A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained
Sounds like a bug/oversight.
No other “on hit” trait works with siege weapons. Can’t imagine they made this one work differently on purpose.
PS. - Please do bring your “red is dead” group. Some of the funniest moments in WvW are a bunch of duelists from separate servers teaming up to wipe the group of noobs foolish enough to attack them. I’ve seen 5 to 1 odds go down like a prom dress vs good duelers.
Equally funny — tells from duelists/crossteamers saying “please stop killing my friend” or “stop stop stop stop sopt tsop stop tpos” as you wipe out their little buddies.
Sorry* if I can’t go up to every battle and say, “Pardon me, gentlemen, but I see the two of you are fighting. Might I inquire as to the nature of this battle and whether or not it is consensual dueling or perhaps a fight with which you may prefer my aid?”
Easier just to kill em all.
I don’t go around looking for fight clubs to break up but they are uninvited interlopers in a WvW environment.
(* – not really sorry)
What’s this? Some people are duelling in WvW for fun?! How dare they!
It’s all good. As long as they don’t mind it when, occasionally, a “red is dead” group comes through and wipes them out.
Red-is-dead always has right-of-way in WvW.
I can see where it would be annoying for someone by themselves to say “Oo look, an enemy attacking an ally! I’ll go help!” only to find the ally stops fighting and lets them get killed because he was “interrupting a duel”. This sort of thing is why you’ll see duelists get a lot of disrespect in this and every other game.
Players that frequent fight clubs are in the top % of PvP ability and most are easily able to dispatch 1v2 or even 1v3 odds when encountering zerglings.
More like they are spec’d and trained for 1v1 and are the least useful in actual WvW conditions.
I have two 80s and they both are terrible 1v1 fighters because they are spec’d for WvW — lots of group friendly abilities and things that work best when surrounded by allies. I’d say that puts me in the top % of WvW ability with duelists somewhere towards the bottom. I’ll be the one healing, buffing and AEing (depending on character) while your little duelist buddy has wandered off to the back somewhere trying to find someone to solo.
EBay continues to live up to their name.
In EBay’s defense, Devona’s Rest was obviously doing it too. I’m sure there are fight club people on Borlis as well.
Yes, that’s almost certainly a “fight club”.
People pick a spot to meet and engage in 1v1 duels inside WvW while everyone else stands around and watches. I think it’s terribly stupid and I never hesitate to break up a fight club if I have enough people with me (red is dead) but there’s not much you can do about it if you run into one without realizing it.
There is also the “Elite vs Newbie Effect”, which states that “anything works against newbies” and many self-declared elite players and groups formulate strategies and tactics they believe to be superior yet actually only work against people who have no idea what’s going on, so much so that it doesn’t really matter what the plan was; it would have worked anyway.
At any rate, I would support:
That is, an AE with a knockdown component should damage 20 people but only knockdown 5. One of the worst things with the DAOC system is that while the AE damage was awesome, things like AE mesmerize wasn’t particularly enjoyable. Straight damage over 20 people should be fine but other effects probably wouldn’t add much to the fun of the game and could make X vs Zerg way too easy.
This is an extremely bad idea.
“Stupid guardian got me killed by stacking boons on me.”
“STOP GIVING US BOONS.”
They’re boons! They’re not supposed to have a negative! If a class is supposed to be anti-boon, they should strip the boons not get a bonus based on them, which causes boons to be a negative rather than, well, a boon.
I feel as though I have to go farm PvE for X amount of hours every week to fund playing WvW. I don’t think that should be the case. At a bare minimum, I should be able to self fund my WvW experience with the rewards I get for playing it. I think Anet are doing this intentionally to keep us attached to the casuals.
Have you played since the last patch? With the increase in loot drops I no longer feel this is a problem. PvE players still make several times more money per hour but WvW is at least sustainable now. I actually leveled up my support Guardian in WvW — I had previously stopped at level 40 because he wasn’t getting any loot. Now he gets loot galore just by spamming his staff attack in between support abilities.
I do wish we got something in WvW that PvE players wanted to buy, though. That might help send some cash our direction.
Or maybe at the end of the week, all WvW players get mailed money based on their contribution for the week….
Basically, WvW incomine is still a lot worse than PvE but it’s a lot better today than last month.
(Especially on Jade Quarry. I could see a lowpop server still complaining about WvW money but zergfest servers should produce more bags than you can easily loot. I get plenty of “bag explosions” in T5.)
I think it’s silly to think the purpose of anything should be loot, levels or abilities.
I just want it to be fun and interesting.
The problem with WvW is that it’s too small and fluid to have any long-term strategy. Whereas EVE can have strategies that span months or years and WW2O can have strategies that evolve over weeks, WvW has strategies that span no more than about 60 minutes. There’s no real sense of long term investment in what’s going on.
It needs to be a lot bigger and it needs to have a lot more depth to the map content if we want it to be a full, stand-alone game mode that can entertain people for years.
As it stands it’s basically just an usually large sPvP area and most people felt they had played it out after a few months. Adding loot, levels and abilities won’t change that.
My somewhat cynical opinion:
Anet realized that their “big WvW update” was mostly cosmetic and adding gear that most PvE players already have and as such, everyone was going to jump their case when the patch notes came out and there was nothing meaty on there. They have spent the last month frantically designing and coding something that justifies the use of the word “big”.
Thieves winning when they have the advantage of surprise is fine with me, really.
The problem is when everyone KNOWS they’re there, and there’s still no counter for them. It’s not merely a question of advantage through surprise and ambush — it’s a clear 24/7 advantage under every circumstance. Knowing they are there does nothing to help you because there is no counter to stealth.
Incidentally, the Planetside solution to this problem was this:
This way, empty bases were easy to flip but also not worth nearly the same reward as capturing a fully defended base.
I also think it’s a problem that defense credit requires kills or repair.
If you are alone in a tower and 20 people roll up, you’re not going to kill anyone (unless you’re a thief…) and often the tower is out of supply so you get 1 round of repair (bronze medal) and that’s it. It might take them 10 minutes to bash down the door (particularly if you’re on a superior arrow cart and can keep them from using rams) and you won’t get anything for any of it. Really, damage to siege engines should count more than killing players when it comes to defense but right now it’s not worth any event credit.
Supply camps are worse because the combined force of all guards and the supervisor amounts to the power of 1 or 2 players. So skill and power being equal, 3 defenders + all guards are likely to lose against 6 attackers. 6 defenders are likely to lose against 9 attackers. With no hard defenses, supply camps basically suck to try and defend because there is nothing standing between you and a zergball that rolls in. (At least in a tower you can slow them down.)
Bottom line, I think, is that defense isn’t as rewarding as it should be. “Karma trains” are zergballs, not defenses. I can gain 4 levels in a sitting with a roaming zergball or I can gain <1 level in the same period of time playing scout/defense. Also lots more loot and therefore money in the zergball.
The problem with making it a longer cooldown is that it would be too easy for 10 scrubs to “waste” it.
Maybe it should require 20 people to start, though. That would be a significant bump up in the amount of cooperation required to get him moving.
Actually 6 months from now everyone will be playing that other game with 3way pvp. I just read the new info and its amazing. everything an ex daoc player could want
That’s what they said about THIS game, except it turned out to be 4 maps, three of which are identical, and a lot of pro-zerg mechanics followed by 6 months of no content updates for the WvW portion of the game.
Lots of devils in the details.
There’s nothing “wrong” with zergs in the sense that we need to prevent them.
The problem is they are all reward and no penalty. There’s not enough reason NOT to zerg.
Allegedly there’s a limit on how many tags will display now, so that solved that.
I’ve heard different numbers on what the limit is but I don’t think I’ve seen more than 6. I believe after that it sorts based on who has the most followers.
Although the core of my original post did come to pass:
Everyone who does PvE semi-regularly has 100g in their pocket if they want it. Nothing stops Joe Noobie from being a commander. Even if nobody is following him, I still have to mouseover all the commander icons to see where the “real” commanders are, versus the random people who had 100g in their pocket and decided they wanted to be on the map.
Increase max AE targets to 25.
Done.
I’m sure it was set to 5 to prevent massive AE PvE farming but there’s no reason to have that limit for PvP and there are good reasons not to have that limit. In DAOC it was feasible for 1 guy to kill 20 people with AE. Blind zerging wasn’t the best way to play as a result.
I had a crashing problem once.
Turned out it was bad RAM.
If you want “small battles” the answer is the make more maps and larger maps to spread the population out more.
You can’t concentrate everyone on 3 maps that you can run across in 5 minutes and then complain about zergs. Letting 24 people capture a keep in 60 seconds using mesmers, golems and a lack of swords is not the way to promote small group play.
I don’t like it but I’m very “anti-ninja”.
We should be promoting big fights, not promoting ways to avoid big fights, which is all this change was about.
if there is a golem coming, if you have 30 seconds and 9 people you can kill them at a TOWER with REGULAR arrow carts. if you need proof well, here ya go:
The whole point of golem attacks is that they can hit places and be inside before defenders have a chance to respond.
I bet I can log into your server today and look around and find plenty of towers and possibly keeps that have 0-1 defenders. 5 golems and a couple mesmers and I’ll be on your keep lord before you can get 8 other people to show up.
Golems are not for PvP.
Golems are for avoiding PvP.
Golums are powerful yes but they take such a tremendous amount of resource, planning and protection they are rare and a non issue IMO.
Pfft, maybe on YOUR server.
I long to see an entire day go by without a 5-golem attack on at least one keep.
These PvE people are running around with 200g in their pocket and nothing better to buy. Puzzle jumpers get oodles of free golems. The only real limit on them is supply and when SM or keeps can build up 1500+ supply, it’s cheap to send 5 golems, which go through a door like a hot knife through butter.
What makes you think it was meant to be soloed?
Veteran guards were meant to be difficult solo content.
Supply camps were meant to be difficult group content.
Towers were meant to be multi-group.
Etc.
As consumables, player skill and stat creep have hit the game, everything is becoming soloable but that wasn’t the intention.
Keep: +25 points/tick
Keep capture: 250 points + 25 points for each unique enemy death that occurred since the attack event was started.
Keep defense (per cycle): 0 points + 5 points for each unique enemy death that occurred there during the defense cycle.
“Unique enemy death” means if 5 people die X times each, there are 5 unique enemy deaths. Basically it’s meant to measure how many enemies show up rather than how many times they individually die.
Planetside did something like this and it works much better. Fierce battles are rewarded. Ninja captures are not worth very much.
This would solve a lot of problems.
Make golems visible on the map at all times.
Problem solved.
I also think rams should cost more supply. “Ninja-capping” is extremely harmful to the game and it’s baffling to me that anyone supports ways of making it easier (like the change to orange swords).
The purpose of AOE is not to reward skillful play but rather, to punish extremely bad play.
When I’m playing an FPS and roll a grenade around a corner, you’d be correct in saying that this takes less skill than going around the corner with my gun, ready to shoot people on a one-at-a-time basis.
But that’s not the point.
The point is that it prevented my opponents from being lazy, from clumping up, from camping and it punished them for being bad gamers. It’s not rewarding my skill, it’s punishing their faults.
AOE in GW2 is basically the same concept. It’s not meant to be a skillful method of killing people. It’s meant to punish laziness and bad gameplay. It’s meant to punish clumping up, not paying attention to where you are relative to your teammates and for rushing blindly into chokepoints.
More AOE would lead to better gameplay by punishing the terminally stupid.
Less AOE simply rewards bad gameplay by virtue of not punishing it.
I am glad commander is character-bound. It is important for servers to be able to recognize their commanders, and for them to be a lasting presence. If you could just switch to an alt and stay as a commander, players would have little vested knowledge into who you are and what your qualifications / style / etc. are.
Let the commanders worry about that.
Making players spend 100g per alt needs to have a better reason than this.
They have stated that they are meant to take years but I agree that some of them will take, literally, decades.
Nobody will get 500k Stonemist defenses before GW2 shuts down. We’ll be playing GW4 on the Playstation 5 (after the death of the Windows PC) before anyone gets that achievement.
I don’t need progression
You do when the PvE players have been getting progression and it might be them you’re fighting for control of the supply camp. Their legendaries and ascended gear versus your Orr karma exotics and single-set power/tough/vit badge gear.
If progression had stopped at “exotic”, I’d be happy.
But it only stopped at exotic for WvW players. For PvE players, it kept on going and they are nicely ahead of us now.
I don’t like choosing between “fun” and “keeping up”.
Usual MMORPG developer thinking:
“Let’s make this character bound so that our players can have fun developing many characters through this system.”
Actual player thinking:
“I’m bored of this class. I think I’ll level up something new. Wait. It’s going to take me 6 months now to get to where my main is and while I’m doing this my main is going to fall behind. That’s not fun and I’m tired of my main. I quit.”
Every.
Game.
Ever.
I feel like it should be account bound, like dailies, monthlies and every other achievement.
The only things that should be character-bound should be gear.
Commander status should be account bound as well. It’s not reasonable to expect commanders to put up another 100 gold every time they want to play an alt. That’s a good way to get some of your most visible players to burn out faster and quit.
Just a bug in their UI. Ehmry Bay players are always listed as being on HoD.
Somewhere they have a table not aligned correctly.
Yeah the cooldown is nuts. On my Guardian I use Renewed Focus because while it’s not that great, at least the cooldown is 90 seconds. On a Thief I don’t see why anyone wouldn’t use Dagger Storm most of the time. Stability! Reflection! 90 second cooldown! Really the built in stability is what keeps it awesome. Elementalist is more of a tossup but their longest cooldown is 3 minutes and there’s nothing the Charr elites do that they can’t already do better.
I can see some value for the Charzooka on a Guardian in WvW because it gives you something to shoot from walls but it’s a 3 minute cooldown for something that only gives you 15 shots. Meh. Every other class has better ranged options anyway.
Made my Guardian a Norn, actually, because at least turning into a stealth cat is useful sometimes.
If the Charzooka had twice as many shots in it or if artillary barrage was range 1500, I might actually be tempted by them. Actually if Charzooka was range 1500 that would give it some use even to classes that otherwise have superior ranged DPS.
MMOs don’t give out rewards retroactively.
This is not a new philosophy from Anet.
No, what’s new is that PvE was offered rewards well in advance of them being made available for WvW.
Arenanet admitted that this was a mistake. Ascended gear should have been introduced simultaneously in PvE and WvW.
Correcting that mistake would mean giving us some credit for things accomplished since they introduced the mistake.
.
Basically Arenanet has been issuing paychecks to all active players since November but due to an oversight, WvW players were not getting any paychecks. The system is being corrected so that all players, including WvW players, will get their paychecks.
However, WvW players will not get paid for the missed backlog.
They didn’t right the wrong. They just corrected the oversight. We were hoping they might right the wrong and let us catch up somewhat on time missed.
Every time a thief downs someone without ever exiting culling, that’s one more person who goes off to investigate “bunker builds”.
The game is no fun when invisible people drop you and you never had a chance to fight back. So bunker build it is. BB’s will fade when thieves get nerfed.
Deal with it and don’t be selfish and demanding
You mean like PvE players who have full ascended gear and legendaries and piles of cash and now want to join WvW on equal footing with people who have been doing that for months?
Arenanet needs to recognize that they have been giving WvW players the shaft since the game came out. We are way behind PvE players.
The problem is that you can’t merge “WvW servers” without also merging PvE servers.
A strong WvW server doesn’t mean it’s a strong PvE server or vice versa and frankly if they do any merges at all it will be based on PvE population. You could see Kaineng (T2) merged with Ehmry Bay (T4) purely because their PvE populations are lower without regard for WvW.
Really it’s kinda faulty in that the endgame of GW2 is not necessarily WvW like it was in DAOC. You can have a full PvE end-game and still have an empty WvW area.
They really should have buffed guards in the patch.
1-2 people being able to take the camp is dumb. Mudflation increased the power of the players but not the guards. Solo veterans were meant for 1-2 people. Supply camps were meant for groups.
I can solo a supply camp and I don’t have legendaries or ascended gear. I do, however, have omnomberries. Two people can kill a supply camp very quickly with no risk.
I’ve got no legendary, all my gear is from Orr or badges, I’ve got about 8 gold. I can also beat the kitten out of any PvE guy who steps foot into the mists fresh out of a fractal. They aren’t on equal footing with me and they shouldn’t be considered on equal footing with you unless you’ve not learned a thing about pvp since you started playing.
So by that thinking, I should step into PvE and be immediately granted full equal rewards with people who have been doing PvE since opening day.
After all, they are more knowledgeable about fractals and boss mobs and can really beat those things better than me.
It shouldn’t bother them at all that I get all the same gear and titles that they do even though I didn’t put in any of that effort. They’re better than me at those things and that’s good enough, right?
Let’s start PvE on equal footing. Grant everyone full legendary and ascended gear and titles.
Wow, some arguments are just too mindnumbing to endure. For the record, I do WvW every single night and have done so for months and I’m against retroactive credit for titles/abilities. I think the idea is simply ludicrous and overtly greedy.
I think it’s about fairness.
You know how to recognize a dedicated WvW player?
He has no legendary weapon and no ascended gear. And his exotics are probably from the karma vendors in Orr.
I have tons of achievement credit for things like supply used, dolyaks escorted, etc, but while PvE players have reaped rewards, I’ve got nothing.
Seems unfair that now, after PvE players have gotten everything they wanted, they can join WvW and start on equal footing with me and my 2000 dolyak escorts and 15,000 supply used which will count for nothing.
I certainly can’t switch to PvE and suddenly be on equal footing with them.
If anything I think this highlights a sickness in the rating system.
Winning teams have an easy time staying on top of their bracket.
They have a hard time breaking through to the next bracket.
I feel like there has to be some sort of artificial churn put in place just to improve the health of the ratings.
I think the bottom line is that it makes it harder for players to log into WvW and understand where the front line is at.
We should be making it easier, promoting more battles, not harder, promoting more PvE “ninja captures”.
If you look at your hero sheet in-game, there’s an area for WvW achievements that has been tracking a large number of things.
I really hope they use that. I agree it would suck if people who have been doing PvE all this time (reaping rewards unavailable to WvW players) end up being on equal (ground 0) footing with those of us who have been in WvW all this time.
I would like something other than empty pockets and no ascended gear to signify the last several months of hard-fought battles I’ve been in.
There’s probably nothing you can’t accomplish with a surprise attack that uses enough golems. Really a surprise attack and 6 rams will get through two reinforced gates pretty quick and isn’t that tough or expensive to do.
If you had some means of rallying the PvE map completers you could probably set something up to raid the spots you need, one day at a time, one surprise attack at a time.
Siege can be obtained for free via the jumping puzzles. The borderland jumping puzzles are pretty easy.
Note that if the last vista you need is something like the one at Hills, you don’t even need to break the inner keep and breaking the outer gate is easy even with a small crew. The only really tough one would be the garrison…
Even then:
10 people
10 golems
shuttle supply in from some other map
Get a couple mesmers to help teleport you along
off-primetime water gate attack
break both gates
jump out of the golems
run up to the vista
You don’t need to capture the garrison, you just have to get inside and up to the dome long enough to click the vista.
We 4-5 man keeps all day everyday in T1, so I"m sure it’s possible in T2-T69. Granted it’s vastly more difficult due to the nature of the tier.
Translation: you PvE karma farm, just like people in all other tiers.
Brag about taking a keep against 30+ defenders. That’s pro.
Taking a keep against NPCs while nobody is home is PvE. It’s not exactly a skill, especially now that even 20 people beating a gate down with their fists isn’t enough to display orange swords. You don’t even need to be organized anymore. The only reason to do it with 4-5 people now is that you don’t have many friends.
If you cared about defending more you might be out of T8…
1st place team in T8 gets better rewards than the 2nd place team in T1.
You’re doing boring jobs for nothing.
This should really be what “add extra guards” does. As it stands, add extra guards is not remotely worth the money it costs.
I also like the concept that there’s a war on whether the players are in on it or not.
Amusing footnote, btw, for people proud of being in T1 and really up on “scouting”:
Sorrow’s Furnace, tier 8, has more bonuses right now than Sanctum of Rall and Sea of Sorrows in tier 1.
Moving up the tiers doesn’t necessarily give you better rewards or more bonuses. What gives you rewards is letting the enemy flip a tower so you can flip it back. I don’t like it but that’s the way it works. Defense CAN be rewarding but it’s more difficult, especially now that you can’t easily see where the fight is even at.
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