From a post I made earlier Re: Necro
Warhorn:
-Problems-
- Necro/reaper access to swiftness is limited to (aside from Spectral Walk and the underwater thing (what did the Romans ever do for us, eh?)) an ability that puts them in combat (Warhorn #5), negating the purpose of swiftness.
- Necro’s most prominent blast finisher is an proximity mine (Staff #4) (they also have a flesh wurm, and the bone minion that can blast, but those are niche skills) meaning enemy has to be close to trigger it. It doesn’t get used to combo with other classes as often as LOTS of other classes get to use their blasts.
-Proposed Solutions-
- Make #5 (Locust Swarm) a blast finisher : #5 Becomes Blast finisher & Swiftness.
- Move locusts from #5 to #4 (Wail of Doom) : #4 Becomes Locusts & Interrupt.
- Swap the names of #4 and #5 skills on Warhorn.
I know these are not the best solutions, but I hope they provide food for thought.
[edited: thanks for the corrections, Muchacho]
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I believe the community is actually reaping what we sowed:
- We
asked fordemanded scavenger hunts. - Arenanet constantly tell us that it’s easier to make a weapon than it is a suit of armour.
- The problem with the amount of time invested in making legendary weapons MUST therefore be because of the time required to make the scavenger hunt we demanded (and not the weapon model).
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Here is another example:
Rune of Svanir
+20% Chilled 40px.png Chilled duration; when you’re struck below 20% health gain 5 seconds of Frost Aura. (Cooldown: 90s)
Ninety seconds. Ninety. Seconds.
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No server out there with the type of the folks on there.
That’s only because they all moved there because their own server died.
Possibly the most asked question in teamspeak.
Would it be possible for Anet to add the current border map queue to the WvW “Map Selection” panel please?
Piken+Blacktide vs 5 French servers. And beating them :/
I hope we see it’s jersey being hoisted to the rafters!
Eye for an Eye trait seems altogether too powerful in WvW. It’s almost an instant death trait, pulling the victim (inevitably a caster) out of one zerg and towards the enemy one!
I think the taunt duration should be reduced.
Warhorn:
-Problems-
- Necro/reaper access to swiftness is limited to (aside from Spectral Walk and the underwater thing (what did the Romans ever do for us, eh?)) an ability that puts them in combat (Warhorn #5), negating the purpose of swiftness.
- Necro’s most prominent blast finisher is an proximity mine (Staff #4) (they also have a flesh wurm, and the bone minion that can blast, but those are niche skills) meaning enemy has to be close to trigger it. It doesn’t get used to combo with other classes as often as LOTS of other classes get to use their blasts.
-Proposed Solutions-
- Make #5 (Locust Swarm) a blast finisher : #5 Becomes Blast finisher & Swiftness.
- Move locusts from #5 to #4 (Wail of Doom) : #4 Becomes Locusts & Interrupt.
- Swap the names of #4 and #5 skills on Warhorn.
I know these are not the best solutions, but I hope they provide food for thought.
[edited: thanks for the corrections, Muchacho]
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Maybe they could do time-dilation like in Eve Online …. hahaa!
Until then, one thing that’s known is that not ranking the end of a round by Victory Points prevents this bugged behavior where a round ends, then ends again 5 minutes later.
… and we get double bonus bags. I wish I hadn’t said anything.
If they nerf the multiloot I´ll be leaving the game. At least in the ML there is communication and you fight things. Only other thing worth doing in the game is silverwastes or farming materials. I´d rather scratch out my eyes than do either of these two activites everydays for hours.
Lol PvE players ><
I wonder how hard it would be to have a total team population counter for each server that’s in WvW .Or would that cause to much flak with in the server.I don’t know,it was just a thought.
Anet do not want us to know how many players are on a map at any 1 time. They completely lack transparency in this regard.
They go out of their way to obfuscate this information. They have, however, stated that all the sides have the same pop caps.
Slightly off-topic, thanks for communicating with us McKenna and Chris.
People. Skirmishes weren’t meant to correct population imbalances… If your server don’t have the people, you’ll lose regardless of which scoring system is used.
I think the idea of skirmishes was more to halt servers that relied purely on ticking 600+ a few hours during the “night” to push up in points while not being able to compete in the other timezones.
Here is the data: http://mos.millenium.org/matchups/skirmish/3544
Did it achieve it’s objective? I can’t tell.
There is already an 11 point variance on one match up between first and third. That’s 8 hours of holding first place just to catch up. The skirmish system and victory points have solved nothing in the long run.
I believe that the next change is to give more points depending on how many upgrades an objective has. I believe this is counter-intuitive as although in theory it incentivises servers with nothing to lose (i.e. all their stuff is paper) to attack, I believe it sends servers with small populations into the meat grinders of fully upgraded enemy keeps, thus wiping them over and over, giving the already powerful side lots of PPKs and ultimately serving as a morale-crusher that will drive the scores further apart instead.
BUT there is hope. JR ‘Bob’ Dobbs! A glowing beacon of slack
Someone suggested giving more points as the week wears on, which I believe is a great way to help make the matchups less of a foregone conclusion by any given Tuesday.
the best defense is to wait inside until the wall falls and then attempt to fight in the lord’s room or some other choke—attempting to keep the wall up is just a waste of supply. If you happen to be outnumbered in that engagement, you can buy a bit of time with suicide disables but otherwise are at the mercy of wherever your group is.
What is your assumption regarding the number of defenders?
I think we have to recognise that there are two types of attackers;
- the mighty zerg/guildgroup – You will need something similar to take it out, no matter what siege you have. One or two defenders can’t stop this.
- the soloer/small group – This is easy counter with just one or two defenders. Current defensive siege is perfect for preventing attacks by upto… [10ish?] players.
I think the main factor here is supply. If an attacking force can bung down enough point-blank catapults, a single defender on an AC isn’t going to have enough time to destroy them. This may seem like a very specific situation, but make no mistake, this (in my experience) is how the vast majority of WvW objective encounters happen.
I get the impression that a lot of people who say it’s difficult to defend an objective don’t factor in that it’s one guy vs 20+ much of the time. The one guy should get obliterated, although perhaps not that easily whilst he has a wall to stand on.
My opinion is;
- Superior ACs are fine, except the camera isn’t predictable – you never know if you will be able to see what you want to hit until the AC is built. Vanilla AC is in a bad place tho.
- Catapults shouldn’t do damage at point blank, or damage themselves with debris from wall or something. Vanilla could do to be slightly cheaper to make it viable.
- Trebs are fine. The water field mastery seems too awkward to use effectively.
- Ballistas – could do with a free-aim option. Otherwise they seem fine.
- Alpha Golems are fine-ish. They should (imo) do more damage than Omega at point-blank, making them an feasible option (to point-blank as opposed to range) rather than a poor man’s Omega.
- Omega golems are very fine. They need to remain expensive, no more duping. They also need to have the colour of the team they represent instead of always having blue lights.
- Guild siege is beautiful, we need to see these amazing models more often, please! I don’t know what I’m asking for here, I just love the models. Models on the vanilla siege are largely prettier than the models on superior, but I’m happy that there is a difference in models.
Thanks for this.
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Well, at least it’s easier to calculate when a matchup is over.
Population imbalance mainly driven by players, not anet.
Yes, Babs, but it’s important to recognise that Anet has the power to do something about it. Whether what they do is the right thing is another discussion.
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The new system has done squat to change things. Servers who are gigantic and have massive coverage are still rolling over the smaller servers. And this server matching crap isn’t working either. Until they completely stop people from being able to transfer from one server to another period, WvW will remain broken.
I think;
- the new scoring system is far better than the old one.
- the server linking system should be re-done in order to promote “fair chance at first place” as opposed to “good matches.” (which is what they said it was currently for here).
- there should be a limit on transfers. People moving around at-will can cause huge matchup issues because the links are for such a lengthy period.
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Thieves can kill people without breaking stealth and channeled skills damage through stealth. You want to fix it? Remove stealth. Everybody happy.
Honestly, this may sound extreme, but I think it’s pefectly reasonable. Who are the most annoying and difficult for me (a typical player) to play against?
Thieves, Mesmers, and Engineers and due in large part to stealth. If Arenanet want their PvP game to be accessible they would do something about it.
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sorry, it isn’t the most effective in ppt but it is indeed the most simple way of playing wvw
I concur with this person’s post the most.
- It’s hard enough to get 1 commander, let alone multiple ones
- Small groups will wipe to enemy ones which are larger (usually)
- It is safer to travel in a large group
- Shared death is less impactful on morale. The more people it is shared with, the less impactful the morale hit
What I’m trying to point out is that while having a small group of elite doods who could wipe zergs sounds cool on paper, in practice it would be bad for the game-mode. IMO.
My thoughts are that I can’t wait for nextgametm.
This one has abysmal combat that will never get improved because expac expac expac.
Question is, which was better? Ive heard many people say Gw1 Mesmers were better, you truly felt like an ILLUSIONIST compared to what we have now in Gw2…
Thoughts?…
My thoughts are that mesmer is impossible to play against.
https://www.youtube.com/watch?v=8H--5q49vOc
… You burn several disablers and almost whole supply depot, broadcast every 25% of outer and inner wall, and finally after X minutes die at lord’s side against [number] attackers;
Then a friendly blob comes, gets credit for killing the enemies and you don’t.
Let’s even go a little off-track. Even food has long cooldowns.
https://wiki.guildwars2.com/wiki/Omnomberry_Pie
The two second ICD sounds cool, but factor in that the heal is very poor. It’s going to put people off using this.
How and when will the API reflect that, i.e. will pages like http://mos.millenium.org/eu be able to show the new skirmisch scoring?
It should only require re-coding of ticks and such by my reckoning -nothing new needed from Anet, but I could be wrong.
Interesting. I wonder how effective it will be at stopping runaway scores from nightcapping.
Still waiting to see scoring changes the discourage blob wars
Well…
- the maximum difference in score will be smaller, so… it MUST look better.
And two hours of work equates to 3 points. Or 2, or 1.
Not 190, 160, 75, 40 every five minutes. So the first place has a total potential of 252 points across the week.
It’s the same points with smaller numbers.
this is what I think – making the match SEEM closer, but not really…
It is closer because winning a skirmish gains you less points advantage than currently dominating a timezone does.
Yes, I agree. It may look closer, and in fact it will BE closer, but it may not really have been a realistic possibility for the other servers to win.
It seems that there might be scope for strategically winning skirmishes, though I’m not sure how realistic this prospect is. It certainly gives a LOT more incentive to focus on The Tick.
This will not discourage blob wars, that’s not even part of it’s remit. Nor is that something we should necessarily desire.
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So do skirmishes happen every 2hrs?
Here is the text of the piece:
World vs. World Skirmishes Arrive on September 9
by The Guild Wars 2 WvW Team on September 6, 2016Hello, everyone,
In our very first World vs. World development poll, we asked the community if we should prioritize quality of life or scoring improvements. Scoring won that poll, and since then, the team has been hard at work bringing the first phase of improvements to fruition. We’re happy to announce that Phase 1 of Skirmishes will be activated on September 9!What You Can Expect from Skirmishes
Matches are still a week long, but have been split into 2-hour time slices that we are calling Skirmishes. During a skirmish, players will earn War Score normally as they always have, but War Score is now being used to determine the winner of each skirmish. When each 2-hour skirmish ends, War Score is reset, but actual map state and objective status remains unchanged.Skirmishes award Victory Points based on placement:
1st—3 Victory Points
2nd—2 Victory Points
3rd—1 Victory Point
Victory Points are used to determine the match victor.Skirmishes will keep the winning and losing scores closer together, allowing the losing worlds a better fighting chance. Skirmishes should also help lessen the severity of runaway matches caused by off-hour coverage.
Skirmishes will be activated for both EU and NA when the EU reset happens on Friday, September 9, at 11:00 AM Pacific Time (UTC-7). We cannot turn on Skirmishes separately for EU and NA, so this will result in the last few hours of the NA matchup using the new scoring system.
What’s Next?
We’ll be releasing WvW scoring features in smaller pieces so we can ensure the systems are stable and working as intended before we add additional features. If everything goes smoothly once skirmishes are activated, the next update will give upgraded objectives more War Score based on their upgrade level (secured, reinforced, or fortified). Once that’s in, we’ll be monitoring skirmishes and your feedback to decide what to work on next.Thank you for your continued feedback and support. We’ll see you in the Mists this Friday!
\o/ This looks good to me. I wonder about the point of the ladder system now that pairings are made to promote “good matches” (meaning that the victors gain nothing, since they will be paired with whoever has similar numbers to them every time), but this does look like it will be a huge improvement. Thanks Arenanet!
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Someone explain this to me
I don’t think they envisioned every structure in every map being fully upgraded,
It’s possible, but I don’t understand why not, especially after they’ve teased us with such a plethora of different things to upgrade with?
Here are two more examples:
Sigil of Force: 5% damage increase, NO COOLDOWN === Meta
Sigil of Purity: 60% chance to remove 1 condition (10 SECOND COOLDOWN) === Not Meta
When is this due?
Our goal with World Linking is good matches.
- You know, I liked the sound of World Linking when it was announced. I thought the top server would be paired with the bottom and suchlike until the middle two were paired together.
- This seemed a sensible and fair way to match the servers which would result in everybody getting a shot at first place on the ladder.
- This “good matches” concept blows the whole ladder to smithereens. What’s the point in it now?
- The goal of the new system needs to be reviewed. This is poor design YET AGAIN!
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Hi there,
I’m new to necro and want to focus on playing power reaper in wvwvw – both roaming and zerging.
Roaming reaper?! This I have to see!
Are there any videos of these pwning Thieves, Mesmers and Berserkers?
I’m just going to quote myself just to ask again for these videos.
No. The less clutter the better.
Perhaps it can be displayed instead of my non-existant pvp rank?
You are the reaper in the second group.
That’s right! Well done.
I think they were offered recently during the big Anniversary sale. (You can check the current ‘Gem Store Offerings’ thread.)
As with most items, they will be offered, again, some time in the future.
Good luck.
I can confirm that I saw them available.
I agree with the OP, thanks Arenanet!
Anet love making new systems. It’s their thing.
Having great, fun fights against people who don’t know the where the portals go
I’m glad someone is enjoying the lore.
It is also important to keep in mind that this is the very first week of match-ups and it will take time before glicko adjusts worlds into their correct tiers.
Thanks for your explanation. Knowing that whole guilds will be transferring before “Glick0 adjusts”, because of the new matchups – won’t this will skew the adjustment?
Morrowind is a single player game so there is little concern or need for skill balancing.
In an MMO this would be a skill balancing nightmare I would think.
Weapons could be cool though but not sure if Anet would go for that.
And the price on the TP is the price set by players.
The price will come down if players come in and sell them for less. They would not remain at a price if players were not willing to buy them at that price.
So if you want to do something about it, get the recipe and make them and then sell them for whatever price you think they are worth.
The price is based on the rarity of the materials involved. Anet decided what materials the recipes will be made from and how many.
Quite.
44-65g is way, way, waaaaaaaaaaaaaaaaaaaaaayheyheyhey too much for a 1h multi-player consumable buff.
Recipe: Maintenance Oil Station
Recipe: Sharpening Stone Station
Recipe: Tuning Crystal Station
I don’t expect Arenanet to fix anything, I’m simply saddened by their lack of maintenance on things like this.
… but who cares, right? They are spending 6 months working out how to animate handing a paper from one NPC to another. /sigh
cough I don’t see any old content that needs polishing (except all of it) cough
Look over here at these new things, instead …
Hi there,
I’m new to necro and want to focus on playing power reaper in wvwvw – both roaming and zerging.
Roaming reaper?! This I have to see!
Are there any videos of these pwning Thieves, Mesmers and Berserkers?
Back on topic, I am trying to move away from Traveler’s Runes but it’s really REALLY tough. I’ve gone Hoelbrak Runes for front line zerging and it’s nice when I’m in the zerg, but awful when running back to it.
I curse Robert Gee often (This is a joke, I am sure he’s a lovely man).
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