Let’s see.
Epidemic off cooldown….Check
Have LOS….Check
Target has tons of conditions AND is close to other targets….Check
1 second Epidemic cast isn’t going to be avoided….Check
I think Epidemic already has an operational cooldown already loaded. Not like the skill gets spammed now is it.
Now that we’re almost a year since BWE#1, is the GW2 Necro more like the GW1 Derv???
There’s a lot of actions in GW2 that correspond to what Necros could do in GW1.
A GW1 BiP Necro was energy management. In GW2, energy management (except thief) is done through cooldowns. A GW2 Necro could have a trait that reduces allies CD’s. Now see how many people want necros on teams.
GW1 Curses/hexes did 2 things. It gave the opponent a choice. Choices were clear the hex or wait till it ended or ignore the curse/hex and take damage. GW2 already has this feature, it’s called confusion, something GW2 necro doesn’t have access to. (except by firing projectiles through spectral wall)
The GW1 lifestealing necro was the true attrition class that the Anet devs say the GW2 necro should be. A combo of life steal skills and hexes from GW1 are already in GW2. You should be able to trait your necro to combine lifesteal and retaliation/confusion. This would make a GW2 necro the attrition class it was supposed to be.
As for minions, in GW1 the target of a MM also had a choice, attack the minions or attack the necro. The karka hatchlings can be an example of what necro minions could be like. Have necro minions go to the target and latch on them. Trait the minions to apply blindness, weakness or cripple. Stronger minions could apply stuns/knockbacks/daze/immobilize. A MM necro could use minions in power or cond builds and they could be used to help the necro escape, at least a single target. The necro should have skills/traits that have multiple uses across multiple builds.
The GW1 necro had disease, an ability to hit multiple players. You could make something similar in GW2 if there was a trait that made wells target based, not ground based. Plague form is mobile GTAoE, wells could also do the same. This way the opponent couldn’t escape the affects of the well. In PvP you’d see people scatter as the red circle kept moving at them.
Lemmings are cute.
I had a lemming follow me over the bridge south of Hills. Too bad they didn’t have DeathShroud to survive the fall.
HoD and ET already had their time in T1. They should both spend some more time post mass transfer in the lower tiers.
IoJ, SbI and SoS are the second generation of HoD and ET, freefalling down the tiers, although SbI has stabilized in T4.
Which of JQ, BG and SoR will be the next to fall?
Sounds like OP needs to run with more Necros
Just occurred to me that you could turn off your own title (assuming you have one), then one less person would be running around with a title
,
I’d rather put on the longest title I could. It would confuse anyone trying to count the number in the zerg.
I was thinking that if everyone in the zerg would display their longest title, the enemy would have a tough time estimating the size of the group.
You could also make titles only show up in towns.
I dropped 2 rams at a gate with about 10 other attackers. Got on the second ram after it was built only to have a three second delay between when the skill refreshed and I could use it. I was on low/medium settings.
I run in an organized guild zerg[not mine] in WvW. I use marks/wells and swapping signet of the locust/spectral walk with plague form.
Staff 3 followed by Staff 4 is your own combo creating area weakness.
On offense spectral walk then plague form is a mobile shutdown as everyone is spamming 1. Wells can finish the downed so you can keep moving.
On defense/choke points use the marks for weakness, followed by wells to create vunerability and convert boons to conditions then plague form to seal their fate.
Staff and wells also work on walls. Wells with projectiles gives lifesteal combo which works on camp supervisors with RI.
Also get yourself more inventory space, you’ll need it.
Pretty kitten terrible week for FA since sunday. I have no idea where our wvw population has disappeared to but I hope they start showing up again when the danger of being bumped down to tier 3 becomes apparent. If we continue the way we have been the last few days that might be before the week is over.
Spring Break???
It’s not the Necro you are having issues with, it’s GW2 progression you have a problem.
At lvl 5 you get your first utility skill
At lvl 7 you get to swap weapons
At lvl 10 you get your second utility skill
At lvl 11 you get to put one point into traits
At lvl 20 you get your third utility
At lvl 30 you get your elite skill
At lvl 40 you can put points into Master lvl traits
At lvl 60 you can put points into Grandmaster lvl traits
What you need to master first is weapons, then skills, then traits, then gear.
Weapons you master by using them. Swapping weapons is core to GW2 for those classes that can swap. Utilities are there for you to further develop your playstyle. Traits are there to support your playstyle and gear is what pulls it all together.
Actually, Necros have 2 ways to prevent fall deaths. DS and Spectral Walk. I’d gladly replace preventing fall damage for better stunbreaks, invulnerability, confusion, DPS, vigor, stability, stealth, combo finishers, minion AI……
Is there any other class/weapon where against a downed opponent or dragon they can only use the autoattack skill???
A good commander knows where to place siege. A better commander rarely uses siege, especially defensive siege. The best defense is to wipe the attackers.
A good commander doesn’t type. A better commander uses voice chat and the followers use it also. They also don’t yell and scream at the group in voice chat.
A good commander knows the makeup of their group. A better commander knows what tactics (combos) that group can do. They also recognize the tactics of the opposition and know how to counter.
You can tell the better commanders in voice chat. Orders are clearly given, followed by the group without much non-combat static. A good commander will use commands like “push right”, “back up the stairs”, “stack here” instead of “keep up”, “get to my position”, “follow me”
I really have to disagree with this. I’m a devoted WvW soldier (not a commander) and I never use voice chat for various technical reason. Many players I know are the same. By not having the simple consideration as a commander to type commands in /map and /team you are losing players like me and your zerg will dwindle significantly. I don’t roll with commanders who won’t talk to their grunts. Now you may take the elitist tact and say, “Pug players! Who needs ’em! Good riddance!” But the end result will be that many PUG players will still cluster to your tag, but now they’ll be uniformed of your strategies and tactics so more likely to mess up your plans, get spotted, or draw your zerg into unnecessary fights. It’s really not a sacrifice for a commander to type a few simple words to us non-voice chat grunts to let us know their plans and targets. And frankly, it’s infuriating when a commander refuses to do so. Even just “Umber” – “Fall back” – “Get spelden first” “Ball up on me” “Build Cata here” are extremely helpful commands and fairly easy to type last time I checked.
It’s night and day difference between following the blue dorito while reading text and getting on voice chat with a commander. You don’t have to be in the same guild as the commander if it’s a server wide voice chat. In fact one time the commander we were following logged out and we continued on with another giving voice commands.
Voice chat commanders I follow call out for fire, lightning and water fields as well as veils, portals, marks, walls and movement commands all in the middle of battle where there’s no time to type and also no margin for error.
Putting the wrong field down at the wrong place/time is a sure way to get the entire zerg wiped.
A good commander knows where to place siege. A better commander rarely uses siege, especially defensive siege. The best defense is to wipe the attackers.
A good commander doesn’t type. A better commander uses voice chat and the followers use it also. They also don’t yell and scream at the group in voice chat.
A good commander knows the makeup of their group. A better commander knows what tactics (combos) that group can do. They also recognize the tactics of the opposition and know how to counter.
You can tell the better commanders in voice chat. Orders are clearly given, followed by the group without much non-combat static. A good commander will use commands like “push right”, “back up the stairs”, “stack here” instead of “keep up”, “get to my position”, “follow me”
A lot of this advice seems better suited to leading a guild zerg, rather than a PUG. For example, I don’t expect a PUG to be with me in voice chat, and commands, when possible, are best supplemented with using map chat.
Also, a good lineup of arrow carts and ballista can also hold off significantly larger zergs if you have a choke point you need to hold while your zerg goes elsewhere.
I’ve been in voice chat with a PUG commander and got wiped several times because they thought that rushing in was better than “preparing the battlefield”.
As has been said before, a voice chat zerg beats a PUG zerg most times. PUG zergs are loot bags to organized voice chat zergs.
As for siege, I’ve seen plenty of times where an organized voice chat guild zerg used hit and run AoE to clear siege from a wall, then knock down a wall or gate, then either use veil or portal or both to take out the rest of the siege. Staying inside the walls is no protection against an organized voice chat guild zerg run by a good commander. The only thing that defensive siege does is slow down the attack so you can get reinforcements.
A good commander knows where to place siege. A better commander rarely uses siege, especially defensive siege. The best defense is to wipe the attackers.
A good commander doesn’t type. A better commander uses voice chat and the followers use it also. They also don’t yell and scream at the group in voice chat.
A good commander knows the makeup of their group. A better commander knows what tactics (combos) that group can do. They also recognize the tactics of the opposition and know how to counter.
You can tell the better commanders in voice chat. Orders are clearly given, followed by the group without much non-combat static. A good commander will use commands like “push right”, “back up the stairs”, “stack here” instead of “keep up”, “get to my position”, “follow me”
Greater Marks and ground targeted Wells will get you tons of loot bags, works in camps and towers/keeps.
Quickest way to get exp in WvW is be part of the zerg. Being in the circles as something is capped will get you karma and exp.
An organized zerg will get you exp even faster, as you are constantly running from camp to tower to camp to keep over and over and over.
I started WvW with a conditionmancer, using staff and scepter/dagger with Corrupt Boon, Blood is Power and Epidemic. You’ll have to learn when you can land CB. It’s frustrating at first. Going conditions works best against tunnel vision opponents. You will quickly find that conditions against organized opponents will get wiped, sometimes before you can land Epidemic. The other bad thing about conditions is that they also get wiped when someone enters the downed state.
That’s why I switched to power build with wells. I find that I can use wells anywhere, even against camp supervisors with RI on them. Dark fields and projectiles will lifesteal them. Everything I have works against everyone no matter what state they’re in. I’ll even use marks to hit a downed player if theres another player to trigger it. Sometimes I’ll even drop a mark to keep other players from trying to rez a dead player. Spectral Walk and Plague Form either slows down the enemy or breaks them. Either way the bags and badges are all over the place when it’s over.
A necro in WvW without staff means you’re like all the other melee classes in WvW. When your side is attacking a tower/keep you are guarding, scouting or on siege. When you are defending a tower/keep you are on siege.
When I started WvW, I entered just to do JPs and map completion. My server was T5. I got my 500 badges mostly through JPs and have only seen the traps in EB JP used a handful of times.
In trying to get map completion I started to like the play, even though the loot and badge drops for me were next to nothing.
Now my server is T2. I’m on TS following the strategy of the team. I get tons of badges and loot after the last patch to the point where I’ve gotten more badges playing WvW than I’ve ever got through JP.
Now when I play WvW I don’t even think about JPs.
Necros should be about minions, life steal, fear.
PvE necros are fine cause currently most bosses don’t strip conditions.
sPvP/tPvP I have no experience in, I’ll let others talk about those.
But in WvW we seem to be either the first to die or the last to die.
We’re first to die because we don’t have access to stunbreak and if focused on with hard CC, our high health doesn’t stop the gankfest.We’re also the last to die because if we don’t get focused on, the condition transfer, condition heal, deathshoud and plague/lich form all allow us to keep our health higher longer.
Since the FoTM in WvW is hard CC and combo fields/finishers necros are not favored.
This might change now that you can damage the camp supervisor with Righteous Indignation by using a light field/blast finisher for area retaliation and a dark field/projectiles for lifesteal and necros can use 4 wells, 1 light and 3 dark and the slow staff projectile.
Just waiting for the WvW map chat “Necros needed to flip supply camp” to be as popular as “sweep for mesmers”
I’d like to see a time when a defending zerg needs necro dark fields with projectiles to lifesteal the attacking zerg, followed by spectral wall and projectiles to spread confusion only to finish with well of blood and blast finishers to give area retaliation.
First question I’d ask is what exactly do you do in WvW? Are you a solo roamer? Are you part of a small group (5 or under)? or do you run with the zerg.
You’ll have to change your build depending on what you want to do. I also started WvW with a conditionmancer and even got used to hitting with Corrupt Boon a majority of the times. However, I did notice that when I did manage to hit either a guardian or D/D ele the conditions got wiped almost instantly, leaving me with not much to do but spam autoattack. With Epidemic only spreading to 5 max, that didn’t really feel like I was a zergkiller.
I started tagging along with organized guilds and became part of the zerg. It changed my outlook on WvW.
Once I switched to a power-wellmancer build I did see that I helped the zerg more and fed on many loot bags and got more badges. Spectral Walk/Plague Form is both offense and defense. I’ve gotten used to switching Spectral Walk and Signet of the Locust. I’m also going to experment swapping wells out depending on whether I’m attacking or defending. I have been using Well of Suffering and Well of Corruption, but I may switch it to Well of Corruption/Well of Darkness for defense and Well of Suffering/Well of Power for offense.
I may even learn to choose the 2 wells that are best to counter the playstyle of the opposing team, but that’s something I’ll learn the more time I spend in WvW.
I don’t think you are getting the consequences of your actions.
You want to leave a red/blue server that is getting beaten by a green server. With few exceptions, most of the recent WvW matches have been dominated by the green server.
If others do the same bandwagoning, the green server will become a red server in the next highest tier, only to get stomped. By moving, you’ll eventually end up in the same situation you want to leave now.
Did Anet ever clarify what type of AoE they were looking at? Yeah I know, dumb question. Expecting Anet to communicate with the community.
There’s PBAoE and GTAoE. Some PBAoE is giving melee types incredible mobile AoE damage and some GTAoE is giving ranged attackers the ability to clear siege off walls quickly.
GTAoE is countered by moving out of the red circle, unless it’s a choke point. PBAoE is countered by CC on the attacker, but in a zerg it’s tough to pick them out of the crowd.
I rolled a necro from start, didn’t have any major issues with anything below champion level. At low levels I used staff marks almost exclusively. After I got wells then I started to pull mobs, drop wells, drop staff marks, DS#4 and then pick up loot. Before the tag fix to loot drops I had less chance of getting drops during DE’s.
I started in Queensdale and found myself under levelled for Kessex Hills. That’s when I went to Rata Sum, cleared Metrica Province then went to The Grove and cleared Caledon Forest. At that time I was over levelled for Kessex, Brisban and every other map I went to. Kept using the same staff and scepter/dagger with wells and flesh golem all the way to Orr.
In reading the articles, the OP one and the one from Mike Ferguson discussing queues, I get the feeling that Anet didn’t budget enough resources to fix/develop WvW past release and as the players evolved faster than the environment, Anet didn’t have the ability to make corrections. PvE has had Halloween, Wintersday, Fractals, and now Flame and Frost. Plus there has been numerous fixes to dungeons each patch.
WvW got orbs and yak escort rewards removed. Paid transfers, which hasn’t stopped transfers (SoS), Queues are still not transparent to the player, culling has been adjusted. Oh, and no more siege in the JP!
Hopefully the added resources brought on specifically for WvW will deliver needed updates but as has been said before, I’ll believe it when I see it.
I’ve levelled my ele in WvW from lvl 7 to now lvl 66. With the new, easier loot bag drops you should not have any problem getting gear.
Although you won’t do as much damage as a lvl 80 and you will take more damage than a lvl 80, a fire field is still a fire field and a knockdown is still a knockdown.
The most important thing you’ll learn is how to play WvW, which the best lvl 80 gear can’t teach.
I give JQ 2 more months at T1 before the inevitable mass guild transfer happens.
Be nice to people on your way up because you meet them on your way down
Reward Updates
•Credit for killing creatures is now easier to receive in situations when many players are attacking a single target.
I guess WvW considers players as creatures
As a member of a non-WvW active guild who plays WvW a lot, it doesn’t take long to figure out who the commanders are by name whether they have a tag on or not. Plus it’s easy to determine which commanders are worth following or not.
In fact the other day we were running around the map without a commander icon but were still acting as an organized group.
Drain the lake, who’s with me?
Source
http://dragonseason.com/Front/tabid/124/EntryId/211/Lunch-with-Colin-Johanson-Part-II.aspxOne of the aims of the game was to make every class feel unique, but also viable and fun to play in a variety of ways. What professions have been highlighted as a falling short of this target and what crazy ways have been tried internally to spice them up?
Colin: For me, every profession actually has a lot of different variety available to it. It’s just a matter of if you enjoy that playstyle or not. So I think people look at each profession and they’ll judge it based on “Do I enjoy playing the ways of this profession offers me to play?” And so just going around the table, everybody is playing a different main for the most part. There’s no thieves or warriors here but there’s plenty of them in game. So we know those are represented. We talked about that graph that’s up on the wall. We look at that every day based on what profession people creating and it’s almost always very close to being even across all professions. That’s a really good sign, that is very, very hard to do. In Guild Wars 1 it was not even relatively close to that. It’s a big difference between viability of playstyles versus, you know, not at all. I’m actually really impressed at how generally balanced the professions are. There are certain skills or abilities that all need to get better but across the professions it’s actually pretty decent. It’s just a matter of what playstyle are you interested in. The thing that we have to improve is look at weapons sets that aren’t interesting for that profession or don’t fit the playstyle that we’ve said that profession should have and bring those up to the point that are.
He’s looking at the wrong metric. I have one of each profession so I cancel myself out. I have a three armor set Necro main lvl 80, a ungeared lvl 80 guardian, a lvl 63 WvW ele, a lvl 30 mes and thief, a lvl 4 ranger and a lvl 2 eng and war.
Anet needs to look at what professions are being played where and for how long with what weapons to see where they need to achieve balance.
Why should I be an internet tech to play GW2?
in Account & Technical Support
Posted by: Swamurabi.7890
…thats where your obligations as user end, whoever sells you the product must provide it as foolproof as possible, thats why theres customer services. It’d be the same as saying that in order to enjoy a summer cruise you must know how to repair the ship’s engines.
The flipside of that is that Anet’s obligation starts once you connect to their service. It’s not their responsibility(or even within their power) to fix you and your ISP’s networking infrastructure so that your signal can make it there.
or, following your nonsensical cruise analogy, you have to make it to the boat yourself, the ship won’t pick you up at your house in Nebraska.
So? Of course Anet isn’t responsible for your network infrastructure , thats your ISP’s responsability, you still aren’t required to possess any sort of deep tech knowledge on the matter beyond picking up the phone and telling whoever supplies your inet service “it doesnt work, fix” (wich is what the OP should’ve done from starters), therefore no, you dont need any tech knowledge to play games, if it was so games wouldn’t be half as popular.
Sure, its handy, no, its no obligation, wich was the initial point, if it was so, it’d be on the box right by “internet connection required”.
@SolarNova : yes i know, but i was talking about performance and stability and how much knowledge the user is supposed to possess in order to play a game, not how easy or hard it is to down zhaitan
, thats what i meant about foolproof. Other than that i agree, games have been dumbed down way too much in the last few years.
The OP’s only fault here is asking why must everything on his end being ok in order to play the game, since its a pretty evident answer.
UPDATE:
Just called ISP as I was playing game. They were pinging Anet’s game IP address I was connected to. They didn’t see anything wrong with the Anet server OR my modem while I crashed twice while talking to them. One crash was when I was on the character select screen. Pingplotter showed 100% packet loss on hop #8 and I could still play game. The game has crashed a third time while I’m typing this, dropping me back into character select screen from LA.
So if Anet’s expert says not a problem on their end and my ISP’s expert says everything’s fine on their end it must not be happening.
I’m not asking why everything must be OK on my end, I’m asking why I can’t get a problem fixed in an area where I’m not an expert. I don’t tell the doctor what’s specifically wrong and what the treatment is, I don’t tell the mechanic which parts need to be replaced on the car when the “check engine” light comes on. I along with all 24,000 plus who’ve viewed threads on Error 7 just want an expert to fix a problem
Why should I be an internet tech to play GW2?
in Account & Technical Support
Posted by: Swamurabi.7890
Just know that I’ve had to buy a new computer, with a new operating system and switch to a new ISP for faster speeds to play GW2. I never had the frequency of disconnections in GW1.
It’s difficult to communicate with my ISP support, but before I call them I’m going to try to lower firewall settings and check the ports.
Given the large number of Error 7 issues AND the fact that this isn’t the first MMO Anet has released…
Why does it have to be on my end to make the game playable?
Sorry…. but are you serious?
If you buy a Car, do you ask its manufacturer to build a road between your garage and your workplace?
So think that:
car = gw2
garage = your computer
workplace = gw2 server
and
road = internet connection?
If you are a company and you wish to sell lots of cars, GW2, wouldn’t you want to make sure it would work on all the different roads (internet connections) before you put the product on sale???
Expecting the customer, me, to make sure that the road fits the car isn’t the way to stay in business, especially when the previous model car, GW1, worked just fine.
In fact, GW2 for the most part has worked fine, it’s just recently that I’ve been getting Error 7 disconnects. It’s also just recently that I’ve moved from mostly PvE to mostly WvW.
Why should I be an internet tech to play GW2?
in Account & Technical Support
Posted by: Swamurabi.7890
No, I went from DSL to cable because when I was trying to download GW2 Beta client for BWE#1, my download speed was so slow the event was going to end before I got the client downloaded. I think I went from 200Kbs to 2.1Mbs after switching.
If I read the results from Pingplot correctly, 40% of the packets were dropped. I don’t know if that’s the worst case or if that’s the average or even if it’s a constant 40%. It may be that during normal PvE that 40% isn’t enough to be an issue but when I go to WvW that 40% crosses that threshold that hangs up the game.
I was able to do several personal story missions without problem and even crossed several maps to get to those missions. I think I even got to join in on the latter part of the Shatterer event. But on Friday when I did manage to get into WvW I could barely make it to a supply camp before getting disconnected, even when nobody was around.
Now if they just took out the white swords.
Why should I be an internet tech to play GW2?
in Account & Technical Support
Posted by: Swamurabi.7890
Just know that I’ve had to buy a new computer, with a new operating system and switch to a new ISP for faster speeds to play GW2. I never had the frequency of disconnections in GW1.
It’s difficult to communicate with my ISP support, but before I call them I’m going to try to lower firewall settings and check the ports.
Given the large number of Error 7 issues AND the fact that this isn’t the first MMO Anet has released…
Why does it have to be on my end to make the game playable?
Why should I be an internet tech to play GW2?
in Account & Technical Support
Posted by: Swamurabi.7890
After submitting a support ticket and running pingplot, it has been determined that my Error 7 is caused by dropped packets. I still don’t know where or why so the problem isn’t resolved, but at least I know it’s my problem.
Now I’ve looked up threads on Error 7 in the forum and have seen posts about DNS, Portforwarding, Pingplot, Firewall settings…..I’ve switched from wifi to direct cable connection to router, then to direct cable connection to modem.
I shouldn’t have to do or know about all this just to play GW2.
It should be balanced, meaning if you buff an outmanned server on a map, you should also increase the rewards for killing someone who is outmanned.
It could also be combined with an outpointed buff so breakout events don’t stall at one tower.
Why are there stickied bug compilation threads in profession forums but WvW bugs are instead supposed to be put in Game Bugs forum. This can also be expanded to include bugged skills in WvW or skills that are too OP or worthless in WvW.
I can’t play 5 minutes of WvW without getting an Error 7.
Got to do a personal story but as soon as I got onto a WvW map I couldn’t even make it to a supply camp before any skill I hit flashes, then the Error 7 window pops up.
Your point total analysis is flawed because of the one of the major flaws in WvW. Once a weaker server is wiped from a map , especially their own BL, they have a much more difficult task to just regain what they lost and usually just give up on trying to take anything from that map. You need to be better to defend paper walls than against fortified and if you were better you wouldn’t have been wiped from the map in the first place.
You seem to miss the big part of this:
If a sever is so weak that is can be wiped from the map, down to it’s own borderlands, and if a Server is so strong that it can wipe another sever from the map to their own borderlands, at least 1 of these 3 servers should not be meeting up again next week.
End of Discussion.
What you’re missing is the fact that in T2, I was there, I didn’t miss anything
T1 loser BG dropped to Green T2
T2 Blue TC stayed at Blue T2
T3 winner FA became Red T2
The result was FA getting stomped, TC holding on to second, another blowout match between servers from three tiers.
Next week FA went up against T3 and is in a blowout match you’re complaining about.
The only thing keeping the score close is DB having better EU coverage than NA.
Mag is the punching bag this week. This would send FA up into T2 to a repeat stompage, this time against SoS and Kaineg. TC and FA would just flip between T2-T3 week after boring week.
T2-T7 for Red and Green will be just alternately stomp and get stomped. For Blue it will be stagnation.
WULD will lead to the same strategy at all tiers: STOMP RED, because Red is two tiers below green every other week.
This has been a great matchup for me on Tarnished Coast. Great fights everywhere I turn.
I would imagine, and it great to hear that you have having wonderful fights.
Did you guys realize that over the course of the last month you have totally changed all your opppnets. (Tarnished Coast)
Have a Look.
This week -
You faced – Blackgate and Kaineng
3rd Place – yah you got served at 145.last week – Week 5 –
You faced – Blackgate and Fort Aspenwood
2nd place – You scored 179Week 4 –
You faced – Santum Rail and Stormbluff.
Took 2nd – with a score of 111Week 3 –
You faced – Santum Rail and Stormbluff
Took 2nd – With a Score of 174Week 2 -
You faced – Santum Rail and Stormbluff
Took 2nd – With a score of 186You know what I noticed. You your server was doing progressively worse from week 2 to week 4, facing the same opponent that crushed you, week in and week out.
So while maybe you can say you were having fun, it’s pretty clear your server as a whole was not.
Also notice – Week 5, new fight, new worlds, you scored a Staggering 179 Points, a far jump from the 111 of the week before, even if you took 2nd again.
At this point it’s pretty safe to assume that new worlds to face brought new vitality to the fight. You did better against Kaineng and Blackgate (which had come down from Tier 1) then you were doing against Sanctum rail by the end of your 3rd week.
This explains what really happened to TC:
http://mos.millenium.org/matchups/evolution/na
Week 2 was against SBI, a server that had a mass exodus and is still sliding. SoR realized that SBI was weak and wiped SBI before turning their attention to TC. That’s why TC had less and less points from Week 2-4. SoR>TC when there wasn’t a third server to attack SoR. SoR got an influx of people to improve their coverage to push them from T2 to T1, going from 5th place to 2nd place. SoR went from 3rd to 12th and is still falling.
Week 5 was against BG, a consistent T2 server and FC, which until a recent influx from IoJ was bottom T3. BG stomped the weaker FA and kept TC in check. TC didn’t get better, the weaker opponent in FA was the easier server to beat and BG did what they were supposed to do, beat the server that was weaker so that they could then focus on a 1v1 against TC. In this matchup BG>TC>FA. BG is topT2/bottom T1 server, TC is a solid T2 server (pre Kaineg) and FA is top T3 server.
This is what your WULD would turn into. Green server wiping red server and then beating blue server. Blue server would also pick on red server and try to hold off green server. In the end it will be one server stomping (Green), one server holding on (Blue) until the red server was wiped and one server getting pushed back to their spawn point (Red).
Your point total analysis is flawed because of the one of the major flaws in WvW. Once a weaker server is wiped from a map , especially their own BL, they have a much more difficult task to just regain what they lost and usually just give up on trying to take anything from that map. You need to be better to defend paper walls than against fortified and if you were better you wouldn’t have been wiped from the map in the first place.
This then leads to a 1v1 against the other server who really needs the third server to take some of the pressure off. Again, the 2nd server gets pushed off the map.
This is why you are seeing so many lopsided scores. With the exception of PvD, once the map is out of balance, it stays out of balance.
Well, you see, the WvW Dolyak came out of the supply camp, saw its shadow and declared that there was going to be 6 more weeks of development before the next WvW update.
That would just alienate all the people that just PvE if transfers are based on WvW participation.
Has anyone heard of guilds changing servers because the PvE environment is better on another server?
Anet has a lot of work to do to make WvW fun for everyone who wants to participate…
Ideally you’d want balanced servers with balanced coverage but that’s just not going to happen because players want to be on winning servers, even if it means having queue times.
High PvE population doesn’t always mean high WvW population and low PvE population doesn’t mean low WvW population. Transfers based on PvE populations won’t work when people transfer because of WvW when you have High PvE-Low WvW and Low Pve-High WvW situations.
Night capping ruins morale faster than anything else in WvW. Two, or even three balanced servers have to fight on a longer front than when one is pushed back to their spawn point. The one tower per breakout doesn’t push the front far enough to achieve balance. Three possible solutions is to give players and npc’s increasing buffs for being outmanned/outpointed. Another is to increase the breakout event to include a camp and a keep. The third solution is to bring in PvE disruption events in the dominating servers territory so they have to retreat from the spawn point to save their holdings.
If Anet could have a system where WvW is fun when you’re outmanned then there’s no reason why a JQ/ET/FC couldn’t be an interesting matchup that gets players from all sides to want to play all week.
Coverage is what separates the tiers. After every server finds it’s place, every other week will have a blowout faceroll.
Assuming everything is in balance week 1. Week 2 is
T1: T1 green, T1 blue, T2 green
T2: T1 red, T2 blue, T3 green
T3: T2 red, T3 blue, T4 green
.
.
T7: T6 red, T7 blue, T8 green
T8: T7 red, T8 blue, T8 green
FA is a T3 green server that is dominating T3 but went to T2 and got smashed.
Each week will be dominate T3, get spanked in T2.
Almost 2/3 of the servers will flip between dominating and getting spanked. I wouldn’t want to be ET one week and Kaineg the next.
Only a WvW player kills rabbits, chickens, etc and think that is enough PvE for the day
Revise it to say that only a WvW necro knows that the rabbits, chickens, etc are on the map so they can get their LF up.
Also only a WvW permastealth thief looks at rabbits, chickens, etc as a way to remain in stealth (along with walls, doors, siege)
We also tend to return lost golems to their rightful owners.