It is easier than ever to see upgrade progress for structures that you do not own (by just left clicking on it) so if something upgrades on you while you’re attacking it, that’s your fault for not checking the upgrade status before hitting it.
This is almost the exact same thing as the skysplitter event which is already in all of the desert borderlands map.
Does converting influence to favor count towards the weekly favor cap?
Sometimes it gets tiring having to periodically check your Aetherium count to see if you have enough Aetherium for your next guild hall upgrade yet. As a result, I made a calculator that you can use to tell you how long it will take to get the amount of Aetherium you need for your next upgrade as well as what time it will be ready at. With this, you can just plug in your numbers and then set an alarm/reminder or something on your phone for whatever time of day the program states that the upgrade will be ready at.
A tutorial of how to use the calculator as well as how to get it can be found here:
The badge of honor situation made no sense after eotm came out and still doesn’t make sense. Badges should have been equally difficult to get in eotm as they are in wvw (or even no badges in eotm) from the start. Now, after waiting more than a year to fix the badge of honor rewards, it is too late because everyone already received more than enough badges to get their armor and weapons and still have more than enough badges to spend them on whatever weapons/armor they need for the rest of their time on gw2. They also didn’t reduce the cost of sentry turrets, airstrikes, or kodas hammer to account for this decline in badge of honor drop amount so those 3 items are now effectively worthless.
This forum post was remarkably inaccurate. Jade Quarry, Blackgate, and Tarnished Coast have all been 2v1’d multiple times. If JQ and BG always 2v1’d their opponents as OP suggested, TC would have dropped out of T1 much faster and would have gotten last place in every single T1 matchup by a longshot (which wasn’t the case).
WvW Invitational Statement from John Corpening, game director for World vs. World
in WvW
Posted by: Radian.2478
I am shocked at how many people reading this think that these changes are going to happen. Until I see these things updated, I have no reason to believe that any of it will happen. The entirety of WvW has been “We plan on bringing ______” and then nothing happens.
Those numbers for Bay and Garrison are the same as mine, however, the Hills numbers are a bit different. From 2014, my number for the amount of time each iteration a Hills worker takes is 53 seconds. I checked it just now by walking to Hills and watching the worker do his upgrade and from the time he took supply to the time he took supply again was still 53 seconds. Assuming double worker, this means 20 supply is taken every 53 seconds and since the supply cost for cannons is 400 supply, the time for cannons is (400/20)*(53/60) = 17.6 minutes.
All you have to do to figure out minimum upgrade time for any structure is just time the worker with a stopwatch and see how long one iteration takes. However, you need to verify that the structure has the possibility to get supply faster than it is spent by the worker which is true for all keeps but not all towers. In fact, it’s not true for any tower that has two workers but it is true for just over half the towers that only have one worker.
Overview of structure upgrades: https://www.youtube.com/watch?v=m3tjPRjfIEM
Overview of how fast each structure gets supply: https://www.youtube.com/watch?v=RjweIu87MBA
Worker iteration time:
Red Keep (EBG): 32 seconds
Blue Keep (EBG): 38 seconds
Green Keep (EBG): 34 seconds
West Keep (Bay): 36.5 seconds
East Keep (Hills): 53 seconds
Garrison: 58 seconds.
To calculate how long an upgrade will take under ideal conditions with double workers, do this: (supplycost/20)*(amount of time for each worker iteration)
If the amount of time for each worker iteration is in seconds, divide by 60 to get minutes.
Lastly, I don’t have the amount of time it takes each worker to get supply in each tower but it is commonly around 28 seconds for each iteration (supply depots don’t have as much variety in distance in towers as they do in keeps but a few are a little longer like NET but that doesn’t matter because NET gets only 6 supply per minute if double delivery yaks always make it which is not close to how fast the worker spends it).
I would rather have the WvW population significantly reduced (even if it’s dead) with exploiters banned than to keep it active with people who don’t deserve to still have their account
An OG Guild group tagged up with pugs tried to bag farm in eotm and got wrecked by an enemy zerg. They waypointed back to spawn and all did the golem exploit to get an advantage. I recorded them all on camera and even told them but they kept using the exploit citing that they aren’t going to get banned.
When you launched eotm you made a big deal about how you will be able to test different things… now you put in changes to live WvW ex: golem kittenent… So why even have eotm? for leveling alts? Please don’t do stupid week long events in wvw that drastically affect the combat and mechanics. ppk has been successfully tested. but golem’s being kittenedly op… meh.
But this was not a test event so it has no relevance to anything in this post. If it was a test event, it would be something that anet would be considering bringing into wvw later. This is just a “for fun” event that will not be in wvw later. I am not saying that anet has done a good job using eotm as a testing ground but this golem event has nothing to do with testing.
A guild of 5 people just did the golem buff glitch and wiped our zerg of 40 in the cap ring easily. This is beyond broken.
Supply depots at spawn for EotM only took 6 months to fix when they were previously bugged. Just give it a few months guys.
Yes, there’s a lot less build diversity. There’s significantly less combinations of traits that could be done now that you are restricted to 3 trait lines and each line has 9 total traits. I believe that the main reason for this trait update is to make it easier to balance.
Thank you for your response. I actually don’t really have a profession that I am best at. So I am hoping whichever profession I pick is easy for solo pve lol…
Hey guys. I have one of each profession level 80 and want to choose one to use for HoT. I have no interest in end-game. I just want to solo the story quests. I know it is hard to predict without HoT being out yet, but would there be a profession that is the best for solo’ing PvE content? I have no interest in end game dungeons or any of that. I was thinking maybe a zerker longbow ranger where my pet takes the aggro? Which profession d you think would be best? I can gear up with level 80 exotic when I decide. Thanks!
There are many towers that you can go all the way forward to the wall as an attacker with max vertical camera and field of view and look down into it. I can get my character to be able to see the inner side of the wall and everything on the ground for some towers. Depending on the design, it is also possible to look over the gate and around.
Dumping any supply at all into a blueprint will change the decay timer from 2 minutes to 10 minutes. Partially built siege items have much less health than fully built. Left click on the partially or fully built siege item to see the siege decay timer.
Healing Power is very underpowered in WvW because the area healing from blasting a water combo field gives people hp based on their healing power, not the blaster. The blasting is also usually where the majority of healing comes from so having someone with water fields spec for healing power doesn’t make a massive difference.
The blame for this is not on the players for wanting to use this map as a k train. The blame is on faulty design of the EotM format. If they are going to design a game format with no win incentive and make it very easy for up-levels to level up, you cannot fault the players for choosing to do so. If this game mode is going to be competitive, it should be designed as such. I wish EotM was competitive and wasn’t just ktrains avoiding each other and hitting empty structures. It could be a very fun game mode if it was changed a little.
It is really hard to defend a tower now unless you have a lot of people. The camera changes made it too easy to spot enemy siege inside the tower and made a lot more counter arrowcart placements. It’s also a lot easier for the elementalists to aoe siege up top than it used to (other than the nerf to tornado) with the camera changes. You can use some overpowered camera angles on a counter arrowcart to take out just about anything inside so the best you can do now as a defender is carry around siege disablers and contact the commander telling him/her that there is a zerg over by you and hope that the commander makes it over by the time the tower/keep flips. It’s also a little more important now that the structure has some supply in it at all times so that you can resupply to throw a second siege disabler if it looks like that’s going to be the only way to save the structure.
Most of it is just experience. You can follow commanders and try to focus on what’s happening on the map and predicting where the enemy zergs are going to go and seeing if your predictions hold up.
I can also tell you the main points to focus on for commanding can be found here:
That is a tutorial for commanding a karma train in edge of the mists which may or may not be your play style. If that is not how you want to command, then around 20% of the video will be worthless but the rest is still commander basics.
If you get repelled in blue keep from 1-2 people after the camera changes made this keep 10x easier to take…that’s a l2p issue.
Just airstrke the arrowcarts up top and then there’s one overpowered spot to build a counter AC that works for both north and south gate. You can airstrike AC’s down in FR keep with one airstrike if you use a trick where half of your airstrike is on the house or vertical wall up top. Having max vertical camera position and max field of view makes it easy.
There are no mercenaries in EotM. Mercenaries include the Dredge, Hyleks, and Ogres in WvW.
Edit: Forgot to include that the champs and veterans of EotM count for guard killer and applied fortitude. I cannot remember if the sentries work (I think they do).
(edited by Radian.2478)
I’ve even commanded at lvl 2 and had no problems. If you want credit for kills just party up with people. It’s not hard. I don’t see why you would need to wait until a higher level.
I don’t understand the logic. Guilds have a capacity of 500 members, WvW groups usually from 10-60, guild missions groups from 10-40ish, GvG’s in OS usually around 10-15 and now the “true” gvg format is going to be 5v5, representing 1% of a guild’s potential capacity. If people wanted gvg to be 5v5, they would be doing 5v5’s in OS. I don’t see how you can assign guild rankings to a guild based on such a small percentage of their members. Most of the guildies you play with in WvW and other places will not be able to gvg with you because there’s not enough room.
The player used a leap at a certain spot to get there and then a siege deployment trick made possible by poor line of sight coding to allow the AC to be placed.
Gate: 410k hp
Wall: 450k hp
Reinforced Gate: 610k hp as well as 60% damage reduction vs rams and 65% dmg reduction vs golems
Reinforced Wall: 676k hp as well as 66% damage reduction vs omegas/catas/trebs
Fortified Wall: 833k hp and 75% damage reduction compared to reinforced or 50% compared to basic wall
EotM: T1 hp and T2 armor
so instead of fixing the regular competitive maps, you want to fix the alternate map designed for queues and increase rewards in a 3 hour matchup that does not benefit your anyone but yourself?
Yes. The competitive matches need fixing but I honestly don’t know where to start. The changes I suggested for EotM would be very easy to implement. I don’t understand where the “does not benefit anyone but yourself” come in. EotM has to have an incentive for people to want to try to win. WvW doesn’t have reward incentives for trying to win but it does have server pride. EotM does not have server pride since it uses multiple servers and thus needs an actual reward for players or else people are going to just be avoiding enemy zergs going counter-clockwise for a karma train since that is what gives them the most rewards. The overall rewards for EotM can even be reduced overall by, say, 30%. It’s just that the reward needs to be proportional to how well you did and what place your side ended up as opposed to giving the reward to everyone regardless of how well their side did.
Guild Wars 1 had rewards for some of the PvP formats in the game. Some would just be progress towards a title. Some would give money and other currencies. No one considered those formats “PvE” because they had incentives for winning and were competitive.
(edited by Radian.2478)
The best thing about EotM is that it’s easy to hop in and play regardless of the time of the day (which many people can’t do in wvw depending on server). The two big problems are the population imbalance (OG is always huge!) and lack of win incentive. This format has huge potential if these flaws are corrected.
What needs to be done! (in order of importance)
1. Population fix
2. Incentive for winning
3. Points per kill
4. More rewards for defense
5. Map design fix
1. Population fix:
The current algorithm where all of the servers are the same color in EotM as they are in WvW needs to be thrown out the window. You can have servers be a random color and still not be the same color as any other server in their match-up. Basically just do as follows. Look at one WvW matchup at a time (3 servers at a time). Randomly assign green as the EotM color to one of those 3 servers. Now randomly assign blue to one of the remaining two servers. Assign red to the remaining server. Do this for each WvW matchup. Now each color is not necessarily the same color in EotM as they are in WvW but they are guaranteed to be a different color than their WvW opponents. Do this algorithm before every EotM match so every four hours you have a chance to be the same or a different color than before and you don’t know what your color is going to be before entering EotM.
2. Incentive for winning:
Remove the supply drop from citadel reward. Make it so that every dynamic event completion in EotM gives nothing to you at the time you complete it. At the end of the match, your dynamic event completions will all be added up and mailed to you in the form of liquid wxp/karma/exp and the exp will be soulbound. If your side won the EotM match, you get it all. If your side was second place, you get, say, 80% of reward. If you were last you get 60%. It doesn’t matter if you were there for the whole match or very little because your reward mailed to you is still proportional to what you did while you were there. If you were in multiple overflows, it will just compute your reward from each overflow and put them together in one mail.
3. Points per kill
Award 1 point per kill so that zerg v zerg is more encouraged instead of avoiding enemy zergs. This will also give more importance to having a few defenders since you can get kills on AC’s.
4. More rewards for defense
The dynamic event completion for a successful defense should be doubled. However, it shouldn’t be allowed for you to get a gold dynamic event completion just because you repaired something. You should have to at least kill an enemy (non-npc) to be elligble for this.
5. Map design fix
This would be done after the rest of the stuff. After you have a population fix and an incentive for winning, you can start to look at the scores of the matches to find out if the scores are balanced. If OG is still winning most of the time, do something to weaken their side. Anet should have the power to keep statistics on the scores from EoTM matches. They would just play around with each side a little bit in the end to get the win percentages of each side as close to 33% as possible.
Well that’s pretty much what I have. The #1-4 ideas would literally take no time to implement. I can’t say how long #5 would take but it’s possible that it may not even be needed. I dunno. What do you guys think?
EASY FIX TO THE POPULATION IMBALANCE
Make it so that your WvW color is not necessarily your EotM color but that your color is still different from the other servers in your WvW matchup. The reason why your WvW color is your EotM color right now is because Anet doesn’t want people against each other in WvW to be on the same team in EoTM. HOWEVER, what a lot of people don’t realize is that it’s possible to have servers not necessarily be the same color in EoTM as they are in WvW but still have no scenario in which a two servers from the same WvW matchup be the same color in EoTM.
(Using NA for example which has 24 servers so 8 WvW matchups):
When EotM is down for a few minutes as matches reset, do this algorithm:
Take 8 groups (1-8) which represent each WvW matchup. Each group will contain 3 elements which are the servers in the WvW matchup. For example, the first group would be JQ/TC/BG since they are T1.
Iterate over all 8 groups doing this to one group at a time:
Shuffle the order of the current group so that it’s random which server is where within the group. Assign green as the EotM color for the first server, blue to the second server, and red to the third server in this group.
For example, JQ/TC/BG is currently green/blue/red in WvW but could end up as being re-ordered to TC/BG/JQ being green/blue/red for one EotM match and then being re-ordered to BG/JQ/TC for the following EotM match etc.
Now all 8 groups have a color randomly assigned to each server in the group and no two servers in the same group are the same color. Make this their EotM color. When EotM resets, do this again etc. Therefore before every EotM match, you don’t know what color you or the other servers will be but you know that you won’t be paired with anyone who is currently against you in WvW.
If you are only concerned about solo’ing a supply camp and not dueling or any of the other parts of roaming, I’d just go as a zerker warrior. Warrior has the fastest movement speed if you have GS recharge traited with bulls charge and GS + Sword Warhorn. It also takes out camps the fastest- my record was around 7 seconds to take out the npc’s from first hit to last (no dolyaks). For a fully upgraded camp I did it in 38 seconds. Do something like this:
Haha no it is not. The calculator is assuming you aren’t going to catapult or trebuchet a gate. The golem value is correct. I may update the calculator this weekend to account for that. The catapult/treb damage to a gate is exactly half the damage it does to the wall (and same for reinforced). The walls have slightly more health than the gates so dividing the wall answer by two will be a little off.
This calculator I made lets you input the amount of siege you are wanting to use and will tell you how long it will take to break the gate/wall.
http://zweb.cs.utexas.edu/users/cs329e_fl14/radian/gw2/wvw.php
Enjoy!
Mortars do very high damage to all siege and people often fire them at their own gate to damage rams. They are also used sometimes in ebg towers to hit in front of other towers, though most wvw players are not that clutch. Some towers and keeps don’t have the slightest use for a mortar. It depends on the design of the structure and where anet chose the mortar location to be for that structure.
Easy. Code in an invisible circle (of radius 450 or so) in front of the gate of every structure. This invisible circle will represent an area where only flame rams can be deployed. If you try to throw anything other than a flame ram in this invisible circle, it won’t let your siege be thrown. Change the flame rams such that they can ONLY be thrown in the invisible circle and if you try to throw a flame ram, say, in an open field, it won’t let you throw it.
Hello all. I am seeking to maximize tickets this season (unlike last time where my server got last) incase there exists a skin in the future that I like. I would like to either transfer to the top silver league team or the top bronze team (NA). I’m guessing there’s two options:
1) Transfer a day before the season starts, trying to have correctly predicted the eventual winner of either league.
2) Transfer right when the season has started and I’ve seen which servers are in which league.
If I go with 2), will my tickets for that week be awarded from how the server does that I transferred to? Or is it the server I transferred from? I saw anet mentioned there won’t be a lock-out period so I was maybe thinking 2) should work? If so, it looks too easy to bandwaggon, though, it’s obviously not free this time.
Tanking is done due to a poor format. The only thing they can do to prevent tanking is to change the format of the tournament or the amount of information they give out about the format of the tournament ahead of time. I see zero chance of Arenanet banning for tanking or manually changing a server’s rating in response to tanking.
Also, if you decide the cutoffs a few weeks in advance, then everyone will just transfer before the tournament and servers will be even more stacked. If Anet cuts off ratings in advance AND prevent the option of transferring, then Arenanet isn’t profitting from server transfers.
They should have instead made two ways to get the title: satisfy each week’s meta or satisfy the entire season’s meta.
BUT
They should make the entire season’s meta much more stuff so that most people will get it by just satisfying each week.
I would rather them just remove ram mastery (or reduce ram’s base damage), buff AC’s, and then restrict AC’s to only be able to be placed inside a structure. I’m not a fan of an item that more or less stops gameplay for 45 seconds. It just makes the gameplay boring.
The lesser tiers that are already struggling to get numbers will not be able to capture anything because it only takes one person to chunk a siege disabler and then the attacking group won’t even have enough supply to do anything about it after building rams so they’ll just sit there afk until the siege disablers stop or just keep capturing supply camps. The only good result I can think of is this will stop open field siege in zerg v zerg. But first of all, if eotm really was designed to be a testing ground for wvw, why isn’t one of the biggest game changing updates being first tested in eotm? Or was it only designed to test the megaservers for pve…
Don’t get me started with the cost of this trap. EotM gives up to 200 badges per hour. That’s 40 siege disablers per hour which is .66 siege disablers per minute. Countless people are already over 100k badges and you don’t even need 1% of that to have enough siege disablers.
So the new meta will be to gate treb your own gate for defense while chunking siege disablers at your own gate. The 450 radius on siege disabler is greater than the 360 radius on rams. Defenders can make sure to have +5 supply capacity and pick up a guild claimed + 5 to have enough supply for two siege disablers before even having to touch a tower supply. Make sure towers have high supply at all time and always have a D/P thief in each tower. If the other team switches to catapult walls, have your thief stealth and chunk a siege disabler at their catapults. Resupply in tower and do the same again until your blob comes back to wipe them.
Soloing a supply camp on warrior doesn’t really take any skill. My record is 7 seconds from first hit to last (not including time to pull) though the best I’ve got recorded was around 9 seconds. This video is kinda old. I run bull’s charge over banner now to move faster from place to place. You can also bull’s charge to interupt the veteran supervisor’s heal.
Looking at this forum post, you were part of a large portion of this video XD
I’m having the same problem. No in-game mail or green star at top right of screen or anything. I’ve tried it all and nothing is getting it to start. I suspect it’s impossible for me and anyone else who is also glitched to start the season 2 until a patch is released.
When using the LFG system, how do you get the blue lfg symbol above your head? I’ve seen it for a few players in wvw/eotm but when I’ve tested with my friends, it’s never shown up on their screen
I’ve always noticed the colors for the wvw matchups were:
- seed: green
- seed: blue
- seed: red
I am aware that during season two they had a different system involving your tournament seed which ended a few weeks ago. I am looking at the wvw matchups now and it appears that the colors for each side are more or less random and not dependent on the servers rating. For example: last week was jq/tc/bg at #1, 2, 3 green/blue/red and even though tc won the matchup, bg is now green in the jq/tc/bg matchup. Has anet changed the color scheme without saying or am I missing something? Maybe they’re trying to better balance the eotm population of each side. I’m not able to tell.
Pangloss gives double that Speldan does so as long as you keep upgrading pangloss and scouting it more, your keep should upgrade faster than any other keep in ebg. Also didn’t mention that red is the only side that can treb SMC from their keep.
Necromancers can do around 330 dps to non-upgraded gates just by auto attacking the gate and using minions. This means that 20 necromancers will take down the gate in 1 minute. Therefore, a blob of 60 would take down the gate in 20 seconds with no flame rams. The only problem is arrow carts would wreck the minions. Here’s a video of when my server did a minionmancer train:
https://www.youtube.com/watch?v=BMApRwhh1kE