You could always transfer off of the population stacked servers instead of hopping on the bandwagon and zerging it up 24/7.
Wrong! The challenge was fine when we were facing DB and FA.
This is a troll, right? No way is this guy upset because servers that were in a higher tier and have more coverage across the clock are able to put up a “challenge” for the guys that suffer from and complain about queues.
Do people still not understand the new rating system, and why it was implemented? It was because people complained about fighting the same servers over and over. Now you complain that only the servers in your tier could give you a challenge. I just went full Psyduck.
Nope, he’s saying that the solution to bad match-making is to transfer to a lower tier where bad match-making is less of a problem.
Honestly, why would I transfer from the server I’ve been on since Beta because Anet has made a poor design choice?
The more rational choice is to point out why it was a poor design, and how things were pretty good in T2 before the change. Then maybe they’ll tighten things up.
Your response points out that perhaps the situation wasn’t widely known. So hopefully this corrects any misinformation.
You could always transfer off of the population stacked servers instead of hopping on the bandwagon and zerging it up 24/7.
Wrong! The challenge was fine when we were facing DB and FA.
The boredom is Anet’s fault, not ours.
I just hope they declare victory in Operation Kill Your Own Game soon.
Hate to brust your bubble, but if you guys went against DB and FA at the same time, you would still win by 100k
You recruited since those days and you were winning by 50k back then
It would be a blow out, TC officially has no tier, and the only people left to blame is TC, not ArenaNet.
I love how people complain about fights not being fair but then they stacked servers, if you want fair fights. the top 5 servers need to shed guilds to the lower tiers (but that will never happen)
And i told myself i would not bite on this troll…………..
What planet are you on buddy? The issue here is a certain level of challenge, which has nothing to do with ppt.
The way WvW is designed challenge = coverage and a certain number of WvW-dedicated guilds. That threshold was met with the DB/FA/TC T2 matchup. (And for the record it was also met with KA was in the tier). Which is why they attracted WvW guilds.
The level of skill on SoS and Mag is high, both individually, and in terms of their WvW guilds. There just aren’t enough to meet the challenge of the WvW-centric in the higher tiers.
Anet’s error was mixing up the tiers again after they’d had been settled for at least 5 months. Why they gave this process over to an automated algorithm, I’ll never know. It would have been far better to manually move some servers around based on their data.
(edited by Thrumdi.9216)
You could always transfer off of the population stacked servers instead of hopping on the bandwagon and zerging it up 24/7.
Wrong! The challenge was fine when we were facing DB and FA.
The boredom is Anet’s fault, not ours.
I just hope they declare victory in Operation Kill Your Own Game soon.
You don’t. Stealth in GW2 is a broken mechanic, unless you design your build around dealing with.
It’s just another reason to play ESO when it comes out.
Basically, they just need to fill in the lake.
Yup.
This indeed.
At the very least make the island much, much bigger and add bridges for chokes and strategic use.
tbh any change to these maps would be appreciated at the moment.
I’d like to see a big mountain, with paths up into it, with various levels and so forth. Maybe a ruined city at the top.
Basically, they just need to fill in the lake.
Actually, havoc squads as small as a duo or trio also can utilize the basterdized version of the holy trinity in this game. As a 5 man, lately we almost never run without a couple of heal/support builds. Doing so really improves our ability to take on more numbers than we normally can.
I like the fields/finishers in this game but its apparent that Blast finishers>Whirl and Projectile finishers. Sooner or later players will require professions with blast finishers/professions with the best access to certain combo fields. As the game stands now, only 5 profession synergy well; where as, the medium armor professions are stuck in situational limbo.
It’s interesting that it is the 3 medium armour classes that have no place in the zerg. That definitely shows the class design begins to break down in large numbers. The question then is why.
Medium armour wearers are the traditional midline. And midline usually means utility, a little of everything, with an emphasis on disruption, CC etc. The problem is all classes can also do that, if traited. This leads to the traditional midline functions being taken over the by the frontline (hammer warriors) and the backline (Necromancers). The supplementary midline DPS it also not needed, as all classes can DPS as well. (Same with supplementary healing).
You can sort of see the problem also with dungeons, though they are only 5 man, so the trend is not as pronounced. Still, the preferred 5 man PvE party is 3 Warriors, 1 Guardian, 1 Mesmer. (Or so I hear, I don’t do PvE).
It’s going to be instructive to see what happens when GW2 introduces raids. Unless there are some gimmick mechanics (like you need a certain class to open a door etc.), we may see the same Trinity develop there.
Solutions? The obvious one would be to take Blast finishers away from all frontline and backline classes, and give them to the medium armour wearers. Doubt that will happen though.
Finally a valid discussion on this forum.
WvW did bring back the trinity. Anet only hid it, they didn’t remove it.
I want a good fight so I’ll tell you how to form it:
Tanks: bunker specs. These stack PVT and Cleric and build to strip conditions and sustain heals. Tanks specs should carry ample wards and snares so they can keep the enemy around them.DPS: These are zerker and full condition damage specs. DPS carries damage and doesn’t stack PVT. They don’t go full zerker either but have a little bit of tankiness. DPS comes in ranged and melee forms. The ranged DPS is responsible for snaring and AOEing the enemy front line. The melee dps is responsible for destroying anything that attacks the ranged DPS and for hunting down enemy healers/soft targets. DPSers should carry ample disruption and use it to maximum effect.
Healers: Healer specs specialize in clearing conditions and healing. Healer specs carry some DPS too. Healers come in ranged and melee. Ranged Healers stay in the back line and are responsible for dropping water fields on the front line and generally healing them. They can drop CCs and snares too. Anything that helps them mitigate damage should be used. Melee healers are there to keep the dps backline safe. They will keep the DPS clear of conditions so that the DPS can do what they do best (damage).
The puzzle is figuring out how to put this all together and I’ll leave that up to you. BTW, trinity should be possible in sPvP and to an extent in pve too.
This is correct. The key is how players but all these pieces together. What I am worried about is certain professions provide the best field/blast combos or DPS/utility more efficiently than the others. We are starting to see key profession stacking for 25+ zerg warfare which excludes other professions/builds to havoc squads/roaming/scouting/reroll/respec. The key profession builds are highly rewarded for having the better field/blast combo synergy or DPS/utility; where as, other professions become more of a liability due to the lack of synergy they provide in a large group.
Exactly, that is why I suggested Anet move towards designing classes for a hard (or harder) Trinity.
This is how the game is being played. They have to react.
The game isn’t supposed to have a Trinity, but boy has WvW come close to recreating it, at least in how organized zergs operate.
Tanks: Frontline Hammer Warriors, Shout/Stability Guardians
Healers: Support-specced Guardians, Ele’s with water fields
DPS: Necro Wells, all other AoE DPS classes (’nade Engineer, LB Warrior etc.)
(And of course you can add secondary buff/debuff/utility roles)
But isn’t fascinating that despite the designers’ best efforts, the Trinity has reestablished itself?
It can’t really exist at the small group level because the critical mass of bodies isn’t there. But once you get enough players together, the roles begin to develop because of sheer numbers. Wisdom of the crowd perhaps? It also suggests that something like the Trinity is natural to MMO’s and will develop on its own if allowed to.
These are just some observations, but it suggests that Anet might want to make the Trinity harder than it is. As it stands now, it takes organized guild zergs to make use of Trinity tactics in WvW. This is obvious to anyone who has seen a guild zerg absolutely wipe a PUG zerg.
But if the Tank/Healing/DPS roles were more obvious in the class design, the average PUGer would know what to do in a zerg.
Remove down state in pvp all problems solved.
This would be so great if it happened. But as long as Anet views WvW as something for casuals, it’s not going to happen.
So, if they are going to remained wedded to this system, they at least need to balance it. As it stands now, stealth spikes are unbalanced. You just can’t deny that.
If thief stealth in general were higher risk — for example, if they couldn’t restealth in combat — then a stealth spike would be okay. They would have earned it by outplaying their opponent.
But to be able to constantly restealth in combat, and then stealth for spike, is just grossly unbalanced.
In my opinion, this is a sign of poorly designed mechanic.
It is getting very close to the point where you need stability in order to finish someone in the downed state. It doesn’t matter so much in zergs (which has it’s own set of downed state problems). It is more a factor in small group play. If anyone has CC off cooldown, you won’t get the spike.
And yes yes, I know, just trait stability. But when the game design dictates you must trait a certain way just to do something fundamental like kill someome when you’ve got them down, then that is a problem.
It hovers around 6-8 in the Top 10 on xfire. Below World of Warcraft, but ahead of SWTOR.
It’s on a par with Minecraft, World of Tanks, and DOTA2, in terms of hours played. Which is a good place to be.
As has been said, if you are going to be a tanky Guardian leading the fight in WvW, be the tallest Norn you can. That way everyone can see where you are.
Also the Norn Elite Become the Snow Leopard can give you Stealth, which is not usually available to Guardians. It can be helpful if you need to scout/patrol/sentry in WvW.
I dunno, for me, instead of blaming the mechanic, I fight along side with it. If a teammate or enemy is down, I see it as an equal opportunity on both ends. It’s teamwork in the end on whether or not your downed teammate gets the support he needs to stay alive or the enemy side gets the support THEY need to survive. I mean, rally works for both you AND the enemy. It’s not, oh they can rally on our allies but we can’t rally on their allies, it’s double edged. I don’t see how this is “killing communities” if both sides can ultilise this function. It seems more of a “I don’t want to help other people” problem. I.e. you don’t feel like helping what you call PuGs or “weaker team members” and they should look out for themselves.
Similar topics which has debated on this is dungeon play where people say rally is stupid because people usually kill the monster to rally someone instead of reviving them. That is a judgement call and is downright not true. Most dungeons, people will actually prefer to revive or sometimes what I call half revive (give them help or enough hp to prevent a full down for an incoming rally). Same can be said for pvp.
At the end of the day, I see most people enjoy this teamplay mechanic, most players i’ve seen would try their best to save an ally and the people who complain are the more cereal type players who can’t get enough of their crunchies and like to lookout for only themselves.
True, it does work for both you and your enemies.
But if you have PUGs and up-levels with you, and they do not, they will take advantage of the fact.
And success in any PvP means making sure you can have as many advantages on your side as possible. Is it any wonder the more competitive guilds are doing this?
It’s another good reason to remove the whole downed state system from WvW. It works fine for PvE, but in WvW it just causes so many problems.
It’s not going to happen though. It’s just too integral to the design of the game.
I have 4/8 80’s and am slowly working my way through the classes, trying to find builds that I like, mostly for use in WvW.
I would love to run a bomb kit Engie in WvW, but the fuse just seems to render it difficult to do. People move around far too much for them to be effective. (I can see it working in PvE where mob paths are predictable).
Have the devs made any hint they might take out the fuse to make bomb builds more viable inWvW? (Or are they viable in WvW and I’m just missing it?)
Hmm, don’t you need a question for solo/roaming in WvW so we can answer Warrior?
As always, we should compare GW2 WvW to its competition. At the moment, it’s future competition in ESO, but it’s still instructive.
In ESO, all classes will be able to rez out of combat, but only certain specs will be able to rez in combat. That would be a simple solution for WvW.
If you’re downed in combat you have to rez yourself (maybe buff downed state then), or get rezzed by someone with has the skill (Warbanner, Signet of Undeath etc.) or is traited for it. This would add a lot more skill to the game, especially in WvW.
Anet, however, is confused on whether they want WvW to be a casual or hardcore game mode. Is there such a thing as casual PvP though? Seems like an oxymoron, and if there isn’t, WvW is doomed longterm.
Seriously ANet? Is this what you intended? TC/SoS/Mag?
GW2 has something unique and amazing in WvW…and you guys are completely killing it. You need to fix this.
I’m so bored I don’t even know what to do in-game anymore.
Welcome to Project Kill Your Own Game, Phase 2.
Phase 1, aka Arrow Cart buff, was such a success they decided to double down with Phase 2, Bored to Tears.
Phase 3? They just nuke the servers and bury them in a landfill.
W.A.I.
In the words of the WvW Dev, WvW-only ways of getting Ascendeds “devalue” the effort PvE’ers make to get their gear (woops, I mean grind).
Again, this is why ectos are so rare in WXP chests, got to keep the PvE punters happy, or they’ll QQ.
Until WvW gets its own WvW-only gear, WvW gear acquisition will always be tied to the PvE gear treadmill.
This is actually a very good idea.
It would also let Anet nerf or try out new WXP traits as need be, without unleashing massive QQ.
And experimentation and theory crafting is a far greater motivator than punitive grind. I know would be much more interested in WXP then.
I plan on almost always being with a group on this character (solo/small roaming will remain my mesmer) unless i am running somewhere. I assume if i am running somewhere and get ganked the ele will have more chance to escape than the necro even if caught with a staff? If they are both pretty kitten good in zerg fights i think i am leaning more towards the ele just because it seems better in other areas as well as zergs. How do they rate compared to other top wvw classes? (I’m guessing ele/nec/guard/war are the main classes for top in-combat usefulness) in both zergs and escapes/running places?
If that’s the case, then you probably should decide what role do you want to play in the group? More support or more offense?
I can’t speak for everyone, but my experience is staff ele’s tend towards support (water fields for regen etc.) and necros towards offense (blinds, boon corruption, fears, DS damage).
I know in our group play, if we have a skilled necro with us (which we are lucky to have), it really ups our performance. Plague Form with blind especially just shuts other groups down.
(I also believe staff eles are a top thief target, as they don’t have many escapes to my knowledge. Necros don’t either, but they are much tankier).
A lot of players spent months whining about WvW progression, then they finally got it and now they are complaining that there is progression in WvW. Amazing.
It just goes to show you, being an MMO developer sucks, nobody knows what players want.
WXP is the crappiest “progression” system I’ve ever seen in an RvR game. Even LOTRO PvMP is better. For a AAA game like GW2, where WvW was the selling point for many people, to have a system like this is just shocking.
Bad progression is worse than no progression.
If you run hammer, and have AoE burns, trap them in the Ring of Warding and then burn their kitten. Thieves do lack for condition removal, especially against burns.
Thief lacks condition cleanse? Lol, are we playing the same game? Thief has the best condition cleanse period in game. Stealth removes 2 condition over 3 sec, spammable too. Shadow step removes condition, and stun breaker too, and its spamable. And there is signet cleanse. Even elixir engi don’t have so many spammable cleanse.
Purging Flames pulses 5 times over 5 seconds, reapplying the burn. It’s deadly when the thief is trapped in its AoE by Ring of Warding.
If you run hammer, and have AoE burns, trap them in the Ring of Warding and then burn their kitten. Thieves do lack for condition removal, especially against burns.
Besides Quaggans? (Har har har har…….purpose, porpoise etc.)
WvW exists now for the sole purpose of selling Arrow Cart siege blueprints.
Coming soon to the gem store…
Nope, these 100 power/cond dmg and 250 vit stay until death(not even downed, only death).
But thats absurd, obviously the WvW abilities shouldn’t give such an advantage.
Anet’s attitude towards WvW is bizarrely schizophrenic.
On the one hand it’s got to be accessible for casuals (can’t have WvW-only gear, because then the PvE’ers who come out once a week would cry).
Yet, on the other hand, you have advantages on the level of the Orbs of Power available to those who have the time to grind WXP.
Some consistency would be nice.
yep, so much for all the conspriracy theorists. You guys are wrong again.
Hardly anyone thought “conspiracy.” People were thinking “fake” or “troll.”
I thought it was a conspiracy…to destroy the Ranger class.
And I was right!
So now someone gets to have 100 power and 250 vitality for being higher WvW rank? This is troubling.
Huh.. what?
The top tier in the guard killer skill gives something like +50 vit per stack to a total of 5 for 250 vit.
Awesome, thanks for the info!
(Been running 30 Virtues since Beta).
Does anyone know what the range is on the 5-man stun break that Virtue of Courage can be traited for with Shielded Courage?
180m? 600m? 900m?
Has anyone even ever seen an Anet developer say that they are aware of this issue? I have not and one thing I have noticed with big issues like this, when Anet says nothing, it usually means they know about it but disagree and will not do anything to change it.
There was a huge debate in the first months of the game about “night-capping”, and Anet’s response was basically “deal with it”. So, it looks like any handicapping system based on coverage and that affects actual game play (for example, with buffs) is out.
Changing the way scoring works might still be a possibility though, as it wouldn’t directly affect the actual PvP’ing.
And as for WvW gear progression or anything that gives shineys you can’t get in PvE? Probably out of the question. The reason we have to spend laurels and badges for WvW Ascendeds is to not “devalue” the PvE gear acquisition track (those were the WvW dev’s exact words).
So PvE must be satisfied first, and WvW has to accommodate itself to that. And not to complain, but merely to state a fact, all the more the reason to look at ESO where WvW is the primary endgame around which everything else revolves.
Let’s give the busy, overworked designers at Anet a hand, and put our collective brains to work.
What recipes would you like to see added to the game?
My suggestion:
Quaggan Stew
I hope their fake, I was hoping for more drastic changes new abilitys and such just to freshen things up and have somthing to play with.
why nerf mesmers their already useless to the pvp guilds accept for the viel…
These leaked patch notes were probably faked, no doubt to throw us off the trail of the top secret real notes.
Anet: Masters of Disinformation.
(edited by Thrumdi.9216)
You need a gear treadmill in any MMO or players simply won’t come back. GW2 is doing it properly as the gear treadmill is mostly aesthetic and doesn’t give dramatic increases in ability with each tier of gear.
Now that the daily and monthly can be completed entirely in WvW, I don’t see the problem. Laurels are slow, sure. But you also have access to guild commendations to help you get the gear faster if you want. You could run fractals for the rings if you want.
Gear isn’t going to be handed to you. If you could gear all your players in a week, you wouldn’t keep playing the game. It’s working better in GW2 then it does in most games.
Awarding endgame gear through dailies (even if they are easy) is the dumbest thing I’ve ever seen in a AAA MMO. Currently, WvW’ers must do dailies, or PvE for Ascended.
Why? Because of PvE players. The current WvW Dev actually said letting us buy Ascendeds for badges would “devalue” the effort PvE’ers put in to grind their gear.
So, the problem is actually sharing gear between PvE and WvW.
The solution is a PvP-only stat for WvW gear. This would let WvW have it’s own gear track. It would freeze out casual WvW’ers players, but it would save the game mode for the dedicated.
I was wondering too why some thieves can take my 30k hp toughness built engineer in a few hits, while shrugging off nearly all damage done to them. It’s like they were level 160 or something, or I was lev 1, but I’m in full exotics. Can someone confirm there is indeed such a bot that can do this? Average 6k damage per hit is clearly a bug, especially considering it was not a glass build, felt more like I wakittenting a guardian.
EDIT:
And yet again.. I wrote ‘WAS HHITTING’, why is the filter implying I’m swearing? And yes I know why it triggers, and it’s clearly a bug.If you lost 30k health in a few hits from a thief you should have popped retal and then typed /laugh as he killed himself.
As far as I know, Retaliation is a set amount based on the level of the person who activates it, not the damage of the attacker. It was also nerfed last patch.
The only people who really have to watch for Retal, are AoE classes who attack a zerg with lots of AoE Retal up. Barrage Rangers have been known to kill themselves.
The Laurels are poorly designed for a PvP game mode, period.
The fact that player kills award no Laurels in themselves (besides the time-gated daily) shows just how kittened up gear acquisition is for WvW.
Whoever heard of a PvP game mode where you can’t get your endgame gear by actually doing PvP?
There were none…until now.
GW2 innovates once again.
(edited by Thrumdi.9216)
On the face of it, the new Torment condition is a dream come true for kiters.
Like Confusion punished people for using skills, Torment will punish people for running towards the enemy.
Predictions as to how long it will take them to nerf Torment, Confusion-style?
6/25 + t days, where t = ?
This is great, but when are you going to nerf Arrow Carts?
Are you really still waiting for ac nerf? I thought they made pretty clear is not going to happen.
Believe me, I’ve played RvR games long enough to learn that fun-killing patches are eventually nerfed to the point where they are no longer a factor.
It’s just a question of how long it takes, and how much attrition in the player base it causes.
This is great, but when are you going to nerf Arrow Carts?
IMO, SPvP is for the competitive side of PvP. WvWvW was designed for casual players to go and get a taste for PvP. I believe that W3 is working exactly the way that ANET designed it.
The maps encourage massive armies (Zergs if you like) fighting over contested areas. The size of the Zerg is in direct portion to the number of casuals playing.
Your fear that it will never change is probably valid. If this is a bad thing for the health of the game however remains to be seen.
Taking a pvp platform model from dark age of a tri-faction open world system (where some of THE most competitive player vs player group vs group play has ever occurred in mmo history) and using that for casual play is a HORRIBLE foundation to build for a long lasting customer base.
Like Niim said anyone who came here for competitive small group play has either left or just coasting until a better game comes out that’s more competitive. It’s just casual land… Blows donkey (insert here).
Agree 100%
Believe me, our guild looked for another game to play, but there really is nothing else out there right now. There are either outdated games: Aion, LOTRO PvMP, or ones with a slightly different dynamic Darkfall Unholy Wars.
Wildstar won’t have objective based world PvP when it launches (thought they might add it later).
So GW2 is it until ESO comes out.
Can we declare Project Kill Your Own Game a success yet?
I’ll add that I reckon they should drop two of the borderlands. This would mean that it would be less coverage wars. Only the top four or five servers have the coverage to fill more than EB and one b’land.
The resulting queues for your SoRs and BGs would certainly be a way of encouraging people to other servers.
Perhaps they could do what ESO is planning to do.
In ESO, everyone will sign up for a “campaign” which is an instance of their AvAvA combat. If there is a queue for your campaign, you are put into an “overflow” campaign with randoms from other full instances. It’s almost exactly like GW2 PvE overflow system.
They could close down some Borderlands if they had this system. Playing in an overflow BL might not be that great. But, it probably would cause people to spread out more from the top servers.
To a certain degree, Anet should be glad people are complaining. If they’re not complaining, they’ve already left (a truism in the MMO industry).
Anet is also lucky ESO was pushed back to Spring 2014. That is more than enough time to raise their game vs. the only serious competitor on the horizon. (Though the DayZ alpha is coming out this month).
I think though WvW is different than the sPvP situation.
Anet has made huge changes to WvW, that (to my knowledge) have no equivalent in sPvP. The Arrow Cart buff would be akin to taking away 75% of sPvP’ers skills and giving them only 3 abilities on their hotbar. Then, progression in sPvP after that would buff only those three skills (equivalent to WXP abilities). Because that is what Siege Wars has turned WvW into.
yeah.. isn’t this WXP grind exactly what Anet said that we wouldn’t have to do in GW2… that grind would only be for aesthetics?
For sure. Unbelievable how they’re managing to take what promised to be a groundbreaking game and make it just like the tired old crap they said they were trying to transcend. Ascended, WxP, what next.
Actually, it’s worse than the tired old crap.
What other AAA game awards endgame gear through daily quests? (Because that’s currently how WvW’ers get their Ascended gear).
Couple that with endless, endless WXP grind for skills that are now necessary in the siege-heavy environment, and you have a recipe for abuses.
Bunch of people want to mash arrow cart buttons and get WXP… not sure how a reasonable person can think that dropping half a dozen arrow carts actually breaking up potentially fun fights and turning back sieges… or that people sitting all day in a tower with arrow carts just sniping creates an atmosphere of fun or fairness.
People say they want to be able to defend, but this is not the way. Arrow carts are only good structure defense because of something that (hopefully) will eventually get fixed… attacking through doors and around other corners that make the arrow cart immune.
Want real defense…. slow down door and wall destruction, add things like postern doors to towers…and if you wanna overpower something make it the Boiling Oil.
I’m on Dragonbrand and this week we are fighting 2 tier 1 servers. A lot of our players look at the score and haven’t bothered to come out. There are even times during NA prime where we are outmanned. Often I’m sitting alone in a tower when a 40 man zerg rolls up. Exactly how am I supposed to defend this? Maybe I’m not and that’s the point, but it sure is fun trying to slow them down enough for help to come or turn them away.
Oil is a joke as are canons mostly. They are on the front edge so I must stand in the aoe from 40 people to operate them. Same for ballista. Catas used to help but now they can’t fire through the door so they are out. Trebs can’t hit close range so they are out too.
Without arrow carts I guess I’m supposed to jump down into the zerg and fight them all?
Arrow carts were the one deterrent to zergs for small groups. Now they are nerfing them because too many zergers complained.
I really wish they cared about WvW.
Lol, if an arrow cart can deter a Zerg what does it do to a small groups? The common answer is leave the tower and come back later with an even bigger Zerg.
This guy gets it. Arrowcarts hurt zergs but they hurt small groups a lot more.
Also, I don’t think anybody complained as much about AC’s as I did and I really don’t think of myself as a zerger. They definitely did not nerf anything because of what I said or they really only read like a tenth of what I wrote and understood even less. (Granted, I did write A LOT)
One other thing the AC buff has done is that it has actually displaced the zerg.
Before, it was tough, but small groups had at least a small window of opportunity to take camps and other small objectives.
Now, with towers stalemated and so hard to take, camps are now a primary zerg objective. A commander has to keep a zerg active, and since towers are such a static meat-grinder, that means camps.
One patch after another, killing the game for small groups.
Who wants to bet that when this “rebalancing” is over the match-ups will be exactly the same as they were before it started? (Give or take a server or two).
my point exactly.
Out of 20 servers with such differences, there are only a few that can match your own server to some degree.
No matter the system used…Exactly. No math can fix the core problem: the huge disparity of population count between the servers and the fact that numbers/coverage are the most important factor in the current state of WvW. The only way to fix this would be to artificially limit the maximum number of players able to participate in WvW. But high pop servers wouldn’t be happy at all when facing low pop servers – for sure.
The hole WvW thing wasn’t thought out very well it seems.
It really seems that they don’t have out-and-out WvW’ers/RvR’ers on their staff (the kind who live for it).
The sPvP dev team seems to have dedicated PvP’ers, and the same could be said for PvE. But the WvW dev team almost seem like amateurs when it comes to designing this kind of stuff.
That being said, there probably isn’t a lot of available expertise for RvR, as there just haven’t been that many games based on it. And those RvR designers that are still around are actually working on other projects (Matt Fior on ESO, Mark Jacobs at Camelot Unchained, both veterans of DAoC).
Who wants to bet that when this “rebalancing” is over the match-ups will be exactly the same as they were before it started? (Give or take a server or two).
Welcome to Project Kill Our Own Game.
Stage 1: Ascended Items.
Stage 2: Arrow Cart Buff
Stage 3: “Improved” Matchmaking
Stage 4: ???
Stage 5: ESO is released.