Boring.
[DOOM]? 1000 man blob all in one guild? That’s not necessary!
Server: GH
League: Silver / EU
Enjoyed Season 1: No
Should we have season 2?: After a LOT of work
Unlike many respondents in this thread I remember the awful matchups before the league, where we were demolished by the #3 and #2 servers in successive weeks (we’re around #15). So the old system is a huge no-no for me. Leagues are the way to go, but need a LOT of work. Are you reading this, Arenanet? a LOT of work.
Also;
- We were blue for 6/7 weeks.
- We faced one of the top servers in every matchup – meaning that one of the best aspects of leagues (reduced range of servers you will face) was wasted, we never experienced it.
Things we need:
- Fix for nightcapping issue
- Fix for blobbing issue – incentivise smaller groups – (not like bloodlust, that was a huge “how not to do it”)
- Fix for WXP ability & Ascended powercreep (toughen walls/doors – why does Watergate inner on Garrison never upgrade? Where are the T3 doors?)
- Something for the lower servers in a league. Why play when you will come near the bottom? I personally believe that the lower a team comes, the better it’s reward should be.
(edited by Svarty.8019)
Other games have things like “night protection” where your resources are frozen until the next day. I could imagine a stack of Legendary defenders walking out into the map during night to hold the keeps and then leave in the morning. It doesn’t even have to be 8 hours, just something like 6 so it’s not so easy to color the entire map using American guilds.
Edit for clarification: The idea is to have night protection during US night for US servers, and protection for EU servers during EU night time.
Thanks for considering a solution to this.
Tsath
Don’t worry, this was mentioned in the DCI thread and so will be in the Arenanet Policy Tombola.
Superior Rune of Resistance grants bonus toughness, a reduction in condition duration, and aegis upon using a signet.
Awesome….
Now if they just do shattered aegis right. /grin
For some reason this Rune set bothers me. Aegis is the Guardians niche. Now it is not.
There is one set that gives invisibility (thief/mesmer niche) and another that gives mist form (ele niche), so this is hardly a precedent.
I still think it’s weird that you should earn it once and spend it multiple times depending on how many characters you have.
No. 1st place should get nothing. The honour of coming top is reward enough.
The best rewards should go to the bottom teams, to boost them!
Also:
Reward-hungry people would transfer to low servers who need people, leaving the top ranking servers and freeing up the queue.
Dear Arenanet,
Do you remember stating that you could “tighten up” the variety of servers that get matched against one another? @JonPeters said so 6 months ago here: https://forum-en.gw2archive.eu/forum/wuv/wuv/New-matchup-system-official-info/page/2#post2082413
Please could you do this before the next non-league matchup? We faced two of the top servers in Gold league and we’re near the bottom of Silver.
Here are some further suggestions: https://forum-en.gw2archive.eu/forum/professions/guardian/Suggestion-Combos-on-Guardian-One-Handers/first#post3094517
Currently, the only problem with WVW is coverage issues.
what if you work evenings, or play mornings, like to avoid the queues and play off peak
I thought what they were saying was that you’d have 3 different matches basically. A NA one. An Ocn/Sea one. And a EU one.
They would each score differently. And ideally they’d each have their own rating and be matched up against different servers that match they’re strength. Anyone can play at any time still.
(I’ve suggesed this before and someone suggested it in the Colaborative thread. It is the absolute best idea and way to arrange things. Of course it didn’t even get a comment from Anet which probably means its not technically possible. Too bad, it would fix the population balance and the coverage issue all in one.)
This was one of many solutions that Anet were presented with. Let’s see which ones get plucked from the tombola… …if any.
At the moment i only play pve, wvw comes later.
Not with a mace, it doesn’t.
Discalimer: I am a PVE player
1: Homogenization of combat. Every class has one role- kill stuff before it kills you. Team interaction is extremely minimal.
2: Ascended gear and multiple currencies. See OP #5.
3: No hard CC or direct support. Makes all fights play out the same, with only one basic strategy (stay alive, kill stuff, in that order). Closely related to #1.
4: Homogenization of skill effects. Everything is either a condition or a boon- this means there’s only one counter to every buff and debuff in the game. Also in this category, the incredibly short duration and long cooldown of utility skills that prevents them from meaningfully shaping a long fight.
5: Refusal to separate PVE and PVP, which makes fixing these problems impossible.
- Stealth. No game should have invisible players. Ever. It’s as simple as that.
- Damage. Everything is about damage. Mitigation is extremely difficult, players die very easily if they don’t stack vit/tou stats. (This means that thieves and mesmers have a huge advantage over other classes because they have special ways of defending themselves (invisibility/clones).
- Condition spam Vs long cooldown utility condi cures.
- Stability being a cure-all. Necessary, but silly.
- Bloodlust buff in WvW. This was well-meaning but poorly implemented, as it always benefits the more populace side, compounding the population problem further instead of doing what it was intended for, i.e. the opposite.
Bloodlust was poorly implemented. I hope they adjust it.
Dear BBC,
This topic has been discussed ad nauseam with the devs in the CDI thread thing.
Now that it’s over, I personally think it will get swept under the rug.
Yours faithfully,
(edited by Svarty.8019)
As an experiment, there is no “fail”.
Preparation
It was announced that the top servers would receive better rewards than the lower placed servers – encouraging people to stack up on already full servers.
Method
Servers were divided into huge chunks with some servers who were not populated over night being constantly matched up with the top three teams in their league. The matchups were not fair, or fun, much of the time.
Result
The predicted servers won. Players became apathetic towards the scores and objectives and became more interested in zerging around trying to batter nightcapping enemies.
Conclusion
Some servers have more people than others and at wildly varying times of the day or night. The devs should make a topic to discuss it with the community or something…
(edited by Svarty.8019)
First place winners should get 10g
Second place should get 50g
Third place should get 100g
Fourth place should get 300gYou see where I am going with this?
First place servers dont need the help, they are perfect the way they are.
So you want to promote not showing up to get better rewards? Turn the game into who can do worse? Keep the ideas coming….
Personally I liked his idea. I mean, the gold will help those servers buy some rare or exotic gear. They could also use some of it to hire a build crafter for their guilds.
Or they could use it to buy guilds.
Or hats!
Nightcaps.
Mace is a great weapon, the problem it has is sticking to enemies. There’s no gap closer and it’s attack range is rather small.
Guardians are notoriously slow even with Runes of Speed/Traveler. You can be kited very easily when you don’t have gap closers.Whenever I use mace as an offensive weapon I feel like I’m forced to use Judge’s Intervention just to be able to stick to my target a bit better.
This is from a PvP perspective, for PvE go ahead :>
This. Mace is junk for non-PvE and “clunky and weird” (like that Warrior hammer skill) in PvE.
(edited by Svarty.8019)
I don’t consider shields a very good projectile in any scenario, ever, regardless of fantasy settings and superheroes and what-not.
What does this mean?
come eu i would love to try ^^
Careful, he has a zerg!!
Arenanet should change the Guardian symbol. We’re nothing to do with shields OR healing (the Ankh is a symbol representing life). It’s disingenuous and misleading to continue fooling new players into rolling guardians for these reasons.
(edited by Svarty.8019)
Hey all! Just wanted to say that it’s on the list in the future to only have searing flames (and other similar effects) trigger only when your target has a boon.
-Karl
Don’t waste your time.
I mean it would only be fair to see what its like to get rolled by a 80 to 100 man zerg when you are the rollee and not the roller.
You mean like … this?
invisibility ~= invincibility
Fixed it for you.
Why fractals?!?
Anybody who has a problem killing a thief 1 year after release in a 10 button game has an infinite amount of things to improve upon.
well I play a thief, and many good players have problems with thieves. Especially permastealth which ANET themselves have admitted is an abuse of the stealth mechanic.
If I see one, I’ll report them.
Silver league is funny for us. We do more than fine during prime, then get all our stuff reduced to rubble by PvD nightcappers, ruining our chance of a decent place.
I’m a bit frustrated, but spanking people who are placed waaaaay above us is fun! They think we’re a crappy little server because of our placing and score, then get pulverised during their own primetime. Lols and rolfcakes abound! So in the end, that reward will satisfy much more than some crappy chest.
Here is an image to illustrate the difference between primetime and night-coverage.
(edited by Svarty.8019)
Please, Arenanet. One take-away I want to express in the most strenuous terms… Guardian is not finished. It’s not done, complete, perfect. It does need work.
One handed weapons, for example, need a look. They just can’t stand up to the two-handed counterparts – take a look at Shields. Shield is something that should, thematically, be a staple of the class. The shield is awful to play with, though! No wonder the Flameseeker Prophecies legendary is foregone in favour of the two handed swords, hammer and staff.
(edited by Svarty.8019)
In terms of looks, I love this shield on a guardian. It just suits them so well. In fact, despite how much I hate using a shield on my guardian, this is the first legendary I’m going for with him. I’ll just sit here and hope that Anet makes the shield better as a weapon.
This is the problem, Arenanet seem to think guardians are completed. There’s no point waiting for them to fix things.
Stealth has been broken in every MMO I’ve played. It’s completely idiotic to give unchecked invisibility in a setting where knowing where your opponent is is 90% of the battle. The rogue archetype is ALWAYS kittenedly overpowered because stealth itself is overpowered. It should have been abandoned long ago, but sadly, there are too many people who get off on facerolling invisible characters for devs to risk not including it.
This person gets it. The games industry/game developers need to get a kittening clue.
Hammer:
Does nobody want´s to remove the light combofield from symbol of protection?
This weapon is losing much in teamplay. Retalation often is not so strong. And guardians can easy get it.
On the other side, Hammer 5 is a light combofield anyway…If i want to heal an allie, i want a waterfield, if i want dmg, i want a fieryfield, if i want to protect an allie i want aether…
But light? Not rly, and not on an AA Chain!You have to look past damage and blast finishers.
The fact that we have to make an effort to “look past” them illustrates some of the problems GW2 faces when it comes to combos.
Combos need a polish pass, and I don’t mean a Polish Passport.
Shield is abysmal on guardian.
Shield
- Shield of Judgement: In addition to providing protection, it now provides aegis for 5 allies
in front ofBEHIND you.
Fixed it for you.
Agreed. I have been looking at other classes’ threads. Guardian’s forum are by far neglected by devs the most judging by the number of their inputs. Can we get some voices here?
I think there is a supposition that the Guardian is done. Completed. Finished. Perfect.
(edited by Svarty.8019)
Necros will love this, just keep spamming the bloody things ’til your opponent runs out of condi removal. Horrible idea tbh. /sadface.
There does have to be some reward to fight hard.
Calling bullkitten on this one. The reward for coming 1st should be the glory of coming 1st, that’s all.
It’s only about nightcapping and blobbing anyway, not much in terms of “deserving” a reward until Anet make changes to population per the thread they made specifically with that in mind, and in response to community calls for said and same..
The “I survived season 1” title
1st place will get the “We are the champions, because we have the most people” title
a gold dolyak finisher, a gold dolyak mini, 6 greens, 4 blues, 30 silver, 5 champion bags and a transfer server voucher.2nd place will get “Looking for more, because our coverage isnt there yet” title.
a silver dolyak finisher, a silver dolyak mini, 4 greens, 2 blues, 15 silver, 3 champion bags and a transfer server voucher3rd place will get “You need help, because your community relationship skills lack”
a bronze dolyak finisher, a bronze dolyak mini, 3 greens, 2 blues and a yellow, 1 champion bag, 300 gold, 2000 gems and a stack of luck equivalent to 100 luck levels, also an open Iinvitation to Edge of the Mist beta test.Seriously doubt it will be fancy as in a way, we all just beta tested WVW 1.3 for them. The good stuff will come in WVW 2.0
Why should 1st place get more stuff? Surely 1st place people don’t need as much stuff as the lower placings.
You are exacerbating inequality! Way to make the problem worse.
The winners should get a town clothes nightcap.
- Powercreep via WXP abilities,
- the sale of Omegas on the market,
- cloning of Omegas,
- willingness of people to make and part with Superior Siege
… have combined to make walls and gates fall faster than ever before.
Arenanet have to reverse these problems because PLAYERS CAN’T.
In non-US sport there is a thing called “Relegation”, which means that the bottom few teams get moved to the league below when the season ends and the same number of teams from the league below get “Promoted”.
I wonder if Arenanet have any plans to implement Promotion/Relegation so that servers who don’t deserve to be in a low league get moved up and those who get creamed get demoted.
As a player on a server which can usually hold it’s own during peak in Silver League, but lose every week because of Off-Peak PvD servers (we’re disenfranchised with the league as-it-stands), I can’t wait to get relegated to Bronze and pulverise the servers there.
(edited by Svarty.8019)
We do really well at peak then it’s nightcap galore. Boring.
We’ll come second from bottom because of this.
(edited by Svarty.8019)
By the changes, they seem to want full DPS Guardians to play something like this: http://gw2skills.net/editor/?fUAQNAR8dlUgqCnGSOEf4ESmiC8AtUIQHU1j45e8QA-TsAg0CtIATBmDMDYSwsgNsYVyuAA
Precast SoW>JI>WW… etc. Instakill, stability/blind stomp and get out.
I honestly don’t like this approach, I expected a heavy armor apparently selfsustainable holy (and shiny!) Warrior with few hard CCs but being one who withstands a battle for a while and wittles you down with fierce but powerful strikes with more slower paced and tactical manouvers; not this insta damage spike getin-getout squishy DPSer, it feels like a thief with no stealth and heavy armor (wtf?). I just don’t like how that feels on a Guardian.
Yep, I get this. I think damage is about spike in this game tho; DoT builds are foresaken in favour of spike. This is because of the instant mega-heal that some classes can do cough engimentalist cough and leaves HoT builds out in the cold, funnily enough. The guardian, having in-built HoT (and is therefore penalised by having the lowest base HP) is effectively at a disadvantage from the very start. Even the (supposedly) hardiest class in the game is squishy because lots of opposing classes are able to roll for pure spike AND survivability in one build.
It’s fine. More base HPs would give us the freedom to spec into crit builds.
Shhh, Guardians don’t exist!
23/24 here….
I don’t like the fact that it’s only the gem store and converting gold-> gems is less than practical. I guess you have to wait for expensive ascended armors that look pretty hideous.
- Is it impractical? Really? I don’t think it is. The amount of play/work required to acquire the gold to buy a whole set of gear on the TP is probably somewhere near the amount of effort required to earn tokens in dungeons for the nice sets there.
- Ascended armour may look ugly, but there are already transmutation stones in the game. Use those.
Who’s next?
They should give better rewards the lower you place.
The glory, honour and pride of winning should be enough to incentivise you to try your best.
A bit better than last week, but still massively tilted in favour of dominating teams. Is there any way to get more weird stats, like the Gods of Small Scale one, please?
It’s ok, ANET is adding a new over flow map just for T1.
Like they changed the original matchup system for T1, too.
Is anyone else noticing that whenever you run into a zerg about 80% of it is usually composed of warriors, guardians and necros.
Warriors making up a huge chunk of it, guardians following behind warriors and necros following behind guardians. Then the rest is like a small amount of everything else. Just wondering if anyone else is noticing this? I’m facing two of the zergiest servers atm so maybe thats why but idk.
It’s all about survivability.
Warriors and Necros have the biggest base hitpoints, and every Guardian is forced to spec for Tough/Vitality because they get the lowest base HPs.
IDEA: auto teamups of the two trailing teams
When leading team score > (2nd + 3rd) / modifier then 2nd and 3rd become automatically allied and/or gain bonuses for attacking the leading team.
I like this idea. Too often the 3rd place team drops off and has no effect on the game other than to stop the 2nd place team be competitive to the 1st place team.
This is an intriguing concept. The original idea behind WvW was that this would happen of its own accord, but I haven’t seen that in practice. I think it could be much more of a part of the game if there were a way to do this. Would it make more sense to provide increased score from this or to increase the individual rewards? I would lean slightly towards the latter. I also wonder if it would work to be really heavy handed about it and actually put the two losing servers on the same team. Of course, that presents numerous problems including score tracking at that juncture. But I would think we can find some sort of system that encourages servers to work together to defeat a bigger server.
I have posted previously regarding this, and am delighted to see that others are similarly minded.
I suggest all of the following happen when one side gets beyond the threshold:
- bags, points, tokens, wxp, karma decrease for non-dominant server players/objectives
- bags, points, tokens, wxp, karma increase for dominant server players/objectives
Perhaps there should be several steps of dominance.
When a server hits threshold #2, for example, there could something that makes the other two sides even less likely to attack one another. Or perhaps each of the above should be it’s own threshold.
———————————————————-
EDIT:
I want to point out that the “one dominant server” problem would not go away with JUST this solution. It should be a part of a grander redesign, in my opinion. If the dominant force is able to build tier 3 upgrades, then the other sides will be more incentivised to attack each others’ tier 1 objectives, as they actually have a much better chance to capture these.
(edited by Svarty.8019)
If you’re going to change the way waypoints work then you’re going to have to do something about golems (alphas and omegas) and ram mastery.
Golems and traited superior rams currently burn gates down (reinforced or not) faster than a defensive force can get there.
I concur.
This emphasises the problem with power creep on the siege weaponry due to WXP abilities. Defensive stuff such as door and wall hitpoints/toughness haven’t kept pace.