The rules are the same for all servers. How is Anet supposed to know how many people will transfer to a server, are the devs psychics? Now, you were on HoD which was also closed for some time, and recently opened up correct? If there were mass transfers to HoD which completely threw off the matchups would you still be saying the same thing?
Once again, Anet devs are not psychic, the rules are the same for ALL servers, and we will not be given all the data that they have and use.
The rules are the same but the foundation isn’t the same. The rules do not account for the different foundations therefore the rules are a failure.
Why some servers can queue 4 maps while some don’t despite both being full? Devs already did mention the threshold is fixed and just because it is fixed doesn’t mean you cannot exceed that threshold due to having massive foundation, it isn’t rocket science, it isn’t difficult math.
I think some people seem to forget at times that this is a game…Trying to dictate how long a person stays active in a game with made up timetables is over the top and absurd.
If this is just a game to you, then why do you feel emotional bothered about how system dictate you? If system dictating is you is so bothering, why aren’t you bothered about being kicked from the guild for being inactive? Why aren’t you bothered about being for being afking aka still inactive? There is no philosophy differences here, you are being kick for being inactive. I find your reasoning illogical or able to be sympathy about it, basically uncomprehending.
Wait, so this is not just a game to you? Clearly it’s not me who is emotionally bothered. I believe players should be free to play however they want, whenever. You seem to think that players who don’t play X content for X amount of time need to be penalized because it does not benefit you. Throwing out straw man arguments based on emotion and little consideration of how it would affect others does not help your case.
This isn’t about others, it is about you. You are avoiding the question. I repeat…
If this is just a game to you, then why do you feel emotional bothered about how system dictate you? If system dictating is you is so bothering, why aren’t you bothered about being kicked from the guild for being inactive? Why aren’t you bothered about being for being afking aka still inactive?
Logic has no emotion so please don’t tell me about straw man argument when you are obviously using emotion as part of the argument.
Um excuse me but when were you declared King of GW? Who are you to decide what should happen to every account in the game because you think it will be a benefit to you? Furthermore how do you know this would help your server? You do understand such a change would affect your server and guild as well right? And could even end up lowering your server’s population in the long run.
If it is so difficult to understand that people actually have things to do outside of playing a video game I’m sorry but that is not my fault. Lack of comprehension on your part does not mean every account needs to be subjected to such a penalty because you believe this idea will fix everything…
Btw “This isn’t about others, it is about you” This is essentially what is wrong with your idea. It could affect every single account but you take no consideration whatsoever. Do you not understand, devs look at how changes and features affect the ENTIRE player base not individual servers or players.
Why not at some point go over World vs. World and rather make it a Faction vs. Faction system where players sign up with factions such as the Kurzick, Luxons and a third faction where the server portion of WvW is phased out? Will there be potential landslides, yes; but that’s already happening.
It is an interesting idea, but it probably would not work without an internal mechanic to split up the population, otherwise you would literally just have 3 sides with massive queues. The purpose of a server/world/realm structure is to split the population so a game is actually playable. The other mechanic would be to use a megaserver instance creation system aka EoTM, which does not create balanced matchups either.
The rules are the same for all servers. How is Anet supposed to know how many people will transfer to a server, are the devs psychics? Now, you were on HoD which was also closed for some time, and recently opened up correct? If there were mass transfers to HoD which completely threw off the matchups would you still be saying the same thing?
Once again, Anet devs are not psychic, the rules are the same for ALL servers, and we will not be given all the data that they have and use.
The rules are the same but the foundation isn’t the same. The rules do not account for the different foundations therefore the rules are a failure.
Why some servers can queue 4 maps while some don’t despite both being full? Devs already did mention the threshold is fixed and just because it is fixed doesn’t mean you cannot exceed that threshold due to having massive foundation, it isn’t rocket science, it isn’t difficult math.
I think some people seem to forget at times that this is a game…Trying to dictate how long a person stays active in a game with made up timetables is over the top and absurd.
If this is just a game to you, then why do you feel emotional bothered about how system dictate you? If system dictating is you is so bothering, why aren’t you bothered about being kicked from the guild for being inactive? Why aren’t you bothered about being for being afking aka still inactive? There is no philosophy differences here, you are being kick for being inactive. I find your reasoning illogical or able to be sympathy about it, basically uncomprehending.
Wait, so this is not just a game to you? Clearly it’s not me who is emotionally bothered. I believe players should be free to play however they want, whenever. You seem to think that players who don’t play X content for X amount of time need to be penalized because it does not benefit you. Throwing out straw man arguments based on emotion and little consideration of how it would affect others does not help your case.
An idea to help maintain server populations is to take accounts that haven’t contributed to pop data for a time, say 2 months for example, and disassociate them from their wvw server.
Send them an in game mail explaining that they have been removed from their server due to inactivity and have them join one of the lowest population servers before going into wvw again.
This will help maintain an accurate measure of a server’s population. It will help keep wild fluctuations in population in check from major content releases.
This is not a proper solution, it might sound good in theory for some but try imagining if it was actually implemented. People take breaks for a variety of reasons and I always see players saying how they are coming back to the game.
Now do you really want a bunch of people suddenly finding out that on returning they are no longer able to play with their old friends and guilds? And have to restart on a new server because it might be easier for data calculation…um no it does not work like that.
It also would prevent hibernation to unlock servers.
I am for a 4-6 week window. If you take a 1-2 month break, then maybe you need to be moved. Less than 4 weeks effects vacations, school breaks, etc. more than 6 weeks, is just people not supporting the game mode.
I would definitely favor this before kicking everybody including active people in their communities.
And inactive to me, only includes time in WvW. Logging in for PvE or sPvP wouldn’t count.
I think some people seem to forget at times that this is a game…Trying to dictate how long a person stays active in a game is over the top and absurd.
So you’re against kicking people out of WvW for being afk?
You can already be kicked out of wvw for being AFK, it is not the same thing as being thrown off the server. To compare the two illogical.
Not really. I’d argue it’s in the same spirit. If I need to go away from the keyboard and get kicked out I don’t throw a temper tantrum that my entitlements have been revoked. If I were to not play the game for months I would have the same reaction to not being on the same server. If my “community” and “guild” mattered that much I probably wouldn’t have gone so long without playing.
Sure. If anet forced you off your server and the reason they gave you was…we had to do it for data purposes. I bet you would make your own thread with a TLDR section.
Try to look at it the way a dev would. They look at the entire playerbase, not just you or me. People have lives, some may be able to play 12 hours a day but that does not mean everyone can.
What I’m saying is that people who don’t do anything at all in wvw for months on end should be assumed to have moved on and deselected from a server. Not sure how this matters to people who play every day or even once a week. Heck, someone who plays once a month is well beyond having to worry about this.
So if a person is not doing what you think they should they need to be punished? I say again, having players dictate what others should be doing with their time and coming up with ridiculous timetables is absurd and will do nothing to improve things.
Who cares what they are doing with their time if they aren’t even playing this game?
Did not say you should care, I said they should not be punished for not be glued to their computers playing a game every day.
ONCE.
IN.
TWO.
MONTHS.
is what I said
Made up timetables are absurd, is what I said.
Furthermore, why not 1 month, or 1 week? Same idea right?
Penalizing players for not playing is a good way to keep them away.
An idea to help maintain server populations is to take accounts that haven’t contributed to pop data for a time, say 2 months for example, and disassociate them from their wvw server.
Send them an in game mail explaining that they have been removed from their server due to inactivity and have them join one of the lowest population servers before going into wvw again.
This will help maintain an accurate measure of a server’s population. It will help keep wild fluctuations in population in check from major content releases.
This is not a proper solution, it might sound good in theory for some but try imagining if it was actually implemented. People take breaks for a variety of reasons and I always see players saying how they are coming back to the game.
Now do you really want a bunch of people suddenly finding out that on returning they are no longer able to play with their old friends and guilds? And have to restart on a new server because it might be easier for data calculation…um no it does not work like that.
It also would prevent hibernation to unlock servers.
I am for a 4-6 week window. If you take a 1-2 month break, then maybe you need to be moved. Less than 4 weeks effects vacations, school breaks, etc. more than 6 weeks, is just people not supporting the game mode.
I would definitely favor this before kicking everybody including active people in their communities.
And inactive to me, only includes time in WvW. Logging in for PvE or sPvP wouldn’t count.
I think some people seem to forget at times that this is a game…Trying to dictate how long a person stays active in a game is over the top and absurd.
So you’re against kicking people out of WvW for being afk?
You can already be kicked out of wvw for being AFK, it is not the same thing as being thrown off the server. To compare the two illogical.
Not really. I’d argue it’s in the same spirit. If I need to go away from the keyboard and get kicked out I don’t throw a temper tantrum that my entitlements have been revoked. If I were to not play the game for months I would have the same reaction to not being on the same server. If my “community” and “guild” mattered that much I probably wouldn’t have gone so long without playing.
Sure. If anet forced you off your server and the reason they gave you was…we had to do it for data purposes. I bet you would make your own thread with a TLDR section.
Try to look at it the way a dev would. They look at the entire playerbase, not just you or me. People have lives, some may be able to play 12 hours a day but that does not mean everyone can.
What I’m saying is that people who don’t do anything at all in wvw for months on end should be assumed to have moved on and deselected from a server. Not sure how this matters to people who play every day or even once a week. Heck, someone who plays once a month is well beyond having to worry about this.
So if a person is not doing what you think they should they need to be punished? I say again, having players dictate what others should be doing with their time and coming up with ridiculous timetables is absurd and will do nothing to improve things.
Who cares what they are doing with their time if they aren’t even playing this game?
Did not say you should care, I said they should not be punished for not be glued to their computers playing a game every day.
An idea to help maintain server populations is to take accounts that haven’t contributed to pop data for a time, say 2 months for example, and disassociate them from their wvw server.
Send them an in game mail explaining that they have been removed from their server due to inactivity and have them join one of the lowest population servers before going into wvw again.
This will help maintain an accurate measure of a server’s population. It will help keep wild fluctuations in population in check from major content releases.
This is not a proper solution, it might sound good in theory for some but try imagining if it was actually implemented. People take breaks for a variety of reasons and I always see players saying how they are coming back to the game.
Now do you really want a bunch of people suddenly finding out that on returning they are no longer able to play with their old friends and guilds? And have to restart on a new server because it might be easier for data calculation…um no it does not work like that.
It also would prevent hibernation to unlock servers.
I am for a 4-6 week window. If you take a 1-2 month break, then maybe you need to be moved. Less than 4 weeks effects vacations, school breaks, etc. more than 6 weeks, is just people not supporting the game mode.
I would definitely favor this before kicking everybody including active people in their communities.
And inactive to me, only includes time in WvW. Logging in for PvE or sPvP wouldn’t count.
I think some people seem to forget at times that this is a game…Trying to dictate how long a person stays active in a game is over the top and absurd.
So you’re against kicking people out of WvW for being afk?
You can already be kicked out of wvw for being AFK, it is not the same thing as being thrown off the server. To compare the two illogical.
Not really. I’d argue it’s in the same spirit. If I need to go away from the keyboard and get kicked out I don’t throw a temper tantrum that my entitlements have been revoked. If I were to not play the game for months I would have the same reaction to not being on the same server. If my “community” and “guild” mattered that much I probably wouldn’t have gone so long without playing.
Sure. If anet forced you off your server and the reason they gave you was…we had to do it for data purposes. I bet you would make your own thread with a TLDR section.
Try to look at it the way a dev would. They look at the entire playerbase, not just you or me. People have lives, some may be able to play 12 hours a day but that does not mean everyone can.
What I’m saying is that people who don’t do anything at all in wvw for months on end should be assumed to have moved on and deselected from a server. Not sure how this matters to people who play every day or even once a week. Heck, someone who plays once a month is well beyond having to worry about this.
So if a person is not doing what you think they should they need to be punished? I say again, having players dictate what others should be doing with their time and coming up with ridiculous timetables is absurd and will do nothing to improve things.
An idea to help maintain server populations is to take accounts that haven’t contributed to pop data for a time, say 2 months for example, and disassociate them from their wvw server.
Send them an in game mail explaining that they have been removed from their server due to inactivity and have them join one of the lowest population servers before going into wvw again.
This will help maintain an accurate measure of a server’s population. It will help keep wild fluctuations in population in check from major content releases.
This is not a proper solution, it might sound good in theory for some but try imagining if it was actually implemented. People take breaks for a variety of reasons and I always see players saying how they are coming back to the game.
Now do you really want a bunch of people suddenly finding out that on returning they are no longer able to play with their old friends and guilds? And have to restart on a new server because it might be easier for data calculation…um no it does not work like that.
It also would prevent hibernation to unlock servers.
I am for a 4-6 week window. If you take a 1-2 month break, then maybe you need to be moved. Less than 4 weeks effects vacations, school breaks, etc. more than 6 weeks, is just people not supporting the game mode.
I would definitely favor this before kicking everybody including active people in their communities.
And inactive to me, only includes time in WvW. Logging in for PvE or sPvP wouldn’t count.
I think some people seem to forget at times that this is a game…Trying to dictate how long a person stays active in a game is over the top and absurd.
So you’re against kicking people out of WvW for being afk?
You can already be kicked out of wvw for being AFK, it is not the same thing as being thrown off the server. To compare the two illogical.
Not really. I’d argue it’s in the same spirit. If I need to go away from the keyboard and get kicked out I don’t throw a temper tantrum that my entitlements have been revoked. If I were to not play the game for months I would have the same reaction to not being on the same server. If my “community” and “guild” mattered that much I probably wouldn’t have gone so long without playing.
Sure. If anet forced you off your server and the reason they gave you was…we had to do it for data purposes. I bet you would make your own thread with a TLDR section.
Try to look at it the way a dev would. They look at the entire playerbase, not just you or me. People have lives, some may be able to play 12 hours a day but that does not mean everyone can.
An idea to help maintain server populations is to take accounts that haven’t contributed to pop data for a time, say 2 months for example, and disassociate them from their wvw server.
Send them an in game mail explaining that they have been removed from their server due to inactivity and have them join one of the lowest population servers before going into wvw again.
This will help maintain an accurate measure of a server’s population. It will help keep wild fluctuations in population in check from major content releases.
This is not a proper solution, it might sound good in theory for some but try imagining if it was actually implemented. People take breaks for a variety of reasons and I always see players saying how they are coming back to the game.
Now do you really want a bunch of people suddenly finding out that on returning they are no longer able to play with their old friends and guilds? And have to restart on a new server because it might be easier for data calculation…um no it does not work like that.
It also would prevent hibernation to unlock servers.
I am for a 4-6 week window. If you take a 1-2 month break, then maybe you need to be moved. Less than 4 weeks effects vacations, school breaks, etc. more than 6 weeks, is just people not supporting the game mode.
I would definitely favor this before kicking everybody including active people in their communities.
And inactive to me, only includes time in WvW. Logging in for PvE or sPvP wouldn’t count.
I think some people seem to forget at times that this is a game…Trying to dictate how long a person stays active in a game is over the top and absurd.
So you’re against kicking people out of WvW for being afk?
You can already be kicked out of wvw for being AFK, it is not the same thing as being thrown off the server. To compare the two is illogical. It would be like getting kicked off your server for going to the bathroom or answering the phone.
An idea to help maintain server populations is to take accounts that haven’t contributed to pop data for a time, say 2 months for example, and disassociate them from their wvw server.
Send them an in game mail explaining that they have been removed from their server due to inactivity and have them join one of the lowest population servers before going into wvw again.
This will help maintain an accurate measure of a server’s population. It will help keep wild fluctuations in population in check from major content releases.
This is not a proper solution, it might sound good in theory for some but try imagining if it was actually implemented. People take breaks for a variety of reasons and I always see players saying how they are coming back to the game.
Now do you really want a bunch of people suddenly finding out that on returning they are no longer able to play with their old friends and guilds? And have to restart on a new server because it might be easier for data calculation…um no it does not work like that.
It also would prevent hibernation to unlock servers.
I am for a 4-6 week window. If you take a 1-2 month break, then maybe you need to be moved. Less than 4 weeks effects vacations, school breaks, etc. more than 6 weeks, is just people not supporting the game mode.
I would definitely favor this before kicking everybody including active people in their communities.
And inactive to me, only includes time in WvW. Logging in for PvE or sPvP wouldn’t count.
I think some people seem to forget at times that this is a game…Trying to dictate how long a person stays active in a game with made up timetables is over the top and absurd.
An idea to help maintain server populations is to take accounts that haven’t contributed to pop data for a time, say 2 months for example, and disassociate them from their wvw server.
Send them an in game mail explaining that they have been removed from their server due to inactivity and have them join one of the lowest population servers before going into wvw again.
This will help maintain an accurate measure of a server’s population. It will help keep wild fluctuations in population in check from major content releases.
This is not a proper solution, it might sound good in theory for some but try imagining if it was actually implemented. People take breaks for a variety of reasons and I always see players saying how they are coming back to the game.
Now do you really want a bunch of people suddenly finding out that on returning they are no longer able to play with their old friends and guilds? And have to restart on a new server because it might be easier for data calculation…um no it does not work like that.
This has been explained to you multiple times in multiple threads and you seem to keep ignoring the answers. You keep asking for clarity but then go on to throw out statements that are not based on facts but rather opinion…basically this server did not need to be open because etc etc.
Once again, servers are opened when they fall below a certain threshold that Anet has set for ALL servers, whether or not you like or agree with it is irrelevant, as it is a different issue. You do not have the statistics that the devs do but you continue to push this narrative that X server should not have been opened but then ask for clarity, it does not work that way. We already know the basics of how it works, but the devs cannot and will not give us all the details, nor should they. Now please stop beating a dead horse.
I continue to refer to the opening of Blackgate in June as an example of how NOT fixing the population imbalance ‘system’ has resulted in problematic decisions to open servers and make worse the overall problem.
I acknowledge that I have read and understand the explanation for how the algorithm is being used to open servers for more transfers to move on. It is precisely because of the way population measuring and balancing is being done, that the situation in image 1 (below) now exists. This we can see without the internal ANet data.
The rules are the same for all servers. How is Anet supposed to know how many people will transfer to a server, are the devs psychics? Now, you were on HoD which was also closed for some time, and recently opened up correct? If there were mass transfers to HoD which completely threw off the matchups would you still be saying the same thing?
Once again, Anet devs are not psychic, the rules are the same for ALL servers, and we will not be given all the data that they have and use.
You cannot have actual population balance in a game mode that is based on having 24/7 matches, it is not hard to understand.
…..
There will always be imbalance because it is the nature of this content, plain and simple.
I would love for a Dev to clarify here. Is the below picture what we should always expect and satisfy ourselves with? Is this the best that ANet plans to do for WvW going forward, as Serenity has stated above, and Raymond may have intimated here:
At this time we do not have a solution that we feel solves enough of the issues with population balance while also hitting enough of our requirements for a change to be made.
At some time, you have to stop driving on that flat tire and change it, or it creates even more problems. Fixing the flat tire with a spare tire may not be the ‘best of the best’ of tire solutions, but at least it gets you back on the road, moving toward a next step – new or repaired tire. Not fixing it puts you out, on the side of the road, with no way to move forward.
It appears that you are telling us we’ll be driving on this crummy spare tire until….? Cause, by the looks of things, the tire isn’t holding up very well and the road is pretty potholed and bumpy.
The scores ALONE should be telling the devs that WvW is in dire condition and that many servers are being devastated by three, four, and five times their numbers at all times of the day and night.
Scores are not accurate enough to determine population. Some servers will intentionally tank for whatever reason, it does not mean their population is low, but if you only use scores as a basis for determining population you might think it is.
Scores determining population was not the point.
Scores indicating, visually, easily, objectively that there is a serious malfunction in WvW that hasn’t been addressed, is what the comment was about.
It should be easy for anyone to look at the score variance in this week’s T1 matchup – a mere 4 days into the week (first image below) – and see that things are entirely out of control and out of balance. Notice also that one server has total coverage, around the clock, every day.
It is even more telling when you look at this same scenario played out over months as shown in the historical matchups (second image below).
Yet this behemoth server was opened in June for more guilds and more people to transfer on to it. Why? We don’t have an answer for that question.
It certainly appears that this server was not, in any possible stretch of the imagination, in need of more population or coverage. So, I for one, am incredibly interested to know what data we don’t have, that Anet has that convinced them that BG needed to be opened for even more players to move there.
I’d like to understand what could possibly be preventing a correction to the out of balance population problems, while at the same time NOT preventing decisions that make it worse.
We have been told we haven’t suggested the right solution. Well, then I continue to ask….what is the plan? How long will these already long-term, incredibly out of balance, unfair and non-competitive situations continue?
This has been explained to you multiple times in multiple threads and you seem to keep ignoring the answers. You keep asking for clarity but then go on to throw out statements that are not based on facts but rather opinion…basically this server did not need to be open because etc etc.
Once again, servers are opened when they fall below a certain threshold that Anet has set for ALL servers, whether or not you like or agree with it is irrelevant, as it is a different issue. You do not have the statistics that the devs do but you continue to push this narrative that X server should not have been opened but then ask for clarity, it does not work that way. We already know the basics of how it works, but the devs cannot and will not give us all the details, nor should they. Now please stop beating a dead horse.
I never said “equal” I said the idea of population balance is not possible regardless of what change is made because of the concept of WvW being a 24/7 game mode, balance is simply not possible.
Perfect balance no, but it can be a lot better than it is now, it has been better in the past and it is a lot better in other systems.
Game populations change over time. If the population was the same or near what it was in the past we would not need megaservers, linking, etc.
You cannot have actual population balance in a game mode that is based on having 24/7 matches, it is not hard to understand.
…..
There will always be imbalance because it is the nature of this content, plain and simple.
I would love for a Dev to clarify here. Is the below picture what we should always expect and satisfy ourselves with? Is this the best that ANet plans to do for WvW going forward, as Serenity has stated above, and Raymond may have intimated here:
At this time we do not have a solution that we feel solves enough of the issues with population balance while also hitting enough of our requirements for a change to be made.
At some time, you have to stop driving on that flat tire and change it, or it creates even more problems. Fixing the flat tire with a spare tire may not be the ‘best of the best’ of tire solutions, but at least it gets you back on the road, moving toward a next step – new or repaired tire. Not fixing it puts you out, on the side of the road, with no way to move forward.
It appears that you are telling us we’ll be driving on this crummy spare tire until….? Cause, by the looks of things, the tire isn’t holding up very well and the road is pretty potholed and bumpy.
The scores ALONE should be telling the devs that WvW is in dire condition and that many servers are being devastated by three, four, and five times their numbers at all times of the day and night.
Scores are not accurate enough to determine population. Some servers will intentionally tank for whatever reason, it does not mean their population is low, but if you only use scores as a basis for determining population you might think it is.
In sPvP isn’t balanced either – but still, it’s better; there is something, beyond the semantics of that term, “balance”. Has to be here as well, otherwise giving up is the only option left.
Because the mechanics of PvP are different. In WvW it does not matter how many people the other side has on the map, it does not stop you from playing like in PvP. The matches have a timer, teams are small, and can only have a fixed number of players.
There is no such thing as population balance because people are not static constructs. Players take breaks, do not all play at the same time, for the same amount of time, leave the game etc. You cannot have actual population balance in a game mode that is based on having 24/7 matches, it is not hard to understand. In PvP it is possible of course because you have small teams in set matches with short timers. WvW is an entirely different creature. There will always be imbalance because it is the nature of this content, plain and simple.
You are missing the point here: it’s not about making it equal, but not having unsurpassable differences, and that is beyond just player numbers: it’s time zone coverage and quality of the players or groups too.
These have to be achieved by systems in place, that are simply missing: rating the value of each and everyone, keeping that rating updated, distributing it evenly. Long term realm loyalty rewards for loyal players and even higher, but short term rewards for those who volunteer in going where they are needed – just like PvP rewards, when you are asked to switch to the other team. There has to be systems in place for all these.
Otherwise is a complete failure. Why do it when the “winner” is already decided? There is no fun playing this way, beyond a certain point, and that is until finding out that “it’s nothing here, move on”. That’s why players do GvG instead, because the fight system is fun, but since the rest is not, this can’t last for long.
There has to be a better way, unless the target of this product are new players only. This could have been more fun than anything in GW2, but was anything but fun (except the somehow even fights), and was even more frustrating because of the lack of explanation; that what is this game mode? I thought this was a competitive game mode: https://www.guildwars2.com/en/the-game/competitive-play/
But it isn’t. Again, not because all sides aren’t having the same “rating”, but because the rating difference is so huge that there is no competition at all. Can this be solved? Are the problems unsurmountable, because varied reasons? If not, let us know, so we can move on. Thank You!
I never said “equal” I said the idea of population balance is not possible regardless of what change is made because of the concept of WvW being a 24/7 game mode, balance is simply not possible. Short sighted ideas like blowing up servers and hoping for a better outcome might make some people feel better but will do absolutely nothing to fix the issue.
It might make more sense to focus on stabilizing server populations by shortening the time between links to one month to decrease the amount of bandwagoning, changing the way transfers work in terms of imposing limits and changes to costs, giving more reasons for players to stay on their current server etc.
There is no such thing as population balance because people are not static constructs. Players take breaks, do not all play at the same time, for the same amount of time, leave the game etc. You cannot have actual population balance in a game mode that is based on having 24/7 matches, it is not hard to understand. In PvP it is possible of course because you have small teams in set matches with short timers. WvW is an entirely different creature. There will always be imbalance because it is the nature of this content, plain and simple.
I am not crazy about the colors either, but I would rather they reduce the size because it is just too wide and goes past the edges of my screen. It gets annoying having to move it everytime.
Way too much condition and cc spamming….Like seriously enough already with that. And did you really have to give thieves more stealth and more burst damage??? Who comes up with these ideas….
Idk if anyone else had this issue, but anytime I had Barrier I kept mistaking it for my health because the numbers are right next to each other. Maybe a good suggestion would be to place the a barrier bar in another place?
Aside from that the new specs seem really interesting, but somewhat clunky especially Weaver which could really use some simplification in a few areas.
The HoT maps were designed to add more challenging content that specifically required group participation. The new living story maps have a better balance of solo and group play. I agree that it can be quite frustrating to do on your own and will continue to be over time as less and less people need to complete it. The maze like design of the terrain is intentional to make you feel lost in the jungle. It is kind of a hit and miss.
You continue to act as if server populations and the linking system are things that are set in stone and not subject to change. These things are dynamic, changes happen due to numerous factors.
Servers open because they fall under the activity and population threshold that Anet has set for all server…why is this so hard to understand. Just because you do not like this or that server, or believe they should not be opened does not mean you have the data that the dev’s do.
Links are assigned due to the information devs have, not you, not me. Obviously it can cause a big swing in matchups as a result. Either you call for changes in the linking system like shortening the time it takes to reassign links, or you call for it to come to an end.
I think they were discussing it, and would combine this change with moving reset back to Saturday night. They likely decided not to move forward on it considering how much anger there was the first time they changed the day of reset.
*Exploring looks like it will be fun and rewarding
*Let us buy a Kit to id items so we don’t have to keep running to heart vendors. Also remove unidentified gear from “Salvage all”.
*Lower the amount of materials we get from chests and heart vendors, it was way too much
*Camera action need major fixing with mounts, zooming was way too slow, it felt sluggish, and I dont like that it seems to use Free camera mode by default
*Too many things cause dismounting, talking to npc’s, or interacting with something, this should be changed to allow us to interact with non-hostiles without having to dismount every time
I don’t know what is happening but I cannot do anything in game. There is constant lag and ping spikes, I keep getting some error message about my firewall, disconnects, and difficulty with logging.
Let’s see going by the things you have said in the past you are basically only interested in farming rewards in wvw and likely have no understanding what constitutes a proper build and group composition, nor do you use TS, and you seem to have little to no interest in actually playing on a competitive level and contributing to your server. And yet…everyone else is the problem?
Perhaps try changing those things and you would have no problem getting into a squad.
What good is a control support weapon when you pick it only for the aa? You are going to be in their face anyways when you charge in and start aa, having even more healing and condi dmg reduction isnt half bad.
It was not used solely for the auto attack, that’s what people did in pve. In wvw guard staff actually had a purpose and was a real support weapon aside from the auto attack. Empower was great when traited with altruistic healing, orb of light for some healing, symbol of swiftness for light field/aoe damage/ and swiftness stacking, and line of warding for cc’s. The problem is the baffling nerf to the range, not the other changes.
They litterally buffed the reason you tell me here it was good and used for in wvw. And they toned down ots aa range while increasing the arc that it hits.
They made it a better support weapon. I cant see whats the issue here.
Ruining the auto attack and buffing the other skills does not make a weapon better. Do you not understand this? I was trying to explain that staff is not simply a lootstick, it actually has a purpose in wvw. What is the point now when the auto attack is ruined? It makes the rest unimportant.
What good is a control support weapon when you pick it only for the aa? You are going to be in their face anyways when you charge in and start aa, having even more healing and condi dmg reduction isnt half bad.
It was not used solely for the auto attack, that’s what people did in pve. In wvw guard staff actually had a purpose and was a real support weapon aside from the auto attack. Empower was great when traited with altruistic healing, orb of light for some healing, symbol of swiftness for light field/aoe damage/ and swiftness stacking, and line of warding for cc’s. The problem is the baffling nerf to the range, not the other changes.
Its not about camping, its about proper rotations. The nerf on vital persistence ruined the synergy with a lot of traits therefore delivering a big hit on a lot of builds. VP is also necessary to keep up with the current meta.
Are you talking about Speed of Shadows? Because I can agree on that.
What kind of synergy and rotation are you talking about in terms of VP? Its not like with VP you’d wait out the CD on a RS4 to use RS4 again.
Speed of shadows is one of those traits, there are a lot more, someone actually posted them in another thread.
Shroud is used both offensively and defensively, you do not simply use it to attack. You can use it as a second health bar to sustain through damage. VP allowed necromancers extra time in shroud to survive. Unfortunately conditions shred life force very fast, and condition spam is the meta and is not changing so this will hurt necromancers even more.
The shroud mechanic is the main reason why necromancer lack proper survival skills that other classes have like escapes, stun breaks, stability etc.
You actually have more LF now to soak the condition damage, which doesn’t occur in flat percentages. Over time, yes you lose 25 seconds worth, but unless you’re sticking around doing nothing you still have ample time to deal with the conditions, which again, you should be dealing with out of shroud.
Ok..I am not even sure how to respond to that…
I’m saying that VP is bad of you camp shroud, which is inherently a bad thing to do. You have more options outside of shroud, which when utilised properly is not completely affected by the VP nerf.
SoS is more harmful in the grand scheme of things. But it does open a door for better mobility.
Just curious, how much experience do you have playing a necromancer?
That isn’t entirely correct. For instance, you don’t need 50 seconds of shroud to get 25 might with reapers might, you only need just under 20, talking reaper btw. Which would still be an impractical thing to do.
Its not about camping, its about proper rotations. The nerf on vital persistence ruined the synergy with a lot of traits therefore delivering a big hit on a lot of builds. VP is also necessary to keep up with the current meta.
Are you talking about Speed of Shadows? Because I can agree on that.
What kind of synergy and rotation are you talking about in terms of VP? Its not like with VP you’d wait out the CD on a RS4 to use RS4 again.
Speed of shadows is one of those traits, there are a lot more, someone actually posted them in another thread.
Shroud is used both offensively and defensively, you do not simply use it to attack. You can use it as a second health bar to sustain through damage. VP allowed necromancers extra time in shroud to survive. Unfortunately conditions shred life force very fast, and condition spam is the meta and is not changing so this will hurt necromancers even more.
The shroud mechanic is the main reason why necromancer lack proper survival skills that other classes have like escapes, stun breaks, stability etc.
You actually have more LF now to soak the condition damage, which doesn’t occur in flat percentages. Over time, yes you lose 25 seconds worth, but unless you’re sticking around doing nothing you still have ample time to deal with the conditions, which again, you should be dealing with out of shroud.
Its not about camping, its about proper rotations. The nerf on vital persistence ruined the synergy with a lot of traits therefore delivering a big hit on a lot of builds. VP is also necessary to keep up with the current meta.
Are you talking about Speed of Shadows? Because I can agree on that.
What kind of synergy and rotation are you talking about in terms of VP? Its not like with VP you’d wait out the CD on a RS4 to use RS4 again.
Speed of shadows is one of those traits, there are a lot more, someone actually posted them in another thread.
Shroud is used both offensively and defensively, you do not simply use it to attack. You can use it as a second health bar to sustain through damage. VP allowed necromancers extra time in shroud to survive. Unfortunately conditions shred life force very fast, and condition spam is the meta and is not changing so this will hurt necromancers even more.
The shroud mechanic is the main reason why necromancer lack proper survival skills that other classes have like escapes, stun breaks, stability etc.
Its not about camping, its about proper rotations. The nerf on vital persistence ruined the synergy with a lot of traits therefore delivering a big hit on a lot of builds. VP is also necessary to keep up with the current meta.
WoW, Anet you really screwed up this one didn’t you, Like 5 seconds of shroud IF it doesn’t get ripped right away. Please explain to me how in WvW Necros get stabs now, and as a power necro why would you take my DPS state away?!?! Whoever thought of this needs to be fired right away, because clearly, THEY’RE STUPID!
It’s 4% per second…
In 5 seconds you’ve only lost 20%
That’s assuming you don’t use any skills or take any damage.