to win on my own, wheather its ninja ing a supply camp with friends or finding solo enemies and killing them. you would be suprised how many people you can kill that are running around gathering
they could make it so the escorts give rewards only if there was enemy presense that came close to that caravan, this would stop teh lame people / bots who stick to caravans by the portals keeps way behind there defensive lines that have a 99.99% chance of not ever being in danager
am i missing something? i thought they said the free transfers are only for the first few months of the game so people can get situated. I remember reading server tranfers would cost $ and you would not get the WvW rewards until the next round so people wouldnt server hop
@sue the free transfer are not perminent. Once it ends it will cost $ to transfer and you wont get WvW rewards till the next round. so server hopping shouldnt be a problem
Im hoping they will add the rank / ability system daoc had as it does allow you to keep building your character for years
But even without a reward system it is still something to. you fight for your server, you fight enemy players. building a character that can kill enemy players is kinda the purpose, like a self reward, kinda like knowing you were able to win against your opponents
@akamon, yah u can use sceptor immobolize skill but you also have to move into 900 range, can also use bane signet to knock them down from 1200.
but if you do it like i listed and get really fast at it you can catch most people.
there is also no real need to defend these Behind your lines and you shouldnt be rewarded for it. the ones in open field tho heading into dangerous grounds trying to get to a tower or keep that NEEDS it should give a reward.
well for Guardian armorsmith will give you the most benefits as you can make yourself 6 items that are needed. i would say 2nd would be Jewel Craft as that gives you 5 items you can use. Weaponcraft would be debatable tho since its 1 item but it also bases the damage you do, weaponcraft would also be more important if you also use a shield.
yah i tried but you have to time it very well, iv had no problems with doing it after, maybe one day i will be a pro lol