Thorny Scrub – Thief
Desolation
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A Mini Trahearne with dialogue so he can steal your glory no matter what you’re working on.
Oh God, you may have just given someone at ArenaNet an idea for talking Hobo-Tron backpack-like mini Trahearne with voice acting, stealing credit as you kill, mine, forage and lumberjack your way through Tyria.
He’d probably give a speech every time you kill a dragon world boss, ending with "I killed the dragon.".
(I’d probably buy the thing.)
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I found this to be the worst episode all-around since some of the LS1 "what the hell is this scarlet nonsense" episodes. It was short and just lacking in all aspects. I hope this doesn’t become the standard following the initial ’hype train’ that was episode 5.
And this is why the game needs selectable overflow maps like GW1 had them, including language specific ones for EU. In this system, every active map copy is shown in a list and you can join any of them as you please. This way finding a map focussed on the content you prefer to do is going to be significantly easier. An added benefit of this solution is that we as players can see how active a zone really is.
It puzzles me why ArenaNet still thinks dumping players into random maps is a good idea. The only reason I can think of why they want it this way is to present an illusion of a true single mega server, or to hide the number of people actually playing in a zone.
As for the taxi option through LFG, that’s a route very few people know of or want to take.
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This seems utterly broken.
I farmed about a 100 bags with a zerg and ended up quitting out of boredom, not because I ran out of keys, badges, or shovels. It’s a free loot giveaway and I’m expecting it nerfed Monday.
Yes, it is quite unfortunate that ArenaNet can find the time for PvE maps, but is unwilling to even bother converting existing PvE maps into WvW maps, which has been requested just as much. Having a map rotation system that swaps out borderlands maps for different PvE maps with WvW objectives on them would do miracles for keeping WvW fresh.
Silverwastes, although fun PvE content, does feel like a slap in the face for WvW players (and also the fact the siege equipment doesn’t benefit from WvW rank abilities). Not to mention the loot inconsistency, as this thread here points out nicely: https://forum-en.gw2archive.eu/forum/wuv/wuv/Reward-imbalance-Silverwastes-vs-WvW/first#content
But here is to hoping they really are working on WvW content behind the scenes...
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Does anyone actually use mob-slayer sigils? They seem like a waste to me unless you can afford swapping out sigils all the time (especially if your build uses expensive ones). I think these things would be a lot more useful of they occupied a unique upgrade slot specifically made to fill a slayer sigil, so then the choice would become what slayer sigil to use, rather than whether to replace proper sigils or not (usually not).
Other than that, there are a few bits that LS2 is missing to connect it better to other existing systems, a slayer potion is one of them, others are Mordrem kills not counting as plants for the plant slayer achievement, LS2 zones (and Southsun) not having any map completion progress or rewards, and a few more little things that result in a lack of consistency.
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This struck me as the most interesting part of this episode and I’m surprised so few people are speculating about it. Perhaps it’s because of a bug some people are mentioning?
My 2 cents? We’re digging a lot into GW1 lore with this episode plus the whole Rytlock-in-the-Mists business seems to add up to a likely possibility one of the six Human Gods is taking the stage again, and given the voice was male, that leaves only a few options if this is indeed the direction the story is taking.
Either way, more GW1 ties may just preserve my interest in the game, something living story season one almost destroyed.
Nope, didn’t even participate, sorry to say.
For 5000 Badges the darn thing better be 40 slots.
Otherwise, sure, Badges really need more use.
It always puzzled me why they didn’t go with this route in the first place. The current implementation of ascended gear locks players into a single spec on a single character.
The ’transferring to the winning team’ is a valid concern. The solution would be to simply raise the reward for active WvW participation;
- Increase player kill loot.
- Increase badges of honor use or add a new badge type with a more controlled gain/reward ratio.
- Non-EotM WvW event completion reward increases in terms of silver or new currencies.
- Return of dolyak defense rewards.
- Return of orbs with different rewards affecting loot instead of combat stats.
- Adding some sort of reward for scouting/siege refresh/upgrading.
- Bump up the rank up chest rewards.
And the list goes on.
To balance it out, reduce EotM rewards, that map gives too much stuff for too little effort, and normal WvW doesn’t even come remotely close to those rewards, and neither is it a realistic bar to meet, so lower it.
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Thanks for the effort John, if only this started happening over a year ago.
I’ll be sure to give the game another try once WvW received this level of attention on an implementation level, the stuff being mentioned here would go a long way towards revitalizing the game mode (although there is still that crazy thing called new content that would also help).
The only improvement I need is an option to make the darn mouse more visible in the particle effect soup that is GW2 large scale combat. The amount of times that I actually have to spend several seconds looking where my cursor is, is plain silly and I do not have this issue in other similar games.
snip
I suggested something similar to that many pages ago, didn’t get too much traction since everyone was still focused on exclusive-or-ing the conversation.
This is treading closer to the territory of GvG which is a future CDI. Lets try steering this conversation back towards the desired topics.
Given that the one kinda leads to or requires the other I don’t think we can so cleanly separate them.
My thoughts as well, guild halls/claims, particularly open world ones, are easily connected to GvG, making the discussion perfectly fit for this thread providing the discussion doesn’t go into the details of how such a match would play, etc.
Not realising this now, would be a wasted opportunity for the future, so give the idea of having both instanced guild halls and limited open world guild ‘claims’ some thought before dismissing it for whatever reason.
Guys, guys! Remember to stay on-topic, per the OP rules.
Regarding open world/instanced mixing, this could well satisfy everyone. At least, so long as the open world ones don’t dominate or fill up the landscape, that being one of the major downsides to open world. But if a few are there for those of a mind to compete to control them, while the rest of us can just stay out of the scrimmage, that could help a lot to resolve the dichotomies of interest.
If you read my post just a few posts above yours (https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Guilds-Guild-Halls/page/25#post4474634), you’d see one possible solution to the landscape slaughter issue that would come with having non-instanced guild land ownership.
Having both systems, ’safe’ instanced and open world contested, would in my opinion satisfy the biggest number of players. Anyhow, that’s my contribution to this thread, take care.
_RE ’War over space’ (if GH’s were open world)_
Not that I’m _for_ open world, but I’m having a crazy thought. What if guilds had the ’war over space’ in a similar manner to GW1 Factions:
"Factions introduces the continent of Cantha where two warring factions, the Luxons and the Kurzicks, are locked in a global persistent war. Players are able to join in this conflict, assisting their chosen faction in claiming towns on the game map."
I’m not saying that we should split up all guilds into to warring sides or alliances, but have a similar system in which guilds who earn the most ’_something_’ are able to control towns could be pretty cool open world guild hall material.
This strikes me as the most obvious path: Simply have both versions of Guild Halls (instanced for every guild, and limited/one per zone open world ’halls’).
The instanced ones speak for themselves, they are there for every guild with whatever progression/reward system that is decided on for them, featuring a large number of base design options and customization, but all of them will be a building of sorts.
Then you can have open world, non-instanced guild land claims, one guild claim area per PvE world zone, so approximately about 20 contestable claims for each server region (NA/EU/Asia). These could be anything from a castle, to a village, to a lumber yard, or a mine, you name it. Each would have the added benefit of generating something for the clan (a mine would generate a daily supply of metals to the guild bank, a village could generate gold taxes. etc). Different guild claims could have different values, meaning some areas would be hotly contested over, while others less so.
These open world guild claims would be less customizable than instanced ’halls’, primarily to save performance as well as keeping in mind that ownership of open world guild claims is not permanent and based on, you can guess it, the much asked for GvG functionality.
Open world guild claims could effectively be challenged by another guild, where the outcome of a single match could flip ownership. A challenged guild would ’auto accept’ any given challenge, and the match would have to occur within a 24 hour period, giving both sides of a match enough time to gather their groups, groups that can vary in size from 1 to whatever a realistic cap is. The reason for this is that a perfect 30 vs. 30 isn’t always going to be possible, even within a 24 hour window, and at some point the system must simple go ahead with whatever vs. whatever in order to keep things moving. Perhaps a 2 day grace period can be added after successfully winning a guild claim so the winning guild has at least 2 days of benefits to reap.
If a defending guild fails to accept the challenge, the victory defaults to the challenging guild. If a claim owning guild disbands, ownership goes into a neutral state, the same as all guild claims would be in on the day this system launches. Claiming a neutral claim simply requires any high ranked guild member to walk to the spot and interact with an object. Neutral claims do not offer any grace period and can immediately be challenged, similarly guilds that ’win’ a claim without a fight because the defenders didn’t show up, also receive no grace period. These are limitations to prevent exploiting ’intended trades’ between two guilds to achieve permanent immunity to actual challenges.
The matches would, ideally, occur in a copy of the guild claim, to give that impression of actually fighting over the area... Proper Guild Wars. Eventually such a system could see expansion to alliances between different guilds, to fight other guilds or alliances, and have a constant ’war map’ with territory borders displayed similarly to GW1 Factions... Additionally, the system could even have some PvE tie-ins such as Dynamic events that originate from these guild claim spots... Perhaps guilds regularly have to defend their claims from these event ’invasions’. Finally, the owning guilds may affect some things on the map their claim is in, such as doubling all experience, loot, or harvesting yields in that zone for either their members (could you imagine how hotly contested the Cursed Shore guild claim would be?!). But all of that is for later.
Anyhow, just my thoughts on this matter. I’m not actually in a guild in GW2 that could participate in this (but if it was added, I would certainly look for one).
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I understand there is a portion of players interested in raiding, but if both other MMO’s and GW2’s living story nonsense is anything to go by, then please reconsider this, because this game cannot survive on only raid content being added.
Adding raid content takes even more resources than the current living story, and having it means we’re even less likely to see more content added to this game that appeals to its broader audience and not just one niche.
Currently the game isn’t doing too well in the PvP department, which could probably use your attention more so than opening up an entirely new category within the game such as raiding. Look at what your PvE players are doing - They aren’t repeating the living story content, they are repeating the open world and open world boss content to no end. That is where you should focus on expanding the PvE experience, rather than opening up another pit for development resources to fall into.
So much for being an innovative company...
*shrug*
So, I don’t play EotM much, as I’m more into WvW. However I perfectly understand the green team issue as it pulls players from the winning WvW servers which should explain a lot on it’s own (perhaps not for ArenaNet, but they seem to be quite out of touch with their game).
While there can be complicated matchmaking fixes to solve EotM, forgive me for looking for a more simplistic solution: The map wide buff the green team gets should be turned into a 3-stage debuff, the higher the tier, the lesser the magnitude of the debuff. Currently the green team buff is better than the other two team buffs which only serves to further increase the balance problem.
But this tiered buff mechanic already exists, it would only require changing values into negatives. The outcome could be a downscaling-like result where green team players simply fight with less stats, which would have the added benefit of slowing their karma train down a bit and reducing the rewards per hour they gain, which would then also affect the green team population as they might actually go back to PvE for their karma training...
You wanted different tag colours for WvW to help organise your maps better?
Now you can purchase them using more gold you could possibly ever obtain in two years of dedicated WvW playing!
... Apparently these tags are exclusive to PvE players or WvW guilds that receive funding from PvE players. 300 gold per colour is... Insane really.
I’d also recommend them to provide an alternative by making them purchasable with badges as well, but ArenaNet doesn’t seem too interested in making more use of badges...
Poster above me makes a fair point however. EotM karma trains have significantly de-valued Badges of Honor. My purposed solution? Implement Badges of Honor v2.0 (we can call them Badges of Glory or something), that can only be obtained in actual WvW (so, not in EotM, just to be clear on what actual WvW means), therefore have a more reliable predictable income rate and as a result can be tied to rewards more easily.
Badges of Honor should then stop dropping completely and only usable at a legacy badge vendor to turn in any you still have.
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I’m taking a "I’ll believe it when I see it" stance on this one.
Expectations set to a minimum, but hoping to be positively surprised.
Please no. I can already see it: Every month a new store mount that goes 5% faster than the last one. You’ve already seen their concept for it with the new kites.
The game is already suffering from an identity crisis, I don’t want sparkle pony store mounts added on top of that.
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If you haven’t seen my videos ...
http://youtu.be/tX6-gZw2tog
http://youtu.be/PvKjjFohmDY
http://youtu.be/gMXjMJ2AQn8
http://youtu.be/-J2Eqtk-48gThis is where I submit ?
Holy crap, and people called me *ahem* "intense" when I was PvP combat leading in a different game.
Unfortunately knowing what it does to your health first-hand I can tell that you just lost several years of your life. Chill out man, it’s not good for your heart at any age.
Going to be quite a challenge to make a fun video of WvW on this short notice.
You’re probably going to be stuck using old videos for whatever purpose this is. Fortunately, the WvW game has hardly changed much the last year, so people will not be able to tell if a video is recent or over a year old.
On a positive note, I really hope this leads to something interesting for WvW, and not just a "Hey this is what WvW can be like, go play it sometimes!" front page article.
GW2 was a brilliant game and like others already suggested, I too suggest you start off with Nightfall and finish that campaign before moving to the other two + expansion. The reason for this is because Nightfall has by far the best introduction experience to the game and enables an easier time soloing.
The pre-Nightfall campaigns were initially not designed with solo campaign progress in mind and can be very tough to learn. Heroes obtained in Nightfall will make this a more enjoyable experience.
That plus the fact that the Nightfall world environment (Elona) is one of the best of the series, in my opinion.
What I don’t understand is regular wvwers bringing uplevels when they have level 80’s, especially if they join the zerg against SFR’s melee train.
That one is actually fairly easy to understand. People are trying to keep WvW fresh for themselves, trying it with a different class is the only way they can do that. They likely just can’t be bothered going through PvE again to reach level 80.
Can’t really blame them, although I would encourage them to level up in EotM instead.
You’ll only have a short 5 to 20 minute queue on Friday reset nights on Desolation. EB can have a queue from time to time during EU primetime but this also is usually not longer than 15 minutes. And very, very occasionally we got a queue at 4 AM in the morning on a random borderland... Don’t ask.
Seafarers having hours long queue’s does not surprise me, as people generally move towards the ’winning side’ for what they believe is the easiest rewards.
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Unfortunately to me this just reads as "We’re not actually working on anything, but I am not allowed to say that or I’ll lose my job".
Developers are posting just fine in other sections. The things the ’WvW team’ is supposedly ’working so hard’ on to the point where they cannot even spare a few minutes within the past YEAR to give any type of life signs what so ever... These things are incredibly hard to believe, and it is much easier to believe a WvW shutdown is coming.
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That’s quite a hilarious response from ArenaNet, to be honest.
They should just stop dragging this out and properly announce the shutdown of WvW so that they can spend their ’limited resources’ on PvE. It has already happened as far as us the players can tell, so they might as well make it official and end the miserable existence of the game mode.
I *personally believe* that the only reason we’re not hearing more from ArenaNet on this subject is because so long as there isn’t any negative media attention they will continue to keep it going as-is to milk whatever there is left to milk from the WvW playerbase. I bet if there was negative media attention, we’d be seeing a blog post about ’the future of WvW’.
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Regarding less ’casual friendly’ comments, today I cannot really see this as an issue on Deso. I’ve played this game on and off since beta and I can say there was only one point in time when Desolation became truly a foul place, that was during the times of IRON and RUIN blobs effectively drowning out every other player with elitist and other negative behaviour.
So no, being casual should not impact your enjoyment of the game, although it does depend a bit on what you class as ’casual’. I play at irregular times but still know what I can and cannot do with my class and how everything in WvW works. Some people would call me casual because of my playtimes alone.
Anyhow, this thread is going on longer than it should so I’m cutting my post short. I’d say it would get locked soon as it is turning into a bash thread, but you know, no dev team reading here, etc.
This is unfortunately a problem with the game.
TEQ was likely running a closed guild group (no commander tag is the primary indicator of this), where unfortunately thanks to game mechanics, your upleveled character brings a serious boon towards the enemy; They easily kill the upleveled character and all their downed players rally.
The rally mechanic is to blame for incentivizing poor social behaviour. And it’s been like this since launch. Unfortunately WvW does not have a development team any longer, so an otherwise ’simple’ fix to disable rally in WvW could have been implemented years ago.
The other problem is, especially now with the different trait unlock system, upleveling does not put you on a level playing field with actual level 80 characters, not even close, which further increases the problem of being a free rally source.
An alternative solution could be to simply lock regular WvW map access to level 80 only, but again, no dev team, etc.
Your upleveled characters or new players are best off sticking to Edge of the Mists for a little PvP/PvE mix. It’s not WvW but it will teach you a few basics about it such as how to use siege equipment.
If you’re 100% serious and persistent about contueing to play upleveled in normal WvW, there is one set of tasks that everyone can do, but it won’t get you much loot, experience or anything beyond the thanks of your WvW server population: Scouting holdings your server owns for incoming zergs, escorting dolyaks to keep upgrades going, purchase upgrades, build siege, refresh siege decay timers. A dreadfully boring task that will cost you tons of gold, time, and gives you completely nothing in return, but very important nonetheless. You can do this with any character.
(Insert comment on how to make scout duty more fun and rewarding, but then follow up with a comment about no dev team, etc.)
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That trailer sent chills down my spine, especially the ending
That was indeed an unexpected ending. I’m looking forward to this episode perhaps more than the last two, as I enjoy seeing older (especially GW1-tied) lore progress.
Every single other PvE map would make for a much better WvW map than Dry Top would. The reason is that Dry Top is a very linear map with chokepoints everywhere. It would be a very bad experience to have a WvW battle on.
But as I said, every other PvE map would be better, as they are generally much more open and non-linear. I can honestly say, pick any traditional 1-80 leveling zone, drop WvW objectives on it, and it probably wouldn’t play too terrible, but it would be a much needed refresher for WvW.
Making regular WvW another set of EotM maps where no one cares about who they play with or anything other than EXP/hour gained, would be the final nail in the coffin for WvW and the communities that continue to play it.
No. The solution is far more simple; Merge the 12 lowest population servers into 3 or 6 newly named realms. This would give these realms a chance to maintain a community without messing up the game further for everyone else. Plus you get to maintain transfers.
Very solid update, my only minor issues would be:
- Belinda’s death, as other people already mentioned, felt too early and made me care less for her death than for Marjory dealing with her death. Me listing this as a minor issue might also reflect on how insignificant a character she was, sort of like most characters to have died throughout the entire 1-80 personal story (minus the select few characters that were given more development time).
- Throughout a number of the story missions, the DE 2.0 NPC’s either did not have a dialog, or repeated the same dialog they had at the start of a mission, which then felt out of place. Given how much improved the writing has since LS1, that was a slight disappointment.
- Just like the previous episode, the ending is a little cut short, or feels like it. From the PC perspective, talking to the Pale Tree isn’t a very unusual thing to do, at least not for Sylvari characters. Granted this is perhaps where DE 2.0 falls short; The lack of a Sylvari character. Although I suppose the episode has to end somewhere, and you can’t have ’proper endings’ every single episode otherwise it would play out pretty weird by someone doing the content at a later date.
- The lay line, for something so mythical, certainly seems placed in almost plain sight. For greater believability I’d say the lay line hub should have been further underground and not accessed through a relatively wide tunnel in plain view. That said, the story dialog suggests it is a small lay line hub, which may indicate that the big ones are further hidden within the depths on Tyria.
That’s about it for my nitpicking. I really enjoyed the content, it certainly felt bigger than episode one.
It also looks like we have not seen the last of Dry Top yet, as there are two final areas we have yet to explore (okay, jumping into one of them being possible at the moment aside): An area north of Omadd’s Machine, and an area east of the Lay Line Hub. That doesn’t seem like a lot of space for episode three which makes me wonder if we will see a second new zone, or perhaps we’ll go deeper underground at the lay line, or more likely, we’ll be traveling to the race and pact leaders and protecting them throughout episode 3. Either way I’m looking forward to it... I just wish WvW saw some love as well.
A WvW development team.
I’d prefer it if they simply made Ascended gear obtainable realistically through WvW (not that 0.01% chance for a random box with stats you probably don’t need). They should use badges as the currency and perhaps a new, second badge tier of which no one has stockpiled up any.
Of course, this will never happen, because Ascended gear drives the market and pushes up the value of gold, which in turn raises the value of gems... An unfortunate reality of ArenaNet’s business model, but there is always hoping they change it.
I can think of 5 other weapons that make more sense than Greatswords for Thieves.
Sounds like a gearing issue. In most cases Thieves cannot afford to go in full Berserker gear in WvW because you’ll either die to burst DPS like you just did, or you are fodder/free rally for the enemy in zerg vs. zerg.
If you’re running with a zerg a lot, you’re pretty much stuck to using short bow Cluster Bombs for blast finishers, and whirl finishers if you bring Dagger Storm. The up side is, you will get a lot of tags when doing so. Just be mindful that you stay about five meters behind your friendly melee train to soak the initial damage from an enemy zerg, Thieves cannot take a lot of beating and you don’t want to be the first to go down and act as a rally for the enemy.
Solo roaming you’re going to mostly play as if it were an sPvP match since you have more control over which fights you take or which ones you avoid.
Personally, I’ve been trying to think outside the box a little and have been running a support Thief play style using various stealth traits (Resilience of Shadows, Shadow Protector, Shadow’s Embrace, etc.), blinds, and regeneration. I’m having mixed results with this, it allows me to bring more than blast finishers to zerg vs. zerg fights, but I’m mostly gimping myself in the roaming department.
No comment on venom builds, thanks to Ascended gear being so expensive I’m locked into Valkyrie gear.
Ultimately however you will have to accept the current meta in WvW, where Thieves are on the least wanted side of the eight classes for WvW, but fortunately, not completely without use.
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There was a thread on this very same subject a few days ago, it got deleted for being disrespectful. I personally consider this feedback.
I mean no disrespect to the artist and I’m sure no one else here does either, but this particular piece just doesn’t seem to represent the zone very well and makes people wonder what it actually is.
Alright, logged in and once again also having unplayable lag, along with everyone else in map chat.
Please fix.
I’d love to see the orbs back, but give them a non-stat boost. Like, 30/40/50% WXP boost (small DR effect for controlling multiple orbs but still making it worthwhile to try and control them all).
Cheating will always be an issue, it still is today, but at least losing an orb with a buff to WXP won’t cripple your forces on all maps.
I’m not a fan of this sort of ’reward system’ either, I prefer a more direct approach that requires less clicking. Why didn’t they simply roll the rewards into the pop-up chest?
I’ve had some unplayable server lag in the game yesterday as well, but it seemed to stop upon changing to a different map. Something seems wrong on ArenaNet’s end with some of the servers.
Edit: EU.
Yea, also atomic bombs from golems would be nice to completely blast a keep to kitten in one shot. On a serious note, omega golems already ( too ) powerful to even think about a mastery for them.
You can always have a mastery for golems that doesn’t boost damage output, but instead focusses on buffing the less used golem skills (pull, whirlwind attacks, shield), and the top tier perk being something like 10% passive movement speed increase.
The only problem I have with GW2 and jumping, is the horrible camera. It gets stuck in awkward positions a lot and the fact that you cannot zoom into ’first person’ view makes jumps around small spaces feel extremely poorly implemented.
I agree, it was a solid update and much better than most season one updates (I’d say the last two updates of season one were also pretty decent).
The story seems more interesting (for now), and it looks like each chapter will come with new areas, likely more within Dry Top as the zone has not yet been fully unlocked.
My only complaint would be the relatively poor rewards, you earn significantly more running an EotM karma train. A bit more loot wouldn’t hurt the enjoyment of the otherwise solid content.
Looking forward to the next update... When exactly? I believe the two week thing is not happening anymore?
Logged out an alt in the very bottom left corner of the map in the ’empty space’. I’ll log in right on top of whatever is patched into that location... Or fall through the world.
I just logged in to say, I know your position. In different games I used to lead groups in PvP both small and large. Unfortunately my voice and accent has a way of making people ’stress out’ and they eventually find this annoying. I’ve heard all the insults you can imagine, but I never cared, because ultimately if you get consistent results, people generally act more mature just to ensure they can stay around.
The bottom line is, if you’re good at leading and also enjoying it, keep doing it. Anyone that gets in your way, you simply tell to ’kitten off’, as it is not like there is really that many people excited about leading in WvW, or any game for that matter. More likely than perhaps you realize however, you’re suffering from a burnout, something that comes quickly for most people from leading, which also means you generally take insults harder, which probably eventually made you write this post in a moment of doubt.
Either take a break, or continue leading if you think you can still enjoy it. Remember, you’re the commander, you do the work of many, you get the results. Everyone else is just a peon in your game, and very expendable. Don’t lead for a bunch of kittens, but lead for yourself and the people you consider to be friends.
Eotm is a game mode. Its a Karma and champ bag farm. Its not problem. The problem is with the too much badge and wxp. There is no reason to play normal wvw.
Exactly. The rewards in EotM are too great, too much of everything.
I’d be perfectly ok with EotM being a place for levelling alts, grinding champion bags, karma, and a little bit of WXP. It gives alts an alternative place to play outside of pure PvE zones, while not ’ruining’ real WvW by being a useless free rally source.
The real problem is that real WvW gives little WXP and badges when compared to EotM. So the solution here is simple: Nerf WXP and badges from EotM, and dramatically increase WXP and badges in real WvW, I’d say more than double the current numbers.
Here is my personal situation: I used to play WvW pre-WXP a lot. I recently started playing GW2 again and found myself far behind on WvW progression. In order to catch up, I’m effectively being told to farm EotM because it is significantly more efficient for WXP gain. So I grind EotM, but unfortunately, I really do not like EotM because it isn’t real WvW, but PvE with a little zerg vs. zerg thrown in between every few champions.
It’s not a terrible map to play, I’d level an alt there if I cared to do that, but I find it lacking and unexciting compared to the real deal where your server is more important and you get to know the players you play with.
I hope ArenaNet is listening and can dedicate an hour to apply some numbers tweaks to WXP and badges, that shouldn’t take too long. Of course, I do hope that more actual content is also coming...
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Yes, please add a recipe for these to various weapon crafting skills, it would make it more convenient.
Alternatively if you want to make this more interesting, introduce a new crafting skill specifically for WvW, allowing you to create new basic blueprints as well as superior ones, for both siege equipment and traps, and anything else that ever gets added for WvW. Cap the skill at ~100 initially, add more skill levels with future content.
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