He’s stuck in an EOTM karma train.
A fate worse than death for sure.
Lane fighting pretty much confirmed, with the giant flower we saw already at Caithe’s Reconnaissance Squad as the end boss. Probably bigger and badder versions of the Mordrem as mini-bosses for each lane.
Looks like Camp Resolve will also be subject to attacks in this update. Could be similar as the existing fort fights, but with grander scale.
The fact that we have Wynne’s Locket makes me think she dies in this episode, possibly by Faolain’s hand which finally makes Caithe see Faolain’s a bad girl and dump her.
Not sure why people have such different experiences with GW2 performance. I have crappy old i5 3330, GTX 760, and 12gb of 1333 RAM and with 64 bit Win 7 and GW2 on a 4×240gb SSD RAID. I can do map capped guild Teqs in melee stack in 1080p high detail and might drop to 45 fps at the bottom end, I cap to 60. Excluding the SSD array it’s only like a $700 computer.
That sounds outstanding. Does anyone have an explanation for that? I don’t know any person who maintains more than 30 FPS during map capped Teq burn phase with everything at max details.
Two explanations:
1. The poster didn’t mention he had dropped the rendered character limit to “lowest”.
2. The poster is lying.
By the way, no Rytlock in the trailer, despite of being teased earlier in his new armor…
I’m just wondering how many seasons it will take to kill one dragon. It’s been 2 now and we sure as hell are not taking down Mordremoth anytime soon, judging from the trailer that it will trash Camp Resolve in the next update.
Maybe it’s a strategy to make it more desirable when they would eventually re-release it?
Nice, never witnessed that.
But I still hope for a 10/10 Ready, before the timer ends
We can only dream…
I still cringe when the randomizer hits the Skyhammer with 1-2 votes.
If there was a 2-week condition applied each time someone used a pass, would that not turn a temporary pass into a permanent one, as long as they used it at least once every two weeks?
Maybe I’m missing something….
You’re missing that the temporary pass would be consumed upon use.
Can’t you guys just wait until the 13th? I mean they’ve teased the release with Rytlock’s picture, so chances are we could learn something new about him then.
Oh and we might get another teaser tomorrow…
Welcome to the world of the white guy.
And somehow the thing that’s on top of my mind right now is
Hold up a second. Why are you so interested in Cadeyrn and his dissenters?
The achievements are not especially hard. What makes them frustrating are the unskippable cutscenes and NPC dialogue. I mean what about
Hold up a second. Why are you so interested in Cadeyrn and his dissenters?
Back item stats are quite meaningless anyway in the big picture, so just pick cleric or dire (depending if you’re power or condi) and you will never-ever see the difference.
Well it won’t, because as he said, at that price the “great roi” has turned into “barely breaking even, if at all”.
Exotic set is supposed to be easy and cheap to get. GW2 is not a gear grind game. Now legendaries and ascended are a different thing, however. Neither of them provide any game-breaking advantage over exotic, though, so there is no point shelving off a lot of gold for them.
+1 for this idea. More realistic and immersive than the sword icons for sure.
You could make the yaks more durable if they were invulnerable until caravan escorts are killed. I don’t support ideas of increasing capturing time, as it will negatively impact player experience.
Was just about to write this suggestion as a reply, but you were faster. I agree
Faster speed would not be a bad thing, either.
I had the original Naga and I loved the feeling of the buttons (short movement, very solid click on activation). Sadly, I managed to electrocute it with a simple static shock from my hand. As I was looking for a replacement, I tried the new Naga and the G600, but both of them had a feeling on the thumb buttons I didn’t like. I decided to go for the Naga Hex which has 6 larger, good buttons, but now I sometimes wish I had more, since playing elementalist/engineer with only 6 thumb buttons is a bit difficult.
Loading screens in cities. That’s all I have to say.
If you could swap out Runes freely without losing them, I could see them being fun occasionally.
This would open up so many cool possibilities, but I don’t think it’s gonna happen, since selling the upgrade extractors is business for Anet (though they’re only useful for the most expensive runes/sigils, at 200 gems per extraction at the cheapest level).
I’ve submitted this as an actual bug on the bug forum. Go push that up so that we’ll get the devs’ attention.
As owner of post said, he doesn’t like to waste time on dead game, my idea is the same.
Currently i only find fun in WvW, without that i would be gone for good. Sadly that’s the only thing that keeps me playing.
Yeah but with the megaserver tech the game is still far from dying or dead. Full instances of Silverwastes, multiple full instances all killing Tequatl and Wurm daily, etc.
Granted it’s now even harder than it was before to judge the populations levels of the realms, and I don’t really trust the “high” and “very high” indications of the world selection dialog, but whatever the reality, there’s always enough people to do whatever you want. WvW might be an exception because it’s not affected by megaservers. That’s too bad, but I expect the scene to be revived again with the next WvW season (which will probably again bring something new/improved too).
Does this actually increase the maximum height you can fall from before dying, and does it stack with the fall damage reduction traits? I can see some pretty nifty applications for this on my warrior if it does.
forums =/= player base
But for what it’s worth, I think GW2 is still the best MMO out there. By quite a wide margin.
Ok I’m coming back now. Got the Dragon’s Reach and now doing the Seeds of Truth. I wholeheartedly agree that we should be able to skip the cutscenes.
There is absolutely zero reasons for kicking characters out of the terrace or airship if they are holding an active limited pass or an unlimited one. Fix this already. We have paid real money for the unlimited tickets and you’re making us watch the loading screens more than necessary.
Most good PvP players have legendaries because they crafted them from the stuff they got from ToL1 and 2. Also a few people including myself made a lot of money from the gemprizes you get from weekly ESL tournaments. Just saying. :<
So “most good PvP players” = the 1% elite?
yeah atleast in other MMO’s such as RS you can just PK all day, loot there valuables and not get bored. GW2 is really boring sometimes
there needs to be some risk involved in PVP matches & such to add some excitement to the game.
Yeah, this is not that kind of a game. They just recently lowered the death penalties by removing the repair costs, so I’d say it’s highly unlikely they will ever introduce any meaningful penalty for dying.
Well I guess Anet has their metrics and they show SAB is not as popular as the people on the forums make it sound like.
I have to admit I also couldn’t play it through world 2.
Unfortunately that is never going to happen. In GW2 the players all play heroes, not villains. There are other games out there that allow you to play the “bad guy”.
I play wvw since the very begining but 1 of 10 when sieging is fun. Mostly defenders sit in tower, shoot with trebs, ac and thats all. Ahh… And sometimes linely heroes rush out to disable. And if 5-10 mins not enough to call people you deserve it.
Mostly the good fights comes when the wall/gate is down and the 2 army clash. Wvw needs population balance, not more face to face avoiding.I admit that in most cases the reason the tower/keep flips in 5-10 minutes is that there is no real reason to hold it (being non-upgraded or just far enough from tick that you can retake it).
This brings me back to the problem of the towers/keeps having no strategic value. Where real world fortifications were build to block passage into certain parts of the country, the WvW towers and keeps are both pathetically small and placed in the weirdest of locations.
About the best fights, I do agree. Of course the pre-wall/gate down is usually relatively uneventful, especially if you play a mostly melee character and all siege is taken. However, if holding a fortification would have real strategic meaning, such as flat out blocking the way to other fortifications, supply camps and/or other objectives the situation could be different. The ones being sieged would have to try to break the siege before they come through the walls (or at the very least when they do) or suffer the consequences.
So while I do agree that at the current setup of having meaninglessly small towers at strategically unimportant places, the game would not benefit for having longer siege times. However, if the map was redesigned so that the fortifications were better located and would seriously restrict movement into other parts of the map, the longer sieging would most likely bring more epic battles into the map.
This redesign would be a bit problematic for roamers, as their freedom would be severely restricted. I have a lot of ideas how they could still contribute and even some ways for them to get past the fortifications when there is no one watching, but that’s a whole other story.
On this maps only waypoints have strategic value. In gw1 there was a wvw like mode with a very good map. Its name is fort aspenwood. The kurziks working on a super weapon what is progressing very slowly but can speed up the process with amber what can be mined on enemy territory. You can also use amber to repair gates. The main chamber is defended by one big gate but first you need to clear one of the 2 ways whats protected by 2 gates on each.
That was my favourite game mode and the real ancestor of wvw (and there was siege turtles and juggernauts what was awesome!)
Ppt is a boring mechanism. We need other, interesting ways to make points. For example bring the relics back but in a different way and/or make king of the hill events on a randem ruin every x minutes.
Everything can be fun if population is balanced and if no more time wasting t3 sieges
Again you say a T3 siege is “wasting time”. Why is that? Because the T3 keep has no strategic value other than the waypoint? Indeed. What if that T3 keep would effectively block the way for one third of the map, containing two supply camps and other interesting objectives that would give map-wide or temporary collectible bonuses (like the EotM objectives)?
I am starting to see a trend in your posts. You only enjoy open-field battles without walls and gates? If that’s the case, then I don’t think you should be speaking for what WvW should be, as in your case it “should be” without any walls or sieges at all. Am I right?
You’re obviously entitled to your opinion, but I don’t think WvW was designed to be just a big killing field.
That is a worse idea. On the weeks I am working night shifts, thus playing at night on my days off, my effort and those of my friends, have less value. Why is one persons time more valuable then anothers?
All this suggestion does, is favor those who work bankers hours, and punishes the efforts of those who work longer or later shifts. If it is that important, why not invest the time in wise recruitment, instead of pushing to punish those with a different schedule?
And the current system favors the minority who work the “night shift” because they’re racking in points with practically no effort, while punishing the majority who got day jobs/school. Why should the majority of players be punished because of a small minority?
One solution could of course be to oust the regional servers and make all servers “global”. That should probably balance out the populations on servers throughout the day. No idea though how the pings are when playing intercontinental.
I’d really like to see a small scale version of it in gw2, if for no other reason than making a viable condition guardian.
That can be achieved with new/changed traits and/or weapon/utility skills. No need for dual classing.
not if the warrior has 30k+hp :P
In which case he can’t even punch through a wet paper bag anymore, but I suppose going Rampage is more about control anyway.
That would simply never allow anything to be upgraded and be the worst thing that could happen to the game mode. Every 8 hours the paper door/wall karma train will start, because nothing will ever be sieged up or upgraded.
I don’t think he meant that anything should reset between the “shifts”. Merely that scoring during the night time would not count that much unless you would be also able to continue steamrolling through the day.
It’s been suggested many times that the points per tick would all get some kind of coefficient depending on the time of the day, with the ticks during EU/NA prime time being much more valuable than the ticks on off-peak hours.
Hehe I see what you did there
But yeah, seeing what the full waking up of Zhaitan did to the world, it’s safe to say Mordy isn’t just popping up and saying hello when/if it wakes up. If Anet wants to actually wake it up, it should cause pretty big changes to the world. Of course if he’s sleeping far off enough, they’d get away by just making new zones and leaving the current ones as is.
Play on TP.
15 charrs
This. It’s probably also by far the fastest way to get it if you only play PvP/WvW. Sell all the loot/rewards you get and invest the money.
Playing the TP takes dedication, though, and in a sense you wouldn’t then be playing just PvP/WvW. You’d also be playing TP and that game takes time, too.
WvW matches were originally supposed to be 2 weeks long!
They stuck with 1 week, but we’ve seen how zergs win and bandwagoners migrate to top servers.
What some have suggested are stick with a week long matchup, but break each day into 3 8-hour shifts.
You then average out the score from each shift from each day to get a slightly better score than the current one where night capping can help a server win even though they are really the weaker server.
That would actually not be a very bad idea. It would of course disincentive the night crews, but I don’t think we want to incentive them any more than they are at the moment.
Dude, you don’t put a dragon in a fantasy story unless you are going to get it killed by heroes.
Why, because then your story wouldn’t be rote and boring enough if you don’t have that? :P
In general, yes.
In GW2’s case, what choice do we have? “Ok guys Mordy just rose from its slumber and killed off the entire planets population. Game over. See you in GW3, coming in 2020!”
Or “We’re pleased to announce that the World Summit has reached a peace agreement with Mordremoth, just like we did previously with ocean tides, hurricanes and avalances.”
Just talked about Caithe coming back and continuing with the LS.
And boy, what a comeback did she do! Stealing the egg from the master we’ve been chasing through all of S2 and we don’t yet even know why.
Only issue I have with biological warfare is even if we find something that works originally it might not work after a few uses. Mordremoth could simply mass produce his minions until he found a way to make htem resistant (similar in the fashion of evolution in insects to resist pesticides only forced)
What would we target? Do we use something to try to prevent there breathing? Do mordrem have lungs?
Do we use a nerve agent? Do they even have something that humans would recognize as a nervous system?
Theres alot of unknowns about dragon minions. If we use a generic poison (Insert weedkiller x thousand here) they may just find a way to turn it back around at us. I dont wanna use something on them only to find out they can now produce it in there bodies and spit it at us.
Well if Mordy could evolve his minions so easily, why are husks still vulnerable against conditions and the other minions are still not resistant to direct damage?
I was also thinking about trying to poison the root of the problem – pun definitely intended – and not the minions.
What I am effectively saying is that if you’re fighting something that is widely biologically different from yourself, you would definitely want to use biological or chemical weapons that are at the same time harmless to your own troops (sorry Sylvari) and lethal to the opposition.
The Mordrem are definitely alive, judging by the numerous internal organs we are getting from them. Poisoning the Risen, Branded or Destroyers might not work as well.
(edited by Tom Gore.4035)
I play wvw since the very begining but 1 of 10 when sieging is fun. Mostly defenders sit in tower, shoot with trebs, ac and thats all. Ahh… And sometimes linely heroes rush out to disable. And if 5-10 mins not enough to call people you deserve it.
Mostly the good fights comes when the wall/gate is down and the 2 army clash. Wvw needs population balance, not more face to face avoiding.
I admit that in most cases the reason the tower/keep flips in 5-10 minutes is that there is no real reason to hold it (being non-upgraded or just far enough from tick that you can retake it).
This brings me back to the problem of the towers/keeps having no strategic value. Where real world fortifications were build to block passage into certain parts of the country, the WvW towers and keeps are both pathetically small and placed in the weirdest of locations.
About the best fights, I do agree. Of course the pre-wall/gate down is usually relatively uneventful, especially if you play a mostly melee character and all siege is taken. However, if holding a fortification would have real strategic meaning, such as flat out blocking the way to other fortifications, supply camps and/or other objectives the situation could be different. The ones being sieged would have to try to break the siege before they come through the walls (or at the very least when they do) or suffer the consequences.
So while I do agree that at the current setup of having meaninglessly small towers at strategically unimportant places, the game would not benefit for having longer siege times. However, if the map was redesigned so that the fortifications were better located and would seriously restrict movement into other parts of the map, the longer sieging would most likely bring more epic battles into the map.
This redesign would be a bit problematic for roamers, as their freedom would be severely restricted. I have a lot of ideas how they could still contribute and even some ways for them to get past the fortifications when there is no one watching, but that’s a whole other story.
Why would it work?
It was an antitoxin specifically created to counter the toxin of the Tower of Nightmares. There’s nothing to suggest any similarity between Mordremoth and the Tower of Nightmares, other than that they are both plants and that the Nightmare Court are a possible link.
Ahyeah I forgot that it wasn’t poison, but an antidote. But of course antidotes are often poisons if taken alone.
In any case, biological warfare could work, although anything designed to poison plants might have an undesirable effect on the Sylvari. Collateral damage…
Sadly probably not… They have said that they will put SAB on ice for a long long time as it takes away working hours of the living story and other updates. Not saying it can’t happen but I doubt that it will be back to april and also last SAB wasn’t even in april… was it?
kitten it, you’re right. The second world was made available on Sep 13th 2013, so it’s been more than a year already without an update.
Too bad. Hope they haven’t buried it for good.
What should be good is daily 2-3 map resets (not match, just reset maps)
Why? Punishes the team that takes a lead and spent the time to siege up locations?
If a server can upgrade to full t3 and siege up it can do again. And this fortresses just ruin the good fights. A 5-10 min siege is more than enough.
I think wvw should evolv. Ppt is an old, boring system what promotes passivity. Sit in the full upgraded tower, drop a cow and laugh… What an exciting game. Ppt and upgrading is about avoid fights. Go to eotm if you want to wvw without fights
How does a 5-10 minute siege promote more fights? If anything, it means that in many cases the defenders won’t even get there (in numbers) before the tower/keep is flipped.
If sieges were made considerably longer and holding the objectives for a longer consecutive time more lucrative, it would bring a lot more depth to the sieging and actually promote more fighting. Not only around the target that is being sieged, but also in the supply camps. Especially if they did this change in conjunction with my suggestion of zeroing supply on map load, effectively preventing bringing off-map supply to the fight.
To facilitate this, the maps would have to be changed, though. The number of towers would have to be reduced, or alternatively the towers would have to be placed in more strategic locations where holding them would also allow control over a certain part of the map, maybe a supply camp, for example.
Not going to happen, I know. But one can dream.
I could totally go for the halberd in lieu of the battleaxe, yes.
Which still dies to conditions.
… we used to destroy the Tower of Nightmares?
Maybe that could be used against Mordy?