EotM gives much better rewards than WvW so for many people who make the decision to play EotM instead of WvW, it’s for the rewards. Especially the people who are wanting to level up their alts. That’s why they always prefer karma training and get mad at commanders that actually try to win. I sometimes try to win if the matchups are actually balanced for the week (hardly ever). This week, Overgrowth has won every single time in all 50+ matches I’ve seen except for once match that I was in on Saturday before people figured out that Overgrowth is winning everything for the week and quit. If I’m an Overgrowth commander this week, I can’t take any satisfaction in winning because I know it’s not even close to a balanced match up and therefore winning means nothing. If I’m a Badlands or Frostreach commander this week, I’m usually logging into EotM outnumbered and if it’s not at the very start, we’re already down by a ton. When this is the case, there’s no reason to try to win. You just try to maximize captures and help your uplevels get their level ups so everyone can still get something out of a losing match.
I’d also say that trying to win in EotM would be infinitely more fun if the matchups were more balanced and had more balanced amounts of players on each side. Commanding a victory on Overgrowth means nothing if the two opposing sides are outnumbered. Logging in to FR down by 2k and outnumbered already takes away any chance at winning. This is one big reason why I just like to karma train. Win or lose I don’t really accept the fact that it’s balanced so I don’t feel the need to try to win.
When commanding WvW I am try my hardest to win and when I command EotM I only karma train and it’s as simple as that for me. EotM has not only much better rewards but it also has tons of up levels that need to get exp to level up. I’ve also noticed that when commanding karma trains in EotM, it actually helps us win a lot more than most people might think. As far as keeping people from leaving your overflow, karma training is good for keeping your numbers high. As people see themselves capturing a lot of stuff and leveling quick, they want to stay in the overflow. Keeping high numbers helps take stuff quicker and then of course greatly increases the chance of winning zerg v zerg battles. EotM also gives no reward for winning and there’s no color pride so generally my zerglings feel happier when we just karma train and I don’t mind the rewards myself either.
Yep, pretty much sums it up. On FR side he walks to the keep south gate but takes a route that is 3 times longer than the normal route to keep. The OG siegecrusher takes a route to idiot gate aka the south eastern gate of the keep. That’s the gate where one defensive treb or one traited mortart user will knock off your whole zerg. Not one of the siegecrushers is sensible.
It’s used as a gold sink in place of not having upgrade costs for structures in eotm like there is in wvw. The whole siegecrusher mechanic in eotm is broken and poorly done, though. He’s also very glitch filled and hasn’t been fixed. His paths are bad for all 3 colors too.
Colors changed to be more consistent with the names of each side.
The Overgrowth champ boss takes on average 2-3 times longer to kill than most champs. Calling it impossible or taking infinitely long as a very big exaggeration but the champ remains very inconsistent with the difficulty of the other keep champs and probably should be made easier or have the other two champs be buffed. I’ve done it as fast as 25 seconds or so. The only problem is that splitting the elementals when you have a large zerg is more about luck than anything. I believe you can have your team spam out stuns on the champ to interrupt the ressurection skill.
Agreed. Badlands keep:
1) Devourerers outside of keep make the keep incredibly easy to cap. Only takes around 20 seconds for me to get from workshop to keep in devourerer with the teleport trick. Our zerg can take down the wall of it in 20 seconds or so sometimes.
2) This is the only keep that even has walls. Not only that, it has around 20 walls because it’s so huge. The gates are very far apart from each other too. The enemy could hit from any side. Both of the other keeps have gates close enough to each other to where it’s possible to have a single siege hit all 3 gates.
3) No where to siege the keep. No good choke points for defense.
4) Champ is the easiest of the 3.
Overgrowth keep:
1) Champ takes the longest on average. Mostly comes down to luck and how fast the elementals get split but it takes probably 2-3 times longer on the champ than the other keeps on average.
2) There’s a treb spot that you can easily treb any of your own 3 gates.
3) Multiple spots on second level to AC from that take a long time to get to.
4)Multiple AC spots on south end of keep for any of the 3 gates that are impossible to AoE.
5) One of the gates (the east most) just needs one treb to knock the entire enemy zerg off the cliff. This leaves the two west gates as the only option which are right next to each other so your siege there hits both gates.
Frostreach keep:
1) One side has 3 gates so there’s only 2 real options to hit and both are extreme choke points. The north gate has a breakable bridge right next to it too.
2) The only keep with cannons.
3) Has an AC spot up top on north gate that can’t be AoE’d.
4) Has many AC spots on south gate that are hard to AoE.
5) Has a spot you can place multiple AC’s that can hit all 3 gates (by champ).
It’s not even close when comparing badlands keep to any other keep. The only good thing about it is that it’s that much easier to take back after losing it. It really is a wasted space though because there’s not much reason to bother trying to defend when it’s that hard to defend and that easy to take back. Any week that the #1 WvW match up has a T2 server, that gives two T1 servers to green and no T1 servers to red which will leave them outnumbered possibly the whole week. That keep can’t be defended at all while outnumbered.
Except for sometimes being feared off siege, I almost never see a Necro.
The reason I asked this is that I have a necro I don’t know what to do with, never found the right niche. I know they supposed to be valuable for zergs, so I’m thinking about giving it a shot.
Never seen many necro’s? How about 70
I got the stacks from being a highly active wvw player and then non-stop karma training eotm since release but that’s beside the point.
Is trying to craft this stuff into something else (not ascended gear) to reduce inventory space a viable option or will that cost too much money?
I heard from someone that anet said they will release some sort of dump for this but I dunno if that’s true or not.
I’ve got at least 250 stacks of t6 mats now and have no intention of going for ascended. These are empyreal fragments, bloodstone dust, and dragonite ore from wvw and eotm. What should I do with them if I’m not going for ascended? They’re clogging up all of my inventory slots
Ello all, I am Radian-the leader of Venturers of the Mists [EotM]
For those that have done edge of the mists and have had countless bad commanders, this guild is for you! Our guild is set to be as large as possible of a group of players that casually do EotM and can give info on their overflows and ferry each other into more desirable overflows. This has players of all colors every week so each person can still find use.
Representing is optional. It is recommended you represent while in EotM so you can see guild chat and talk about your overflow or see if there’s a better overflow for you. We also are very open to talking about eotm builds and strategy/help with new players. We can also help with wvw builds and stuff too but will not wvw together due to different servers.
If you are intersted in joining, please pm me or reply below or pm any of the names below me asking to join the eotm guild:
Suds Slinger
Agent Ice
Kujin Shadow Retsu
Chumpkins
Serene
I just now woke up and it’s working fine but not sure what exactly caused the overflows to be made incorrectly last night or if it will happen again in the future.
My brother is a different color than me and having the same issue. We have played EoTM since it came out and this has never happened before.
Update: Now I found a map with 60 OG and not a soul in either BL or FR. We have nothing capped, not even a reactor (same for FR), and OG is putting their face to all of the stuff with no resistance >_>
The first 4 hour set of EoTM matches and overflows went normal. Just now for the second round of 4 hour matches, I’ve tried constantly spawning in and two of my overflows had one person and the rest had none. We weren’t outnumbered either. All of these matches 15 minutes into it and nothing captured by any side in some of them and then some matches had a reactor captured.
Hi all. I have some questions
I’m seeking to transfer to either JQ or Blackgate. I don’t know anything about the difference between the two sooo
1) What are the zergs like in WvW on each/either server?
2) How are the queues and coverage during different hours? I’m in central timezone
3) How are the commanders?
4) Any EoTM players?
Thanks!
Helps a ton if you are on the winning side and have a commander that doesn’t defend. It is also nice if you don’t have guild karma trains against you. You can still get decent experience while outnumbered if your commander is good at avoiding enemy zergs and knows how to use the underpass. This is if you have a zerg that can make orange swords while outnumbered and not referring to anything smaller, though.
I don’t like having guild groups in my eotm matches but I don’t blame them because there is no suitable GvG format (obsidian sanctum does not qualify).
^ ’tis true
Removing applied fortitude or guard killer is only a fraction as useful as the current supply trap removing 5 supply. Besides, it costs 130 world ranks to get applied fortitude anyway which is well above average in cost for a given world ability/rank line. I’d say just leave it.
I guess it depends on what you want your role to be or what your goal is while zerging. Warrior has the highest survivability and mobility so it’s terrific for wxp when you are trying to capture defended stuff since you are more likely to be able to make it to the capture circle. Guardian has great group support with its utilities and traits and then staff skill 1 to get tons of loot. I have found elementalist to be an extremely underrated profession for zerging because you can equip a staff and meteor shower down arrow carts up top on walls that no other profession can reach. The water fields are very useful when placed on rams and your big water when traited with condition removal on regeneration is very useful to your team. I would stay away from thief, ranger, and engineer since they are generally not as good at zerging and more for roaming. Mesmer would probably be the next worst after those 3 but it’s still far more useful than those because of it’s veil for stealth before zerg v zerg, portals for squishies and golems and porting people into SM or other stuff, time warp for golems, and pulling enemies off walls. Once the zerg v zerg confrontation is underway, mesmer can’t do as much as some of the other professions. Necromancer has decent survivability for a light armor class and has terrific AoE damage among the wells and marks. I have played Necromancer some and it gave me (just barely) better loot than guardian staff skill 1 which is pretty impressive. It’s deathshroud skill 4 is also good for damaging AC’s above. I would definitely pick from Warrior, Guardian, Elementalist, or Necromancer.
Rank 1100 and got around 5 ascended from rank up chests. I remember one was a ring then two were weapons and two were armor pieces.
I personally wanted to make an empyreal fragment and bloodstone dust showcase forum topic post for people like me in WvW who are not going for ascended and have no use for them. A character with all inventory slots purchased and all 20 slot bags is not enough space for mine qq bank has 50 more stacks in it.
http://imageshack.com/a/img203/802/xu2n.jpg
This was just for the screen shot, though. I really have this stuff stored taking up all of the inventory space on 6 out of 8 of my characters and leftover in the bank. I leave my main 2 characters with inventory space since I play them the most.
Not everyone plays the way YOU want them to play.
Anet design philosophy… Play the way you want to play.Remember the thread about “violating my game mode”? It’s one of the highest thread count and most looked at topics in WvW forum.
Don’t violate Anet’s design philosophy.
Don’t stress over something you have no control over. Have fun and let others have their fun.
Don’t let PPT take the fun out of the game.
As far as the part in bold saying “play the way you want to play”, I agree with that. That is why I said that it is not the guild’s faults for choosing to GvG in EoTM and WvW. But, I am a believer that with a more suitable GvG venue, many of them won’t feel like they have to go to EoTM or WvW. Personally, they take the fun out of WvW for the rest but I wouldn’t try to tell them to leave because I agree with the fact that they should play the way they want to play. It’s just possible that with a more GvG friendly update, it would create a more enjoyable environment overall.
At the moment, there is no good way to GvG. Obsidian Sanctum is not really ideal so guilds are still coming to WvW and EoTM to GvG and just for fights with no intention of helping PPT. In WvW, you will sometimes have maps queued and can’t play to help your server due to guild groups not playing for PPT contributing to the map being full. In EoTM, guild groups only looking for fights and no PPT are also a huge problem. Every time I am commanding and a guild group spawns on my side, it clogs up my overflow and I can no longer get the numbers because people joining EoTM are redirected to a different overflow now that this one has a lot of people. I was commanding yesterday and went from 60 people to 30 people in around 30 minutes after a guild group of 40 spawned in. Our ppt immediately went to last place when the guild group spawned in because I lost my numbers and the guild group was only playing for fights and wouldn’t cap one thing. The instant they left, I instantly got numbers and we went first in PPT but when they were there, no way to compete. I’m not going to blame them for only wanting fights, I think the issue is there’s no suitable GvG and so they come here instead.
Edit: the intention of my post is not to say that guild groups are wrong, it’s that there’s no suitable way to GvG so the only thing they can do is take it to WvW or EoTM. They should have better GvG options so they don’t have to do this. There’s absolutely nothing wrong with the guild groups in wvw/eotm playing for ppt and helping their side.
(edited by Radian.2478)
I don’t see why anyone would care about server identity in EoTM since EoTM =/= WvW. You win or lose as a color, not a server in EoTM. This idea of putting players on the side that needs them to be better balance the matchup is something I’ve always been wanting.
My post was more about the average closeness in score rather than trying to win which, looking back, should have encompassed both. I’ve always tried to PPT when commanding EoTM except for once season 2 started due to the fact that my zerglings are still needing achievements and I am helping there. The matches have been undoubtedly played more for rewards rather than trying to win because of the season 2. I like some of the ideas about wishing for more rewards on killing. It does kinda promote zerging though. I think if zerg v zerg instead of zerg v door was more encouraged this way, that’d actually be pretty cool.
It’s very hard to think of a solution for this.
One solution for offensive siege trolling is for Arenanet to designate a space right in front of the gate in which only flame rams can be placed. It would just say “You can’t place siege there” if you try to place siege in the flame ram region. The only problem is that it’s sometimes useful to place an AC there if you are trying to camera angle to take something down that’s behind the gate and on that bottom floor.
As far as building troll siege in a structure to drain it, that’s tough to deal with. It’s possible that they could implement the ability to view the person who placed the siege and if that person got reported enough, they could get dishonorable points to go towards not being able to play WvW (would have to be reviewed by arenanet devlopers). I don’t see this happening though due to many complications between establishing trolling vs bad playing.
Edit: as far as troll upgrading is concerned: it may be better that the more the structure is worth, the more people that have to approve of upgrading it. Maybe one person can upgrade a camp, 2 for a tower, and 5 for a keep or something. I can see this being very annoying for some people, though. Arenanet should have the ability to make an algorithm that can take the amount of people in a map and then choose number of people needed to approve of an upgrade based on that so for example if your map is empty, you don’t need many people to approve. If it is zerged up, more people have to approve of the upgrade for it to work (and have the cost split among all who approve).
(edited by Radian.2478)
Mercenary’s Bane is undoubtedly the most useless ability in WvW. Doing 5% more damage to the dredge, hylek, and ogres is no game changer. They also don’t do much damage to you so the defense isn’t needed either.
Supply Capacity is good for small groups and flash building stuff. It costs a lot of points, though, and is probably not worth it until you are rank 800ish.
Burning oil mastery overall is below average but far from useless. Being able to reflect projectiles vs Omegas is pretty useful. If the enemy zerg goes for oil first thing, you can still get on it to make the pot have damage reduction to give your team more time to get to the tower.
A lot of people have complained about immobilize stacking and I’ve actually been quite surprised how many people want it to get removed. Almost no one will argue for keeping it. I have never even thought of it as problematic and was shocked that anyone would complain about it the first time I saw a post on it. By the way, it caps out at 3 stacks. IMO it’s just part of the game. If you don’t bring condition removal, you accept the fact that you are going to struggle more vs immobilize. This is not even slightly close to Guild Wars 1 which had not only crippled but hexes that would make players up to 90% slower for a much longer duration that were far harder to remove.
I can see EoTM being a lot more fun if they decrease the rewards a little bit for capping stuff and increase the rewards for killing players. I think the population imbalance is the #1 reason for most matches being blowouts but I do see many people here are more concerned with the style of play and zerging. I don’t see why capturing a keep can give 36 badges but then you have to kill what feels like 200 players to get that many badges. Maybe if they increased the reward of killing players, increased defense reward, decreased capture reward, had more reactors on each side (that all pool from the same supply but actually give you time to set up siege if they’re on the gate), have each champ in all structures give allies some sort of unique buff for players within X range of the champ, put more AoE damage on the champs, and lastly put a cap on the amount of damage that a champ can take over a time interval (either negate damage for X seconds after taking Y damage over 1 second of time or maybe even heal for Z after taking Y damage over a 1 second time interval).
I’ve noticed a defensive PTV staff ele build with cantrips to work well for me when commanding. The best thing about commanding on ele is you can AoE siege when trying to capture structures and try to get your group to AoE siege with you. It also is good for getting people to CC with you too. It’d be ideal if I had other zerglings that could take care of AoE’ing but the pugs I’ve commanded have never been able to do it.
The worst thing about commanding on ele is trying to push when zergbusting a large blob. On my warrior, I can overextend like mad when pushing and not die but on ele you have to be very careful when pushing.
For roaming in WvW you should be D/D condi or if zerging you should have a staff.
Right now, EoTM matches are not very competitive. For most weeks, there’s a color that wins 85% of the time. Most of the EoTM matches are not even close and one side can even have 2-3 times more players than another side. It’s not even uncommon for a side to have 0 PPT. Once a side gets Outnumbered, people porting into the map see that they probably won’t get much rewards and just port out so that side has trouble getting back to anywhere.
How to fix it:
More randomization!
Two options:
1) Look at all of the WvW matchups, say the 8 matchups in NA. Assign each server a color in each matchup randomly such that each server gets a color different than the colors of their current WvW opponents. This means that you are still playing with your server but not with your WvW opponents (just like how it already is however your color isn’t necessarily your WvW color) and this keeps server pride people who want to play with their server. Do this randomization for every single 4 hour match. This will prevent one color from winning 85% of the time for the week but may not necessarily make the average match closer (just more even distribution of which color wins)
2) Make the matchmaking more like sPvP where you get put on the side that needs more players. This will keep numbers even. This would mean you can get any color in EoTM and are not necessarily playing with your server. You would still be allowed to party up and play with your friends. Most people in EoTM do not have much server pride and many even consider it PvE so this matchmaking scheme makes much more sense for something like EoTM rather than WvW. This would likely be the easiest way to make the average EoTM closer without having to introduce debuffs or stuff that harms players for being in first. I actually like this idea the most but I can see a lot of people disagreeing with it.
Well, it is true that Overgrowth has the map advantage:
Overgrowth: invincible travel and sentry turrets. The invincible travel is great for catching up to the commander and really has much less use for enemy servers that capture it which can be considered kinda unfair. Many enemies won’t go for observatory because of 3 bosses too. The champ boss also takes the longest by far (can actually be done in under 20 seconds if people pull apart the enemies properly but it comes down to luck when you have a big blob)
Badlands: wurm tunnel is great, no question there. Airport is useless because the airstrike has too long of a casting time, too short of a radius, and not enough damage. Workshop screws over badlands just as much as it helps because it makes their own keep too easy to flip. Their keep is also huge in size which means there’s almost no way to defend the gates (especially with devourerers) and then once the enemies are in, there’s no chokes that you can have sieged up.
Frostreach: forge is good for the 10% damage reduction. Bell Tower and Shrine are more or less entirely useless though.
The bigger problem though is the population imbalance. For the past few weeks, there’s been one side that has won 85% of the time. When one server has more numbers than the rest of the servers combined, there’s nothing the enemy servers can do. Plus, people logging into EoTM and seeing outnumbered only makes them more likely to log off while people on the winning side are more likely to stay logged in.
It is kind of working as intended when there is a 2v1 situation. From what I understand, part of the initial reason of having 3 servers compete against each other was so that the second and third place team could team up against the first place team and there’d be close WvW matches. Due to population imbalance, it doesn’t take long for the first place server to pull away from the rest and you often have the third place team wanting to get second and thus hitting the second place team and then the first place team also hits the second place team to try to stay in first and then the first place team ends up winning my miles and it becomes a competition for second place instead of first place.
Maybe it’s possible that the megaservers for WvW will not all be the same exact structure in that some will be for lesser populated matchups and some will be for more populated matchups and they allow you to request which type you want idk
I also think that that as the gw2 population lessens as the game starts to become outdated (nothing unexpected or not normal) there’s going to be a point in time where the amount of servers would have to be reduced or something at least must be done to fix the maps from being dead. That’s exactly what this megaserver system appears to be addressing. It may not be quite as important or needed for WvW at this time but they do appear to say that their intention is to first do this for pve and then put it in WvW a lot later which, who knows, could be 1, 2, or even more years from now. I don’t think players can necessarily guess what WvW and the WvW population will be like a long time from now so I think it’s very possible that this could be a good idea and very fitting in the distant future, regardless of whether or not it currently seems like it’d fit in today’s WvW right now.
This could be very big news. I guess I can’t say too much until they release more information. It’s possible that this would better solve population imbalance and then unfortunately for many it could possibly diminish server pride. EoTM I think already more or less uses a similar version of the megaserver concept and has even worse population imbalance than wvw in the matchups so it will have to be different than that if it’s going to happen. I personally have never had server pride-I just play for fun and don’t consider my server better or more honorable than other servers as a result of randomly deciding to pick it and not knowing anything about other servers. Tons of people are big on server pride, though, so if this does harm server pride then that is going to be a very big problem overall.
(edited by Radian.2478)
All righty, I’ll give it a try:
1. Warrior
2. Elementalist
3. Guardian
4. Mesmer
5. Thief
6. Necromancer
7. Ranger
8. Engineer
Warrior is good because of its ability to tank ridiculous damage. It can also kill everything in an upgraded supply camp in 7 seconds from first hit to last and 37 seconds (is my record at least) for fully upgraded. It’s also a terrific commanding profession, great for rushing to save stuff and the best by far for holding rings. All in all has the best mobility.
Elementalist is number 2 because of potential but in actuality should probably be 3 or even 4 due to the fact that most ele’s do not have a clue how to AoE siege which is something that ele is best at. It’s meteor shower and dragon’s tooth can take out arrowcarts and other siege in places that no other profession can hit. It also has nice support for zerg v zerg and getting a zerker meteor shower on an enemy zerg oh man
Guardian is a close 3rd because of its great heals and support. Most people would probably put it higher.
Mesmer is 4 because of its great roaming with a PU build as well as ports for golems/hiding and veil for zerg busting and the pull for trying to pull people off walls.
Thief is just barely ahead of necromancer, mostly because of its roaming ability. It’s great for taking supply camps, scouting, and killing yaks repeatedly in ebg.
Necromancer has great aoe damage and is terrific in zerg v zerg. It unfortunately lacks mobility and cannot escape or chase very well.
Ranger is pretty poor overall and doesn’t really have much of anything that really separates it apart from the other professions. The healing field and barrage can be nice in zerg v zerg and ranger isn’t too bad of a roaming class either.
Engineer I put just barely behind ranger due to the fact that it also doesn’t really have anything in particular that makes it stand out or mandatory. It has one 1500 range grenade though it’s not a game changer. The condition damage isn’t bad, though.
I guess it depends on whether you are asking about zerging, roaming, or just general overall WvW. Undoubtedly, ranger and engineer wouldn’t make top 5. As for the rest, it’s very hard to say which of the remaining 5 would be the 6th best and not make the list.
I don’t actually like the concept of racial elites or skills at all. If racial elites were buffed in a manner that actually made them good, there would be more discrimination among groups and who they let in their party. Not only would you have to be the right profession, you’d need to be the right race too. Then, people who already have their characters level 80 may feel like they are supposed to remake their character or they may think that someone else of a different race and same profession will always be better. I only do WvW so it wouldn’t harm me that much unless one of the character’s races skills are very good at which point I feel like my hard work gone to 80 is now wasted. This is a little bit over the top perspective on it but it’s probably the reason why arenanet hasn’t made racial skills any good at this point. I also dunno how anything could be done with racial skills for this reason either.
Well, many of the T1 and T2 servers get blobs that sized and especially during the tournament right now that’s not too uncommon. Plus the swords don’t pop up until 30 seconds after the structure gets attacked. If your zerg has to take any time to ooc and waypoint and run back in a manner that doesn’t have a super large tail which causes players to get picked off, it becomes tough to get there in time. Not to mention the fact that you won’t be able to wipe them unless you get numbers close to theres which you may or may not have on the map. My server lost a fortified tower yesterday to a blob of 60 that literally ranged dps’d the gate down. They had a treb from 3rd floor stonemist that took down our siege inside and then after we took down their rams with the keep mortar they just dps’d the gate while we had 30 players on. This is for an upgraded structure too. Walls on structures also upgrade before gates so if you want to get something upgraded before it gets blobbed, you have to have a lot of people camping there. Trebbing your own gate is going to get nerfed too which is the only way to defend outnumbered.
^Pretty much true.
There’s no fun in just sitting in a tower or keep. An object can be defended if you have time to be there to repel the attack in a quick enough time if not before the enemy even attacks. Basically, lets say you need X number of players in the tower by time T in order to defend a structure. Chances are, if you only have a few people (less than X) sitting in a structure when the attack starts, you won’t be able to get reinforcements in time. Omegas, Superior Rams, and ram mastery all contribute to gates going down faster than ever and usually having your zerg port back isn’t enough time to save the structure unless its a keep or extremely upgraded tower. If you try to keep a lot of people sitting on your side to defend your stuff, you no longer have enough people to flip stuff on enemy sides. Or if it’s a borderland, the map is typically too big to be able to defend the whole map.
I don’t see why they made badges of honor 10 times easier to get in EoTM than in WvW. In one winning EoTM match (4 hours), I got 800 badges. It takes me a week or two to get that in WvW. The weird thing is that it feels like badge prices for stuff in EoTM are set to account for the rate you get badges in eotm and the badge prices in WvW are still set to account for the rate in which you get badges in WvW despite the fact that they don’t give the same amount of badges and you can now get the easiest exotic armor ever by doing EoTM and spending those badges in WvW.
It makes zero since that they did it this way. What should have happened on the day of EoTM would be any of these scenarios:
1) EoTM give same badge reward as WvW, set prices of stuff to be 10 badges in EoTM
2) Increase badge cost in WvW to compensate for EoTM and increase badge reward in WvW
I’m not sure whose idea it was to make EoTM give 10 times more badges than WvW but it’s too late to do anything now because many people including me are already at a ridiculously high amount of badges because of it and have already bought tons of exotic gear so it’s too late to do anything about the inflation.
The sad thing is that most updates buff offense and make it even harder to defend. Ram mastery was over the top. Just compare how good it is (at t3 even) compared to any other siege mastery. It takes at least three arrowcarts to get to my warrior when I’m ramming on it.
Besides, arrow carts aren’t even all that amazing at defending anyway (even though they are the best option next to counter treb that’s about to be nerfed). Ever since I’ve started playing ele, I’ve been AoEing them down pretty easily. One Meteor Shower (going in Tornado after cast) can take an AC down to 1/4 hp. Ele can pretty much AoE anything up top on a wall, even if it’s placed on the back side of the wall. This is for most structures, that is so there are a few spots, most notably in keeps where AoEing is harder. AC’s on the bottom behind the gate are a lot harder to kill (depending on placement, a counter AC or Dragon’s Tooth ele may be able to get it) but they only do damage to people on the gate and if the commander is smart, he’ll place the rams at max range and then have the ram users stand on the ram at the max range of the interaction thingy to get on the ram. Lets not forget that structures being trebbed can very easily have their siege taken out as well as structures being hit by players in omega golems.
It’s a graphics fail. Or maybe it was intended for whatever reason to make it harder to dodge idk. But yea you will see the animation of the enemy attack moving around despite the fact that it’s actually only hitting one circle.
Same issue with me. I’m not going to blame Anet because they clearly specified in the text and I missed it. My initial thought was that prices would change once the season started which appeared to be what they indiciated except for the part that the prices change the day before.
Each character will have their wxp combined and each character will have the same amount of wxp available to spend after it’s all combined. Spending your ranks on abilities of one character will not affect the amount of ranks you can spend on another character. So if across all characters, their combined wxp gives your account 500 world ranks, each character will be able to spend 500 world ranks each and spending 100 world ranks on one character will not reduce the amount of world ranks you can spend on another character.
Just about everyone (well, people that are not currently ranked extremely high and have everything) will be able to get abilities/masteries that they haven’t bought before as a result of this. If you are not entirely sure how effective some of the masteries are before spending, you can always make an alt and rank up all of one mastery and test it out. You can basically use one level two alt to test each of the ranks and keep deleting it and remaking it each time you want to relocate your points on it. That will give you a better idea on how to spend your new wxp on your other characters just incase the guild wiki pages on the masteries aren’t descriptive enough for some of them. Just a suggestion.
I’ve always complained that red wins 85% of the time. That was true for the past 4 weeks or so up until this week where green has started to win about the same as red. What’s really bad is that I’ve done a lot of EoTM and just can’t remember the last time I saw blue win. Not only that, I can’t remember blue ever being within 30% of the winner’s score and maybe one out of 20 times they have actually ended up in second place. When I was blue for a week, we of course never won and I was outnumbered 90% of the time upon logging in. The only times we weren’t outnumbered, we either were lucky and had a large guild group that decided to play or we just barely had enough people not to trigger outnumbered but still clearly had much less players than the enemy servers. I’ve always said that the matchmaking scheme needs to be changed and partially randomized. Half of my EoTM matches that I play, blue ends up with 0 PPT at some point in time which should not be happening ever.