- Will this stealth work on golems, too?
- Can you waypoint with stealth on? … or to another map?
Thanks for the replies
Try some WvW if you are sick of getting decent loot!
Suggestion:
Press B, click Eternal Battlegrounds …
Never go back.
I found upgrades-for-gold extremely off-putting. Is this different in the new map?
How do you make new subgroups? I had a go with it and couldn’t see how.
I also had a very hard time getting one person into squad with me, but this is already documented in the bugs, iirc.
The subgroups function wasn’t on this beta,
Strange. I guess we had one rogue commander who had figured out how to do it.
I’m playing my necro in WvW. It is lots of fun, but I have no escapes whatsoever. It’s very frustrating because once I am focused, I die. I am hoping that the Reaper is better at this. Could anybody provide the following information, please?
Are there any leaps? Escapes? Stability? Stealth?
Are there any leaps? Escapes? Stability? Stealth?
People say it’s strong, but it seems they’re pretty weak when trying to not be killed, but then I play WvW a lot, so vanilla necro seems to be lots of damage in a big AoE, but no way to not be killed if any enemy decides to focus on you.
Are wings Black Lion Trading Post wings going to work when gliding?
Or are we going to see people who walk around with wings switching to a glider to fly around?
Whilst I welcome the message from John that they would dedicate development time to fixing nightcapping, among other long-long-long-standing problems, I have less than zero faith in Anet to fix it. I believe it is far too complex a problem, which is one reason they’ve left it so long to even address.
(edited by Svarty.8019)
A stealthed zerg is very trollable. Imagine a visible person amongst the invisibles …
Can you imagine the hostility and arguments this will cause?
How do you make new subgroups? I had a go with it and couldn’t see how.
I also had a very hard time getting one person into squad with me, but this is already documented in the bugs, iirc.
Immobilize is the worst. It’s an embarrassment to Arenanet’s reputation. Disgraceful!
I outran a centaur and all I got was this lousy t-shirt.
Prefering a dental surgery without anesthia than playing WOD, I jumped of the sinking ship of WoW (after playing it for like 9 years) and onboarded into GW2.
Anyways..:)
I am looking for class..oops..prof suggestionsQ1 )
I am looking for a profession with the following characteristics :
a) Melee
b) Kinda like barbarian
c) Dual wielding if possible..if not i would prefer heavy dmg with 2h weapon
d) “In-your-face”,“mash-you-up” factor etc
e) Adrenaline pumping
f) Decent survivability
g) Havin a charge spell (like in wow’s warrior)
h) Need not be plate wearing only…cos I also loved my enh shaman and rogue also beforeQ2)
Also I am looking for profession which can wear shields and which is quite decent in survivability
Thanks for your time
Warrior.
NEXT!
WvW Invitational Statement from John Corpening, game director for World vs. World
in WvW
Posted by: Svarty.8019
Orochimaru.4730 no in Guild hall Guilds can have GVG in expansion.
2 months delayed now. Will get pushed back further in preference to clearing up PvE bugs which will be higher priority.
Clearly, you didn’t read the post.
I can’t say I miss the Quaggans or their weather nodes, but I would like to see some form of relic mechanic return.
I believe there is a hidden “fortune” statistic that they aren’t telling anybody about. Some characters are always luckier than others.
Instead of discouraging blobbinng, the direction Anet is heading, just promotes even bigger blobbing and increases match influence by offhours blobs. So thank you, but this is defintely wrong direction. I still hope for some fights in borderlands structures without blobbing, but the current system just forces the opposite.
They are aware of this issue (see below). I think it would be wise to see what they change. There should be huge changes coming but not until AFTER HoT is released. We have to wait and see, and I know we can’t trust Anet – We all waited a year-and-a-half after release only to be told they weren’t working on anything balance-wise, but in this instance we’ve been told they ARE working on something. Maybe they’ve already changed their mind and have decided not to, who knows?
Hand in hand with population imbalance is scoring. The current scoring structure allows scores to run away, a problem that is compounded with night capping where it is possible for a team who has recruited players from different time zones to conquer everything in off-hours leading to one side getting ahead while most players are asleep or at work. Comebacks are difficult and it is hard to make up for that lost time that you spend on your real life needs.
Warning: Stream of consiousness…
I feel that the question is: “Should one guy be able to stop a zerg?”
…. and if not one guy, how many? The keep or tower is there to make defending easy.
- If the zerg can roll in and cap it with little effort, then that’s a design fail.
- Equally, if there are 60 guys and you can’t cap a tower that’s defended by one guy, that’s also a design fail.
As you can see, this is an extremely tricky balancing act.
The new invulnerable walls will at least be a fun way to frustrate 60 people for 1 minute.
put a winner up, loser down system in already like so many people have suggested. It’s simple,
… and also manipulable. That’s a “no” vote from me. I’m out!
We can’t really comment until we see what Arenanet’s “#1 live development feature priority” is revealed.
I’m an advocate for keeping downed state, but I do understand frustrations with rallying (but it’s your own fault if you let your allies die).
I empathise with the intent of the OP, but I suspect that the actual redistribution of players has to be more subtle.
Arenanet seem to have a plan in place, as “#1 live development feature”, I expect we’ll see what it is soon™
The promise of better WvW in future is all that’s keeping many server communities alive.
I’m trying to encourage our blob leaders to roll over the PvPers
I wanted to try and get a toxic skin, so I was saving them. I now have 125.
Is there any point saving these, bearing in mind that the event may or may not be repeated?
If the event is never to be repeated, perhaps the tokens could be used on a future event instead, please?
OP isn’t arguing about how effective his thief is, he’s arguing about targeting mechanics concerning walls……
Change “thief” to “ele” if that’ll help you understand him more.
The new HoT maps are apparently trying to resolve some of these issues though, so give it a month and we’ll see if it’s any different.
Finally, someone who understood the inital point, which I thought the OP made clear just by the title of this thread…..one apparently quite a few didn’t bother to read.
It IS bad design, ANET is even trying to correct it, so they acknowledge it is bad design. Imagine that someone without a developers background apparently can talk about stuff like this and have a valid point. <rolls eyes>
I don’t know why you’re stating “Finally” when others (myself included) have agreed already. You do make a point I failed to state earlier in the thread in that the walls are intended to be too high to effectively pepper with circles, though I’ve not had the opportunity to see this for myself – is there a player here who can test/confirm this please?
The short answer is because you have to take the risk of attacking otherwise it wouldn’t be an interesting interaction.
If you want to discuss a mechanic that’s fine but I humbly suggest not assuming you know so much about design that you can lecture professional designers about something. It’s poor form.
I disagree. If we look at the defensive fortifications of real life, e.g. an arrow slit or boiling oil (where it can’t be shot from outside) the whole point is to give the defender an advantage. The OP points out that the opposite is true in GW2. Most of the time people avoid manning cannons and oil because they are so easily attacked.
Arenanet have more or less acknowledged that this is an issue in their implementation of the mastery system. Sadly, these masteries don’t go nearly far enough to remedy the situation and the devs seem to have forgotten about the system entirely.
WvW Invitational Statement from John Corpening, game director for World vs. World
in WvW
Posted by: Svarty.8019
Hi, I’m posting today the transcript of the statement that John Corpening, game director for World vs. World, made last week at the beginning of the World vs. World Desert Borderlands Invitational. Enjoy!
Hello, my name is John Corpening. I’m the game director for World vs. World in Guild Wars 2.
World vs. World as it is today is an amazing experience where hundreds of players are constantly engaged in epic battles for control of towers, keeps, castles and more. Where players can use an array of siege weaponry to break into their enemy’s holdings or keep the invaders at bay. But, despite being a leader in large team open world battle games and one of the most popular parts of Guild Wars 2, there are some areas that we can improve.
Shortly after I took over the World vs. World team I implemented the Adopt-A-Dev program for our team to investigate fully the state of World vs. World.
World vs. World is probably the largest and most complex aspect of Guild Wars 2 with very different experiences for players across its many tiers, with different play styles, group sizes and motivations.Many of our developers are dedicated WvW players but for this event they got out of their comfort zones of the worlds, guilds and friends they knew to fight side by side with other players on different worlds, make new friends and see how other guilds operate.
During this time, I conducted several discussions on our public forums about a number of issues related to World vs. World. From this we determined that we needed to focus on a number of core issues.
Our goal is great matches and our core pillars in support of this goal are Strategy, Competition, Collaboration, and rewarding the contributions of both players and guilds who participate in the daring adventures and epic battles that make up a great match. While we do strongly believe World vs. World goes far in giving players this experience we recognize that there are areas that can be made better.
The biggest is population imbalance. The current team structure has led to a number of issues such as low population in some worlds while overpopulation on a few worlds gives them queues on many nights of the week.
We’ve seen a concentration of talent as hardcore players from most worlds have migrated upwards through the tiers looking for new experiences and greater challenge. Because this talent tends to be concentrated at the top, MMR has correctly kept the most dedicated teams locked in near perpetual stand off against the same opponents week after week.
Hand in hand with population imbalance is scoring. The current scoring structure allows scores to run away, a problem that is compounded with night capping where it is possible for a team who has recruited players from different time zones to conquer everything in off-hours leading to one side getting ahead while most players are asleep or at work. Comebacks are difficult and it is hard to make up for that lost time that you spend on your real life needs.
Another area we want to improve is how players are recognized and rewarded for their contributions to their team. Whether you defend, scout, run havoc, zerg bust, roam, conquer or win team fights you should be fairly compensated from the game and not rely on the hope that your team may kick you back some gold at the end of the night for you to feel rewarded for the valuable effort you put into the success of your world.
We want to bring back tournaments and we want to bring them back in the form of seasons where everyone knows well in advance when the next tournament is coming. But until these issues are resolved we don’t want to see players taking days off work or staying up all night expending a huge effort during a time when these issues stand out the most.After Adopt-A-Dev we spent some time discussing and debating the results. Even though a good portion of the team was already dedicated to working on World vs. World content and features for Heart of Thorns, we assigned people to start tackling these problems and more.
But World vs. World is huge and complex and so is the technology behind it. We’re continuing to work now on developing and building our solutions to the core issues I outlined above, and once we reach a point in development where we are far enough along with them, we look forward to sharing those plans with you. As work on Heart of Thorns wraps up, we’ll be treating resolving the remaining core areas in WvW as our #1 live development feature priority for the game to ensure we deliver on making World vs. World not just the great experience it is today – but the incredible experience we know it can be. As this effort ramps up you will be hearing more from us about the work in progress.
An example of this work in progress is the recent change to how world populations are determined. Going forward worlds will be marked as full or not based on actual World vs. World participation rather than accounting for every player in the game.
While we’re working on more solutions for the areas I have outlined, we’re excited about the updates Heart of Thorns will be bringing to World vs. World as well!
We are eager to see the strategic play that develops from the Desert Borderlands with its new mechanics, unique objectives, astounding beauty and layout that both supports team fights in some areas while breaking up blobs in other areas.
We look forward to putting a greater emphasis on holding objectives through auto-upgrades and on guilds through the guild claiming system, a system that gives players new ways to play the game and tools to defeat their opponents.We hope you enjoy the live stream of our second stress test coming up next and we will see you on the battlefield.
Thank You.
Thank you for putting this post together acknowledging the problems that WvW has and making it clear to the playerbase that you are aware of them.
I wonder with respect, however, whether you are all mouth and no trousers, to use the vernacular. So cynical am I that I’d be grateful if you could kindly confirm if the details of your plans in the above post are still pertinent?
Don’t give up just because people don’t follow you.
I like the upgrade system, it looks great! It may require a little tweaking, though.
I guess we’ve all given up on fixing coverage and the ladder system now.
I disgree. I want new players to try proper WvW.
lol, u want hard. Try to get to ascalon dungeon atleast. You will feel helpless and weak. Also, lving in wow is the easiest thing there is, “do quests, get gear, do dungeon get carried”. I dont find it hard or challenging as u are making the comparision to gw2.
Story Mode! … at min level (I think it’s 35) and you’re not allowed any veteran friends, spoiler videos or yellow gear!
Hi Tich
I don’t have solutions, I wish I did which is a shame for a game with so much potential and as I will be the last to leave the server as far as WvW is concerned, I will make sure to turn the light off
- It’s not your job to have solutions, it’s Arenanet’s responsibility to NC Soft.
Spin off WvW into a separate game and take on the likes of CU, you have more than a head start on the competition and there are still plenty of people who would buy the game. If CU can raise over $3 million for a concept there must be something in the format.
- I don’t think CU is seen by Anet as a competitor for GW2. It’s my assertion that Mike O’Brien thinks that because the payment models are different, the player bases will be. I think he will be surprised when a lot of the WvW guilds (emphasis on “whole guilds full of players”) show him that they are willing to pay a subscription fee and move over to (at least try) CU.
- I believe the reason Mike thinks WvW players like PvE is because they do it to suppliment their WvW play – for example, players might do PvE to get cool-looking gear to take into WvW, or to craft-up some food pots for WvW, or simply to earn gold to spend in WvW. Of course, there are some players who simply like to WvW because it adds variety to their PvE lives, but I consider them to be the minority (of WvW players), not the other way around.
- Having said all of this, it’s clear that the WvW population is considerably smaller than the PvE population – you only need to look at the number of players on each map. You’re looking at what… 100-200 players in total per server at prime time? So although we consider ourselves to be quite a considerable number, we are like the GW2 of NCSoft’s income. Tiny.
(edited by Svarty.8019)
It could be a good idea.
But I don’t think Scarlet could be a legend, in fact it’s only a minion of mordremoth. I’m not sure she can even go to the mist.
What happens to sylvari when they die since they are dragon minions.
What absolute bunkum! It’s a story! Any time they like they can make some kitten up!
“Bounce a graviton particle beam off the main deflector dish
That’s the way we do things, lad, we’re making kitten up as we wish
The Klingons and the Romulans pose no threat to us
‘Cause if we find we’re in a bind we just make some kitten up”
I don’t understand why we didn’t set up an elaborate death trap and then walk away.
+1
Ascended drop rates are extremely low, and earning a ring can take a month… That’s 1 ring that will fill up 1/6 slots for 1 character on 1 build.
A month? You don’t play WvW. You’d be lucky to get one every four months!
Hello
I by no means am an expert in this subject but i would like to know from our experienced brothers and sisters here i the forum, how do you defend from being spiked down from no where,
I practiced a lot and now I can see when I’m going to die, survive for 5 seconds, 10 if I am lucky then get killed. Occasionally I win, but that’s only when they panic. You have to try to hit them hard, so;
- if you’re not PvP spec you are cannon fodder for thieves.
- Ironically, if you ARE PvP spec, you’ll get creamed by the zerg.
Bottom line: Thieves don’t have to change from their PvP spec to be effective in WvW. Everybody else does. And that’s when they die. Even more.
We’re having a great week against servers which normally obliterate us with nightcaps and arrowcart farms at T3 objectives.
Anet might be out to get necro, but I’m pretty sure you’re just being screwed over by RNG.
There is a hidden “luck” stat. Some characters are luckier than others.
Your source?
Because JS said something different about DR and account modifiers.
https://forum-en.gw2archive.eu/forum/game/gw2/RNG-as-a-concept-Discuss/page/5#post4491110
Where does he say something different? It’s not on that link.
Map is not good for roamers/camp flippers
in WvW Desert Borderlands Stress Test
Posted by: Svarty.8019
Now, let’s talk about roaming. The map itself is really fun to roam through and there are many spots to hide and make plays and this is really fun. On the other hand, you can’t really capture a supply camp by yourself now since there are more guards and this kinda lowers the importance of roamers by a fair bit.
And yet in the thread below this one, Blade states
Map offers great opportunity and incentive to roamers/havoc, and forces that are prepared to split up.
Perhaps you could elucidate for the avoidance of confusion.
It seems somewhat doubtful, does it not?
Old systems don’t get fixed, but occasionally they do get replaced (it’s “cheaper” that way, apparently).
Anet might be out to get necro, but I’m pretty sure you’re just being screwed over by RNG.
There is a hidden “luck” stat. Some characters are luckier than others.
It seems like a weird mechanic to me. I guess that they’ll have to run an extremely strict rotation with no room for choice or freedom.
I think the specialisation class name name “Horn Blower” is what they are most concerned about.
I wish Anet would find and hire some of the old wvw/rvr developers from the old game Dark Age of Camelot. RVR was one of the few things DaoC got more right than any other mmorpg out there, imo.
Matt Firor went here.
So much potential… just left behind. It could easily have been the greatest RvR experience for years to come, with a little love and commitment. I am aware that resources are limited,
[..]
I really don’t know if I should laugh or cry at this point. 2 and a half years without real communication and interaction between the devs and the wvw player base. It really feels like a hefty smack in the face.
I don’t want to play the doomsayer or anything but if WvW doesn’t get any meaningful updates this year then I don’t see a future for this game mode. Of course, it will always be filled with PVE players looking for karma but the players that love mass scale pvp will leave sooner or later.
A new map is nice and all, but we need fundamental changes like factions or alliances, immersion, real consequences, strategic play and most importantly smart avenues of communication between devs and player base.
Maybe it just wasn’t meant to be. Thanks for reading.
- A concerned RvR enthusiast
I agree with quite a lot of that. Here are my opnions;
- Communication/feedback should be a continuous process, and while the CDIs were a great start, they ended a year ago and some problematic elements haven’t changed.
To arenanet’s credit, they did address lots of the CDI concerns. Here is the list for reference: https://forum-en.gw2archive.eu/forum/game/cdi
- I feel that if nothing else, the current Golem Rush event has emphasised that Omega golems are are too good/too difficult to counter, especially when escorted by a blob/zerg. This should be a simple case of tweaking some numbers. Maybe up the toughness of tier 2 gates?
- In terms of meaningful content, I wonder what do you have in mind Kraljevo.2801? Could you offer some examples please?
- My biggest issue and one which wasn’t touched after the CDI about it was World Population.
I think maybe we need to take another look at potential solutions.
(edited by Svarty.8019)