I would LOVE a commander chat macro system
you get to program 5-10 chat statements and assign hotkeys to them so with the push of a single button you can say things like:
stack on my tag
drop a fire field and blast it
drop a veil moving out in 3
please build this asap
don’t take supply please run it from the camp
etc etc
I never see any here on FC.
Seems like people really enjoy answering questions so I’ll throw out a few more.
How big do you expect a squad to be?
What kind of content is a PvE commander most useful?
Is money a good enough gate for commander tags?
1. Why is there a limit? Make it whatever the WvW map limit is. Instead of turning off other tags while in a squad, just take them off the mini-map. That way you can still see other tags on the map screen, but only ‘your’ commander on the mini-map and in-game.
2. pass
3. Yes but it has not accounted for inflation. 100 gold is not what it used to be. It should adjust to gem prices constantly.
The poster is right… you can do things like make a lvl 2 ranger with over 30khp, 2k condi dmg.
So that’s a lie.
Post a screenshot and I’ll believe it.
3400 Attack, without much optimization.
that ele poses no more of a threat to me than a deer. but she could still help aoe walls and siege and throw water and fire fields and some CC’s so at least she can contribute to the fight, which is a good thing.
if you’re not level 80 you’re missing traits, skills, armor stats, weapon stats, and strong runes or sigils – plenty kitten enough already and anything more would be terrible – and that’s coming from someone who hasn’t played on an upleveled toon in months.
I agree with you and I’m also in bronze so fortunately I’m not very experienced in dealing with griefing myself. I am still convinced there is an equally simple limitation that would at least make griefing more difficult without hindering normal play.
To the guy who said sometimes more than 5 trebs for defense due to poison cloud being OP – maybe a limit of 5 would be good in that particular case since it is so OP?
They’re weaker than if they were level 80 the only reason to want them nerfed is to make it harder on them, not even gaining anything out of it yourself, which makes you by definition a hater.
Or am I missing something?
I am so bummed I missed this I knew about it in advance and got on WvW early that day and starting making omegas but once I got to about 8 I had to leave for the day.
Good work Fergs and thanks for recording it!
Fixing the rewards for defending would go a long way to help things out. I see a two fold method. First rewards for players similar to the reward for taking the object. The event is already there the reward just needs to be the same. If the time is to short for that amount of reward then extend the time. Second when that event ends if the server is successful on defending they should be rewarded PPT.
This would get a bit more complex than it sounds. Example one person tapping a gate should not earn PPT for the enemy. Also sieging a fully upgraded and defended keep can take 1-2 hours so we don’t want to award the defenders 25x what they’d get for capping a keep. We also cannot increase the defense timer without changing other mechanics (swords on map lasting too long from a tap, waypoints staying contested even longer).
For a simpler change the rewards need to be tied to directly helpful actions and not just standing inside. Killing enemy players and siege could give increased rewards within or around an objective. The current XP/karma for defense events can be increased, definitely, with a chance at a chest. I still think it would be a good idea to put it somewhere in a defense mastery line. Players would spend points to get the increased reward chance, but by doing so they would also gain some abilities to make defending more viable and less dreaded. The ability to run supply as a worker to speed up upgrades is something that is almost impossible to abuse and directly measurable of a contribution as well. Diminishing returns on rewards for captures can be implemented, or maybe just reduced rewards for capturing paper objectives and increased rewards for upgraded structures. This could help lean the karma train towards harder objectives, and people are more likely to try and defend an upgraded structure, thus indirectly encouraging more defending in general to occur.
Will birthday boosters still work properly? I have one running now and 2 more to go through.
I don’t see why not.
I will point out that I put griefing last on the list in the OP because I realize its a very difficult fix. Some basic limitations could be put in place to at least limit it. I.E. no more than 5 blueprints per player in an objective.
The other points however I feel could make a much bigger quality of life impact with very little change to in-game mechanics.
Large quantities of non-superior siege are a sign of griefing. Have a very low siege cap for un-upgraded siege but let superiors be placed in greater numbers/concentrations and you can still legitimately place siege where needed and reduce griefing.
Never underestimate the ability of a determined player to evade any limit with an exception, and this would still leave the problem that building non-superior siege in useless locations would prevent the legitimate placement of non-superior siege in useful locations. I honestly don’t think that the 9 silver per Superior Ballista blueprints or even 17-18 silver for Superior AC or Flame Ram blueprints would deter a griefer willing to spend $30-$50 for a throwaway account.
anything that makes griefing more difficult or more expensive is still a step in the right direction, right?
Changing color is obviously the easiest no-brainer, we just have to ask ourselves if the colors should have meaning. I.E. do we pick whatever color we want and let the players decide how to best purpose it, or do we assign meanings to the colors, i.e. red = offense, blue = defense, green = float, etc.
1. As far as commander progression – it cannot be something that requires your tag to be on in order to earn it, or we’ll have every tag on the map up trying to earn abilities. A commander progression system should not be something that can be ‘farmed’ either. Since the entire point of a commander is based on leading other people, any commander progression should require the support of other people and especially other commanders. I think a great way to achieve this would be for each commander tag purchase to come with a consumable. If you use this one-time consumable while in a squad (not your own) it gives an allegiance point to that commander. As commanders earn these allegiance points, they can earn expanded titles, and eventually even become a Legendary Commander. Higher-rank Commanders can unlock the ability to change tag colors, appoint Generals, additional map functionality like setting rally points that can be seen on everyone’s mini-map, see R.I. timers in-game on the map without the use of 3rd party programs, and more.
2. Ability to follow non-commanders for all – Add the UI ability to choose ANY friendly player and ‘follow’ them. Even if they are not a commander, if you set follow on it will add a personal map-wide icon to that player. Guilds and roaming groups can use this to run tag-less without having to resort to the targeting system. There will be no need for “guild tags” etc. Just a basic follow mechanic that most MMOs I’ve played had from the start (they even had character auto-follow as in literally follow the person if they were close enough to you until LOS was broken or movement interrupted)
3. One functionality that I would love to see is the ability to put specific objective waypoints or even “send” your tag on the map. Example commander needs Danelon capped but doesn’t want to take the whole squad/zerg there – s/he could click on it on the map and give it some sort of indicator that players could see the commander needs this objective. The ability to “send” your tag would be an example if say you want everyone to rally at SMC but you are at the keep merchant clearing your inventory. You send your tag to SMC for people to start rallying while you finish your business and catch up.
4. The ability to see your own tag would be nice. People often forget they have theirs on.
5. No chat suppression – I don’t understand why people need this, nor why it would be viewed a problem, as /team chat already is immune to suppression.
DH is stronger and SF is weaker than when the season began.
You can waste as much time as you like arguing what reasoning is meaningful or not, but you cannot look at the score and then try to argue this point.
Math doesn’t apply to this game guys… Trust me, I’m a math teacher…
I don’t trust you.
Is anybody else surprised by the DH/SF matchup this week? Some points
1) SF beat DH in their first match http://mos.millenium.org/servers/view/45/115
2) HoD beat DH in their first match by about 65k http://mos.millenium.org/servers/view/28/119
3) HoD beat SF in their first match by only about 50k (and subjectively it really was our toughest fight) http://mos.millenium.org/servers/view/28/121
I was expecting SF to beat DH. But as of right now DH has a healthy lead. What’s going on? Is DH just hungrier?
Night Capping. Nuff Said.
DH is stronger and SF is weaker.
DH beat FC by 2k in week 2, then by 55k in week 5.
SF beat KN by 129k in week 2, then by only 70k in week 6.
Neither FC or KN has really changed in population
its funny that the AC can hit different spots depending on where you’re standing when you man it. sometimes i have to get off an AC and man it standing on the other side to get the correct LOS.
maybe they should just make it like trebs/catas where you aim a direction and hold for power. no more stupid LOS’ing or hacking possible, no having to stand in certain spots, no more advantage of higher resolution. disadvantage is having to turn it and slower firing time but those can both be made much faster than cata/treb speeds and the overall attack damage can increase to offset any decrease in attack speed. this would also mean a welcome change of extra high damage at closer range and reduced damage at longer range simply due to attack speed.
i found with ACs awhile back that when I got my new graphics card I was able to play at a higher resolution, and I’m not 100% sure if this is true but it definitely “feels” like I can get more LOS than I used to at a lower res. No 3rd party programs just a higher full-screen resolution chosen from the graphics option in-game.
I personally think ACs should be subject to ‘obstructed’ just like ranged skills because the mechanics really make no sense as they are.
Tougher fights?
I have been on Kaineng when it was tier 8 in order to finish my map completion for my legendary. During the rest of that week that I was on that server my eyes were definitely given a whole new perspective on things.
Lower tier servers can’t even compare to top tier servers in terms of strategy, cooperation, willingness to fight, and just overall obedience.
Sorry, join a server like BG or JQ for a couple weeks than join the last place server. You’ll see how nonchalent the players in lower tiers are.
Kaineng isn’t a great example either because most of the serious WvW players left. Kaineng was the most unorganized bronze server going into S1, although has shown improvement over the course of the season.
Personally I prefer to fight for the pride of my server.
Capturing or defending objectives would feel pointless if I have no loyalty to my team.
weapon stacks have always gone away on downed state so I am surprised that hasn’t always been the case with these as well.
It is a better mechanic to go away on downed, imo, so I hope it stays this way.
I’m posting this here because this message isn’t intended for the type who already read the WvW forums.
I know that WvW is incredibly fun when you understand what you’re doing, and is incredibly frustrating if you are lost and confused.
So if you’ve never had the opportunity for someone to teach you the ropes explain the game mode in simple terms I’d be happy to help!
It really is the true end-game of GW2 and as you start to get comfortable it turns from intimidating to interesting to addicting.
I will try to check replies to this post but a better bet is to PM me on the forum or in game
As of Friday reset it should end afaik. That’s when everyone who completed the meta achievement will get their chest to unlock with that key.
I don’t think it should extend because the point was to encourage people to participate in S1.
Also, welcome to the WvW community
i would have to guess ranger with long bow traited long range and piercing arrows with sigils for flame burst on crit has the best tagging ability of anyone. long range staff ele maybe close but slower cast times on skills and most of them much shorter range.
Superior AC w/ the zoom hackz to get our treb inside tower, wellplayed Ferg. Leet tactics at play, omigah.
90% of zoomhack accusations that do not include screenshots are false.
even 50%+ that do have screenshots are false. most of the time it’s called mastery + learn 2 AC.
not saying you couldn’t be right, just saying post some screenshots if you think someone’s zoomhacking.
I’m sorry, BG did it first, with 57 golems
yet no one is clapping… why do you think that is?
And no one is clapping here – why is that, o’wise one?
our opposing server posted a thread just to give us props….. ???
we did it to a server that outnumbers us almost 24/7 and both sides had a ton of fun. when BG did it it would probably just salt in someone’s wounds and for the purpose of gluttony which is why nobody gives a kitten.
I’m sorry, BG did it first, with 57 golems
yet no one is clapping… why do you think that is?
i may be wrong about the 146 but you get the idea. yea its awesome
Im bumping this thread. I like it.
Also can someone explain to me how account bound work ranks work? From what i understood is if you have one toon at r100 and one toon at r50, all your toons will be r150?
close. you’d be level 146 because the first 5 levels take less WXP than after level 5.
if you have 3 rank 100’s then all your toons will now be rank 292
I’m really looking forward to this. I have a 160, 115, and 85 and felt a little bit like I was being penalized for playing multiple toons.
NSP and IoJ shall rejoin you all soon <3
Thank god. I’m beginning to really hate this whole league thing and hope you guys come back.
We’ll sort out this silly DH and HoD business. If we can’t take out their fair weather snowball they’ll have to fight CD. And that’ll just completely destroy morale for them. Would rather have a fun close match up than that
HoD had a lot of upper-tier and coverage xfers thanks to the 800gem price tag (1000 now) they had pre-season. They might even compete with CD, though they are still a ways from breaking the top 10. I would bet on HoD before CD.
CD is badly beating NSP and IoJ. HOD may possibly be a bit stronger than those servers, but if they are its not by much. CD would beat HOD pretty good as of this moment. Things are always changing though.
Popped in to say grats AR looking like a 6th place finish. Way to stick it in the faces of those who predicted dead last for AR. 
lol :p jk anyway because nobody runs my exact build anyway
I’d rather set up a “rodeo” match where I go 1v5 and the goal is to see how long I stay alive. That’s what my build is designed to do (without running away). Sound fun?
So if someone else is running the same or similar build to me, and they give it a “name” and put it on Youtube, do I have to change my build?
like i said before, SBI had won 11 of their last 13 matches and were in a battle where YB wanted to get 2nd place in leagues and Ebay not only need those extra 2 points so they can now end up tied for 4th instead of 5th, but you also romped them so hard just weeks before that they probably loved the revenge.
Also apparently some SBI troll really kitten ed people off.
I suggest you stop acting like a victim, take is a compliment if anything, keep your trolls in check if at all possible, and don’t get ‘soft’ from winning 11 out of your last 13 because SBI at full strength would have been able to at least hold 2nd last week.
5. Limit Griefing – […] Place a limit of trebuchets, catapults, and rams inside an objective to max 3 or 4 of each (I’ve never seen 5+ rams, catas, or trebs inside a friendly objective when the player was not purposely griefing).
One thing I forgot to add is that I disagree with this part. I’ve often seen 6 or more trebs in the Red Keep on the Eternal Battlegrounds and all of them were justified and placed deliberately by players on my server (generally 3 in the lower keep aimed toward SM and/or Anz and 3 in the upper keep aimed toward Ogrewatch and Langor.
then i think a max of 5 would suffice. red as an example could have 3 for SMC, 1 for ogrewatch and veloka, and 1 that can hit anz.
or maybe even 6 total. Or maybe 3 max of one type per account (the game already keeps track of ownership). Or any other possible reasonable limit. I’m sure you understand the intention is to prevent someone from being able to throw down 15 trebs in the lords room and waste 1500 supply and siege cap the place
Just add WvW point reset token. 250 gems in the gem store.
Players can retrait if they really need to and Anet makes $$
It still would need some kind of limiter, otherwise you would end up with rich players abusing this by resetting their points fully into expensive trait lines whenever they feel like it. Perhaps points couldn’t be reset within WvW.
I don’t see a problem there. With account bound WXP it would be easy to have a different trait line per character and and swap as the need changes.
On the other hand making it a gemstore item is definitely going to cause a lot of complaints. Maybe if there was also a not too horrible chance of showing up in the rank chests.
so we’re saying people will complain if it’s easy to reset traits, and they will also complain if it’s expensive?
How about this – resetting WvW traits costs 5 rank points. If you have 200 points spent and want to reallocate them, you can now spend 195.
That way it can be done anytime, but doing it when its not really necessary is a terrible idea.
Some classes and builds are better for those small groups. I don’t roam enough to know myself, but mesmer’s with all their dang clones seem to have fun in small groups.
Too slow, they are.
Get a focus swap, centaur runes, traveler runes, trait blink, learn to effectively do phase retreat jump swaps…mesmers can be exceptionally fast.
I hate weapon swaps. I also hate the idea of spending my life savings so I can be on par with other professions in terms of mobility.
your choices are:
1. pick a mobile class
2. buy gear
3. swap weapons
4. combination of 1-3
5. deal with it
Just add WvW point reset token. 250 gems in the gem store.
Players can retrait if they really need to and Anet makes $$
It still would need some kind of limiter, otherwise you would end up with rich players abusing this by resetting their points fully into expensive trait lines whenever they feel like it. Perhaps points couldn’t be reset within WvW.
once a week.
Match Length = 7 Days (like it currently is)
Game Length = 8 Hours (3 games per day)Winner of each Game gets 3 Match Points, second place gets 2 Match Points, third gets 1 Match Point. The server with the most Match Points at the end of the Match wins.
Did you get this idea from me and change to 8 hours? +1 for more and varied resets.
From CDI world pop thread:
Let’s make the week-long matches a “best of three” scenario. Servers A/B/C play three 56-hour long matches. For each match first place gets 5 points, second 3, third 1. After the week is over total points wins and ties are broken by total PPT points scored.
This puts 3 resets, 1 NA, 1 in Oceanic, and 1 in European time. The benefits are immediate:
—matches too short for a blowout to get out of control
—losing team has multiple opportunities to try different strategies and coordinate better to improve their odds
—each major time zone gets to have a reset night which could lead to upset victories
—more useful platform for providing participation rewards to encourage new players
—everything turns back to paper – if you’re getting blown it out it probably is already but your fortified enemy is now back on your level
[EDGE] Angel – mes/tank war/dagger ele
edge-gw2.enjin.com
Just add WvW point reset token. 250 gems in the gem store.
Players can retrait if they really need to and Anet makes $$
pressure pressure evade. pressure pressure pressure interrupt. burst.
you’re right but it’s really, really hard if you’re not a condi build to keep constant pressure against stun breaks (decoy, sword 3, blink), 2 blocks (scep 2, sword 4), evade on quick CD sword 2, a whole lot of dodges (energy sigils), and 4-6 invis skills (prestige, decoy, veil (can use twice), mass invis, desperate decoy) where every time he goes invis he gets protection, regen, and aegis. Then he has an “oh kitten” button F3 or F4 if everything else is on CD.
NPC could possibly help but it’s more of a crutch than small group strategy. I think if defense were made more important and the scoring system did a better job of encouraging attacking the leader it would go a very long way with very little, if any, changes to actual game mechanics.
full knighs + melandru + knights and cavalier trinkets 20/20/30/0/0 PU build with scepter/sword and sword/torch, portal, decoy, veil or blink, mass invis. 2 sigils of energy with bloodlust and force.
it’s really hard to kill a PU mesmer 1v1. especially a tanky one. i tend to hop into a map and run to whatever objective is under attack and try to get inside before it’s capped.
most of the time the enemy won’t sweep with their whole zerg. usually it’s just 1-5 players that will sweep and often I can survive 1v5 long enough for allies to show up for the portal in.
but like I said and some others pointed out, condi’s are the key. I can survive infinitely against 5 guardians unless I make a mistake, but add 1 necro to the bunch and I’m kittened.
im not even that good yet with mesmer and I rarely die to anything less than 10 people unless there are necros
(i said rarely not never)
but i’m built pretty tanky 3k armor 3100 attack 46% crit.
my only condi removal is melandru runes, torch skills, and -40% from food
my point is this build is strong but either requires you to be A) very very good or B- fairly low damage (like me)
So we have recently seen welcome and positive changes as far as:
1. Account-bound World XP
2. An area for GvG’s that does not interfere with WvW and vice versa
3. Something new to do while in queue (EOM)
4. An improvement in lag
5. CDI process to formally provide feedback to Anet
6. Season 1 – opened the WvW door for a ton of PvE players, boosting overall population
7. No longer required to do fractals to craft an ascended backpiece
The next major game with open world PvP is due to release in mere months, and I think that is very important to keep in mind when addressing the next most pressing issues with the current quality of life in WvW.
1. Server Populations – Amidst the bad, impossible, and repeated posts in the CDI topic there were also some fantastic suggestions. Some of the ideas would even solve a great deal of the current frustration without even changing game mechanics – in other words, easy to implement. One of those is the concept that PPT is only earned from your natural objectives and SMC, meaning max possible PPT is 255 and to win you must hold your points and deny enemy points, and capping server A wouldn’t give you a lead over server B.
2. Commander Functionality – Although Anet wants to wait until a full overhaul is ready, might I again state that there is a time limit here. Adding the simple functions of the ability to change tag color, increasing squad size, and making joining a squad as easy as right-clicking the tag on the map, will go incredibly far compared to how simple of a change they are.
3. Rewards for Defense – Something needs to be done, not only to reduce the karma-training which is no more PvP than a champ-train in Orr, but also because defense absolutely must be equally as important as offense for this game to be competitive. Start with adding a mastery line for defenders where they can get increased repair efficiency to an objective under attack, the ability to use contested waypoints more often, increased rewards for successfully repelling the attackers, reduced cost for purchasing upgrades, and even the ability to run supply yourself as a worker to increase upgrade progress, earning rewards when the upgrade finishes based on your contribution.
4. Matchmaking and Leagues – In the off-season go back to the old “tier” system but add a mechanic where if you win your tier by 100k+ points or win 3x in a row you move up a tier, and if you lose by 100k+ points or lose 3x in a row you move down a tier. The matches will be more balanced with plenty of variety and mobility possible, and it will reduce the inaccuracy of evolution scores we see in unbalanced matchups, helping to ensure the standings are more accurate to begin another season. Then when Season 2 begins, give advanced notice and make the cutoff date for server rewards 3+ weeks prior to week 1 of the season, with those 3+ weeks providing time for ratings to adjust to all the transfers that were prompted by the league’s announcement. To discourage sandbagging during those 3 weeks, add a pre-season meta achievement to the mix. Lastly, make the league 8 weeks long so each server plays each other server 2x times. Not some 1x and some 3×. (Currently if there are no upsets and servers won based on their rank, 3rd rank would get 4th place and 6th rank would get 7th place).
5. Limit Griefing – Allow a golem’s owner to take it over. Place a limit of trebuchets, catapults, and rams inside an objective to max 3 or 4 of each (I’ve never seen 5+ rams, catas, or trebs inside a friendly objective when the player was not purposely griefing). Create a more intuitive and automated reporting system for griefers where you simply right click, ‘report,’ choose WvW/griefing, and pick a category of known griefing techniques like wasting supply, spamming blueprints, and destroying golems. A player will be notified if they have been reported what the reason is, and if they receive too many reports they will be blocked from using supply, throwing blueprints, or using golems, depending on what they were reported for. Being reported for all 3 would require an investigation and potentially a ban.
I think one of the best ways to address this issue is making the outmanned buff actually worth something. Make it so it’s a 33% bonus to all stats and gives you 33% more damage to doors, walls, and guards.
Being outmanned basically means you are going to get stomped anyways. With this change, it would allow the outmanned server to flip objectives faster and have a better fighting chance against a larger group of players. It’s not perfect but I think it’s better than what we have now.
i’ve thought a lot about this and how to keep it from being abused. it wouldn’t be easy.
there are a lot of issues with it that would need to be addressed:
1. ruins roaming. obviously a roamer with +33 stats is OP
2. enemy would need to be able to SEE your OM buff once again and know you’re outnumbered. if they can’t see it and you also have +33% stats that’s not really fair.
3. what happens when you’re in the middle of sieging a keep and relying on your stat buff to take down the lord and some enemy defenders, and all the sudden some allies come into spawn, you lose your buff, and die.
The best way I can possibly think of to fix this is OM buff shouldn’t be based on entire map population, but rather population within 2000 range of yourself. So if you’re 1 vs 10 you’d have the buff, but 1v1 you would not. People at spawn would not affect your buff unless you’re near spawn. Enemy players AFK at citadel would not make you outmanned. And so on….
Even if you’re originally from BG I still don’t feel bad for you.
It’s like you know this fantastikittentle coffee shop down the street that nobody really knows about it. There’s never a line, it’s cheap, the barista is hot, and the coffee is amazing. Then the word gets out and all the sudden you go there and kittens are lining up out the door every day.
What do you do?
Wait in line or go to a different store! Don’t try to act like your money is more valuable than other people’s just because you knew about it first. Sure you’re going to have to pay a bit more gas money to go somewhere else, but it will be better than waiting in line all day and its a choice you have to make.
The closest victory so far goes to Darkhaven in the North American bronze league, for snatching the week two victory from Ferguson’s Crossing by a mere 2,156 points.
https://www.guildwars2.com/en/news/world-vs-world-midseasonreport/
going to mention that this matchup was insanely fun and I came 2 hours late to a party that friday night because I had to be there until the end
It was amazing. But let’s petition Anet never to have a patch again in the last few hours of a match. We were down by 500 points with a large PPT lead and golems about to rush and a patch ate all the golems with like 1 hour left until reset. When that happened we basically gave up.
Also in that matchup GoM was in the lead as of Wednesday. It wasn’t just close between DH and FC, it was a legitimate 3-way. We had a similar round 2 weeks before leagues started with DH/FC/SF where we took the lead ON friday and pulled a ninja win.
We need more fights like those…..
They weren’t going to make WxP account bound due to it was being viewed as a wvw character progression alternative to standard leveling.
And yes, they changed their mind. There are several reasons for this including the community voicing concerns about alt-unfriendliness as well as fractals now becoming account-bound. Also, the badges of honor and WxP consumables have already been account bound this whole time so it’s not as huge of a leap as it may sound.
But I am REALLY thankful for this change. I have 3 tags on my mes, ele, war, and combined they are rank 355 but individually none of them are above 160. Just because I play different classes depending on what we need doesn’t mean I should be a lower WvW rank than people who have never stepped out of their class.
I.M.O. GW2 accounts should just have 1 character that has separate levels for each class, similar to how you have a separate level for each crafting profession.
It would always be the same toon so soulbound and account bound would be the same thing. Then eventually they could add cross-class enhancements. Something like you have your main class and you pick a subclass. Example you could be level 80 mesmer and if you also have warrior level 80 and make it your subclass you could then slot one of your utility skills with a warrior ability and you would get an extra 20 trait points to spend on warrior traits.
Bad example but i really like it when games do that.
If they want to solve the “night capping” problem there is a simple solution
reduce the amount of ppt gained from SMC, garrison, keeps, towers and camps and increase the amount of ppt gained from killing players
and this is not just during off hours this is a 24/7 change
change the objective values based off upgrades
make camps worth 1ppt, towers worth 2, keeps 3, garri 4 and smc 5ppt and increase that every time an objective is upgraded, so a fully upgraded camp is worth 5 and a full upgraded smc is worth 25bring back the 3 ppt per stomp based off the number of bloodlust buffs you have
so what will this do
ppt based off actual fights not just holding objectives, killing yaks to starve supply now has a even more direct ppt impact as those upgrades to get max ppt are not going through, even when outmanned you can still impact the max ppt a server gets just by flipping camps every so often and not just before the tick, upgrades actually mean something more than just a longer response time to defendsure if you have no one on during an off time for your server things are going to get flipped, but most of the ppt will be gained from player kills, not from the recently flipped objectives which will now take time to fully upgrade to maximize ppt
the game is 24/7 solutions need to be 24/7 too
these are things i’ve proposed and supported EXCEPT increaseing PPT value by upgrading. The stronger server keeps full upgrades while they karma-train the others and keep it all paper. No need to give them even bigger PPT advantage.
But capping an upgraded structure should give bonus one-time points to encourage fighting the stronger server(s) and to reflect effort. Capping a T3 Garrison is 10x harder than a paper one.
