Showing Posts For Ultimaistanza.4793:

New WvW Specific Tradeable Currency

in WvW

Posted by: Ultimaistanza.4793

Ultimaistanza.4793

And yes, there’s bound to be people that do bash everything ANet does but can you really blame them? I mean look at the direction and amount of development WvW has seen when compared with the two other core gamemodes. Then, you get incidents like the company’s own president making comments like this and this, and it just makes it seem like over these 3 years they’ve not really payed attention to WvWers at all.

The funny thing is that this is true. You know how many people have legendarys in WvW? A lot, given the rewards that are given in WvW alone I don’t think anyone has earned them solely in WvW. They don’t often play PvE I understand that, I’m the same way but he is right there is a super small if any percentage of people that since the beginning of playing GW2 have only played WvW. He isn’t denying that people spend 99% of their time in WvW but most people come out from time to time for living world, getting resources, a break from WvW. Take those comments how you like but he isn’t saying what most people interpret that WvWers play PvP (often). I also like how everyone thinks that their class/gamemode get’s no ArenaNet love.

Over the 3 years since release WvW has seen changes:

  • orb of power removed due to frustrating hacking
  • blood-lust nodes created (including new center to map)
  • EotM (although not really a favorite of WvWers but was created by the ‘WvW team’ just a interesting choice of design)
  • new wvw traps (disablers, stealth-reveal, supply drain)
  • siegrazer events when you don’t control any objective (highly underutilized), WvW ranks (and the tweaks to them)
  • sentrys (yep they use to not exist)
  • Obisidium Sanctum (EB jumping puzzle it’s own map and the addition of a ‘guild arena’) (again not a big WvW change but preformed by the ‘WvW team’)
  • Champion bags from tower, keep, and sm lord (If I recall they had to get added to WvW after champion bags got added to the game by default).
  • Few spots on the map have been tweaked to get rid of players being able to glitch into objectives when no walls or gates were down (one I remember is Quintin Lake use to have a bridge)
  • WvW tournaments (along with unique skin for participating)
  • Different siege models/projectiles for holidays (launching presents with a catapult is fun)
  • Unique WvW ‘event’ weeks (for better or worse)
  • New population calculations
  • The changes to the ‘b’ key menu (made a few tabs and ability to see what map had what ppt)
  • The changes/fix to the que system (fix is kinda expected/should have been that way since release, but they added the ability to see what position in the que you were)

And they have shown quite a bit of love for the expansion:

  • New borderlands map with more ‘unique’ feeling towers instead of just ‘copy paste’ style towers
  • Guild Claiming changes
  • New guild missions
  • Automatic Upgrades
  • New siege models

Please don’t reword my statement if you’re going to try and make a counterargument, I did NOT say it “gets no ArenaNet love”. What I did say was that in comparison to the other two game modes, it receives less. As for your examples, most all of those amount to minor mechanic changes that effect more on the micro scale rather than encompassing ones that benefit WvW gameplay as a whole.

New WvW Specific Tradeable Currency

in WvW

Posted by: Ultimaistanza.4793

Ultimaistanza.4793

I don’t think people realize this is the beginning of ‘unique WvW rewards’ that players have been asking for a long time now. I think people just bash everything ArenaNet does on the forums just because. Then they wonder why the Dev’s don’t spend much time reading and replying on the forums. Hopefully they go into more detail about what it is, how to get it, and why they are making it.

This is the beginning just as different stat exotic gear being introduced to the WvW vendors were, just as rank boxes were, just as seasons were. So many potential beginnings but if ANet doesn’t keep maintaining it, then it will end up just like all the other beginnings.

And yes, there’s bound to be people that do bash everything ANet does but can you really blame them? I mean look at the direction and amount of development WvW has seen when compared with the two other core gamemodes. Then, you get incidents like the company’s own president making comments like this and this, and it just makes it seem like over these 3 years they’ve not really payed attention to WvWers at all.

Why PPK is a bad idea for WvW

in WvW

Posted by: Ultimaistanza.4793

Ultimaistanza.4793

they alrdy have points per stomp, its called blood lust.

why should you get rewarded for hiding a map que in a tower cause one thief hit the gate while getting guard stacks?

Bloodlust/points per stomp is on the Alpine map which is being removed in HoT.

As to why PPK should be around, PvP should be incentivized and encouraged. Not this boring kitten run around PvD, backcap, and avoid fights so “we can get it back for the tick” BS that goes on now. Even if situations do happen like you’re talking about, that will only amount to 1 insignificant point.

Why PPK is a bad idea for WvW

in WvW

Posted by: Ultimaistanza.4793

Ultimaistanza.4793

Wow.

PPK does not eaqual points per kill. It equals points per stomp.

If a server is over populated and has a zerg of 60 run over a group of 20, they almost never get stomps. They usually just run them over, and if they do try to get a stomp, this almost never succeeds due to the huge amount of dps form other players.

PPK encourages fighting. If you didn’t have the incentive to get points from fights, then the incentive is shifted to only k-training and structures. A fight would slow that down. Sure, theres a group or two that might run away to avoid a fight so they’re not fed points, but that is the beauty of the current system. Take away an enemy bloodlust, and they have no PPK. It’s a very sad day for me, imo when HoT comes out that the bloodlust system will go away.

Unless I missed something in the news, and I usually keep pretty close tabs on this stuff, the whole argument is moot. HoT is doing away with PPK, so why is this being brought up? It’s just one more example of how HoT is dumbing down WvW.

No, you’re thinking of the Bloodlust mechanic. We’re talking about the Points Per Kill, such as the one tested in WvW Sneak Attack. “Every player kill in WvW awarded a point towards their home world’s war score, and every kill using a finisher would earn another extra point.”

PPK from the test seemed to have been viewed mostly positively and people have since been asking for it to be implemented in normal play.

Economy Questions Repost

in Guild Wars 2: Heart of Thorns

Posted by: Ultimaistanza.4793

Ultimaistanza.4793

Uh, no. I played PvP before reward tracks existed because I found it fun. The same goes for WvW and the chests.

There are players that only do the most economically incentivized thing, which is why there are some commanders that will run in circles in the Silverwastes for more than 10 hours straight. They are the minority in the game. They are the people freaking out right now, because someone moved their cheese.

PvP and WvW are similar, because they’re both considered “player vs player”. It’s like Battlegrounds vs Arenas in WoW. They’re both PvP. You also don’t really play PvP in other games for monetary gain, you play it for a different gain. Satisfaction and renown. That’s entirely different from PvE. Much of the content in PvE isn’t exceptionally challenging, so it lacks satisfaction and renown (until Raids, of course).

Anyone who doesn’t PvP and wants to progress in the game needs gold. Therefore they need to participate in content that gives them gold. If they want gold, then they’ll do the most effective method to gain gold. It’s just as simple as that. The massive number of players who partake of SW and who participated in the Boss Blitz back in the day illustrate this pretty well.

That’s a whooooole lot of generalization. First off, some games you do play pvp for monetary gains (ArcheAge for one has you PvP to gain honor to get some of the best upgrades for gear, that can sell for very nice prices). Two, GW2 is NOT “other games”. Particularly, GW2 is modeled around the three gamemodes rather than just PvE. And last, profitable PvE doesn’t instinctively mean that it lacks satisfaction and renown. Some games do have engaging fights with prestigious rewards.

Economy Questions Repost

in Guild Wars 2: Heart of Thorns

Posted by: Ultimaistanza.4793

Ultimaistanza.4793

A.
WvW is getting new drops to help facilitate their income, they’re part of the new legendary journeys.

Drops that can be sold and make WvW potentially lucrative, or drops that will plague our banks and be destroyed until a “Mawdrey 2” equivalent comes out?

Why PPK is a bad idea for WvW

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Posted by: Ultimaistanza.4793

Ultimaistanza.4793

4. It will discourage fights unless you have a large enough group that you are sure you’ll win. Smaller groups will be heavily discouraged from fighting as they may just feed points to the enemy team.

Yeah, PPK has problems. A lot of unintended consequences of implementing a more robust PPK system.

That’s nonsense though. The thing about PPK, it’s points per kill. Small groups mean small points. If they die then that’s not really a big deal.

Why PPK is a bad idea for WvW

in WvW

Posted by: Ultimaistanza.4793

Ultimaistanza.4793

1. It will discourage new players – they’ll be easy targets (no fun if you’re constantly stomped on) and gain little reward (unless you can hide in a zerg and tag things – that’s what EotM seems to rely on).

And how is that any different than how it is now? New players are prime targets reguardless of PPK or not.

2. It will encourage spawn camping – after all that’s where the players come from so get them while they are fresh.

That’s why there’s more than one spawn, more than one map, legendary guards that one shot any enemy that gets close, and Siege Razor. If you’re just running in and letting yourself get farmed then you have only yourself to blame.

3. Eventually someone will point out to those who are still learning how to play (new players or new classes) that each time they die it is helping the other side – so they can best help their own server by staying away and never coming here again!

OK, I’m being cynical. So just how much would you bet that these things won’t happen if WvW becomes PPK based…?

That’s no different than how it is now. You die then you can potentially rally people, you die then you give people stacks, you die then you give bags and badges for people to get better gear. There is always a downside to feeding and there is always bound to be people that are overly aggressive in a PvP environment.

If you really want to help new players, then assist them. Direct them to info on WvW, report/call out the people talking kitten, and help them get set up with the community coms. There is no reason to stifle WvW growth over wild fears and paranoia.

The best place for PPK is for GvG ranking, not in general WvW. Give GvG the love it deserves: a proper set of arenas and a proper ranking system, it’s as valid as any other game mode.

It’s valid in this game mode too. Smart PvP should be rewarded and guild raids should have another option of contributing to a server beyond mindlessly trying to PvD.

Stealth...why its bad and how to fix it.

in WvW

Posted by: Ultimaistanza.4793

Ultimaistanza.4793

Honestly invis has counter play why aren’t people more upset with invulnerable abilities like elixir s, mist form and the like. You can still hit invisible units with attacks, there are abilities that ‘track’ people when they invis ranger rapid fire for example. There are a few direct abilities that can prevent invis by applying revealed. If you had the option of invis or invulnerable what would you chose? I’m sure some would still take invis but most would want the invulnerable.

My experience, invuln is nowhere near as kittentealth is in this game. Cleaving invis people would be a decent counter, if your movements were actually impeded in stealth instead of being able to blink halfway across the map. Track abilities like rapid fire would be a decent counter, if every class had a track ability as strong as rapid fire. Reveal abilities would be a decent counter, if every class had a reveal instead of just 2 classes (of which most reveals are target abilities that require you to use it before a stealthy stealths).

What does invuln have that’s so bad? Most invulns are only a couple seconds long, condis that were applied before a target pops invuln still tick on them, you still take fall damage in invuln, most invuln states wont let you use skills during it, and most are around a min long cooldown.

Also, don’t generalize what most people would go unless you can back it up.

Adding Incentives/Reward Tracks for WvW

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Posted by: Ultimaistanza.4793

Ultimaistanza.4793

Incentives/Rewards are already in WvW.

Rank up Chests.
Perks to invest Rank Points into.
Experience/Gold/Karma for completing events such as Capturing a Point/Tower/Keep.
Loot Bags.
Beating someone in combat.
Coming in first at the end of the week.
Ect.

If you want Reward Tracks, stick to sPvP.

The point is, sPvP has way better rewards, requires 0 gold to play in, and 0 time leveling / gearing…

Not to mention reward tracks have been actively updated while, after the first year, WvW has mostly only seen a decline in rewards. (The removal of WvW map completion & it’s map rewards, the removal of bags in OS, the implementation of no bags from recently killed players, and so on.)

Wvw Tournament Question

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Posted by: Ultimaistanza.4793

Ultimaistanza.4793

Very unlikely that it will be this year or the first half of next year IF ANet actually holds true to what they said they’re going to do.

“We want to bring back tournaments and we want to bring them back in the form of seasons where everyone knows well in advance when the next tournament is coming. But until these issues are resolved we don’t want to see players taking days off work or staying up all night expending a huge effort during a time when these issues stand out the most.”

https://forum-en.gw2archive.eu/forum/game/wuv/WvW-Invitational-Statement-from-John-Corpening-game-director-for-World-vs-World

Feedback on claiming sytem

in WvW Desert Borderlands Stress Test

Posted by: Ultimaistanza.4793

Ultimaistanza.4793

I agree with not wanting people to randomly pop Chill or the WP, I assumed people would during the beta, but it’s just as likely for newbies in regular WvW. However, there’s not always going to be a guild member at a camp, I’d rather it get used randomly than not having the ability at all. With time, people were learn it’s importance. I have used Chill to solo defend a camp against multiple invaders, it’s a great resource to have available.

You’d think that, but no. As the way supply is used has shown, people will be foolish regardless of how much time they’ve had to learn.

In regards to your concerns though, I don’t really understand your issue. The claiming system by default starts with public being unable to use active abilities until someone decides to check the box. By giving people option to micro manage which individual active abilities are public, it could stop some guilds from just blanketly not allowing public to use anything. Also, if a guild isn’t going to have a member stay at a structure to activate said actives, then they just need to remember/be reminded to change the accessibility.

Feedback on claiming sytem

in WvW Desert Borderlands Stress Test

Posted by: Ultimaistanza.4793

Ultimaistanza.4793

Wish the claiming system allowed you to be a little more specific as to which Tactic Activations I can set to public. For example, I have no problem letting people freely take Charr Cars and Banners, but I don’t want someone to run by and popping the Chilling Fog or Emergency WP cause they wanna see what it does.

Malyck's Tree confirmed?

in Lore

Posted by: Ultimaistanza.4793

Ultimaistanza.4793

i’d like to see an evil avatar of a tree, giving us the idea how would grove look like

Maybe you already have seen it.

WvW Guild Claiming Upgrades [Megathread]

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Posted by: Ultimaistanza.4793

Ultimaistanza.4793

Haven’t seen this said anywhere yet. Are existing guid upgrades for WvW still in? Like +5?

Yeah they’re still in, just altered.

“Another big change in the system is that any WvW fort enhancements that were previously purchased for twelve hours at a time have been replaced with a single, sector-wide enhancement that lasts as long as your guild has a claim on the objective. The objective enhancement can be upgraded at your war room to provide more bonuses.”

https://www.guildwars2.com/en/news/guild-objective-claiming-in-world-vs-world/

Does this mean you can claim multiple objectives so you can still pick up +5 at camps without losing your claim on a keep?

Nope, only one claim.

“A single guild can only claim one objective per map.”

http://dulfy.net/2015/09/04/gw2-guild-objective-claiming-in-wvw-livestream-notes/

(if you watch the video it’s at about the 6:10sec mark)

WvW Guild Claiming Upgrades [Megathread]

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Posted by: Ultimaistanza.4793

Ultimaistanza.4793

Haven’t seen this said anywhere yet. Are existing guid upgrades for WvW still in? Like +5?

Yeah they’re still in, just altered.

“Another big change in the system is that any WvW fort enhancements that were previously purchased for twelve hours at a time have been replaced with a single, sector-wide enhancement that lasts as long as your guild has a claim on the objective. The objective enhancement can be upgraded at your war room to provide more bonuses.”

https://www.guildwars2.com/en/news/guild-objective-claiming-in-world-vs-world/

WvW getting some love ~ Thanks!

in WvW

Posted by: Ultimaistanza.4793

Ultimaistanza.4793

Before release? The biggest things I can think of that seem like they could be simple to implement;

  • Adding more stuff to buy with badges.
  • Stopping people from building siege in the corners of invuln zones.
  • Allowing people to transfer for discount/free to lower pop servers.
  • Removing the Dredge Turret you get after taking the dredge in EB. (never understood why the dredge got the extra annoying feature compared to the other mercenaries)
  • Bringing back Points Per Kill.

[Suggestion] WvW achievements

in WvW

Posted by: Ultimaistanza.4793

Ultimaistanza.4793

For Heart of Thorns, we are rebalancing the WvW Lifetime achievement requirements to much more reasonable numbers. At the same time we’ll also be updating many of their associated titles.

  • We are not changing the Realm Avenger (“Ultimate Dominator”) achievement requirements or title, as some players have actually obtained it and it’s a bit of a status symbol.
  • The “Yakslapper” title will remain, but the requirement is being reduced to 2500 yaks.
  • As an example title change: “Ultimate Liberator” will become “Kingmaker”

Quick question though, are any of these achievements being made endless? Would really like to be able to see my stats even after I get the rewards.

WvW Guild Claiming Upgrades [Megathread]

in WvW

Posted by: Ultimaistanza.4793

Ultimaistanza.4793

So what? Group aoes you for a bit, you back off, and then you get back on it. They build siege to take it out, you get on another piece of siege, they have to run over there and build siege to take it out, repeat cycle.

So, you want to be able to destroy the siege so you can afk while the door get’s knocked down? This is what attacking and defending need more of, some interactive gameplay that goes on while the wait for a door or wall gets knocked down.

So, you want to be able to afk in a structure and never worry about it being taken, let alone attacked? I’m not saying remove siege, I’m saying don’t make it faceroll. How about a claim buff that makes siege is more tanky, how about while manning siege you get increased dmg resistance and stability, how about a remote operate area that lets you man the siege without being right on it, and so on.

Um…. you just said the defender would have to back off and switch siege. That isn’t afking that is actively defending.

Also in another thread in the Desert Borderlands Stress Test section of the forum a dev mentioned that this test was actually mainly for testing of these new Guild Claiming Upgrades so we get to see them in action very soon

I know very well what I said, I’m just responding with the same exaggerated claim you wish to make. Destructible siege doesn’t mean an attacking force doesn’t need to actually pay attention or that they’re going to be able to instantly blow it up. And even if they did, there’s still ACs and other things that can, and should be, built. If a defending force isn’t utilizing all at their disposal, then who’s fault is it…

WvW Guild Claiming Upgrades [Megathread]

in WvW

Posted by: Ultimaistanza.4793

Ultimaistanza.4793

So what? Group aoes you for a bit, you back off, and then you get back on it. They build siege to take it out, you get on another piece of siege, they have to run over there and build siege to take it out, repeat cycle.

So, you want to be able to destroy the siege so you can afk while the door get’s knocked down? This is what attacking and defending need more of, some interactive gameplay that goes on while the wait for a door or wall gets knocked down.

So, you want to be able to afk in a structure and never worry about it being taken, let alone attacked? I’m not saying remove siege, I’m saying don’t make it faceroll. How about a claim buff that makes siege is more tanky, how about while manning siege you get increased dmg resistance and stability, how about a remote operate area that lets you man the siege without being right on it, and so on.

WvW Guild Claiming Upgrades [Megathread]

in WvW

Posted by: Ultimaistanza.4793

Ultimaistanza.4793

“Hardened Siege
Availability: Walled Objectives
Cannons, mortars, and oil pots can only be damaged by siege weapons.”

Siege should NEVER be invulnerable to player attacks, especially some of these particular pieces. Cannons can fire so frequently and do so much damage to large areas, it gives too much of an edge to force players to try and build something in time to take it out. Similar issue with mortars. They are already in annoying to reach locations. By making it so the few attacks that can hit them, don’t, is just going to give far too much of a defensive edge.

The operators aren’t invul though….

So what? Group aoes you for a bit, you back off, and then you get back on it. They build siege to take it out, you get on another piece of siege, they have to run over there and build siege to take it out, repeat cycle.

WvW Guild Claiming Upgrades [Megathread]

in WvW

Posted by: Ultimaistanza.4793

Ultimaistanza.4793

“Hardened Siege
Availability: Walled Objectives
Cannons, mortars, and oil pots can only be damaged by siege weapons.”

Siege should NEVER be invulnerable to player attacks, especially some of these particular pieces. Cannons can fire so frequently and do so much damage to large areas, it gives too much of an edge to force players to try and build something in time to take it out. Similar issue with mortars. They are already in annoying to reach locations. By making it so the few attacks that can hit them, don’t, is just going to give far too much of a defensive edge.

Blueprints removed because of weapon-stowing

in Bugs: Game, Forum, Website

Posted by: Ultimaistanza.4793

Ultimaistanza.4793

I don’t think it’s just weapon stowing. I was testing it out and siege was disappearing fairly randomly.

Wasn’t in combat and selected siege and it was deleted in 28 sec.
Hit an ambient rabbit and selected siege and it was deleted almost instantaneously
Hit another rabbit again and selected siege and it was deleted in 36 sec.
Had a wolf put me in combat and stay in combat and it was deleted in 6 sec.

Were is our Legendary Reward ?

in WvW

Posted by: Ultimaistanza.4793

Ultimaistanza.4793

Wait, so the precursors for the new legendaries are account bound? Are you sure? That’s preposterous.

“We also want to better preserve the prestige associated with crafting a legendary weapon, so the new legendary weapons, and their precursors, will not be tradable.”

https://www.guildwars2.com/en/news/a-legendary-journey/

Were is our Legendary Reward ?

in WvW

Posted by: Ultimaistanza.4793

Ultimaistanza.4793

I agree with most of what’s being said. Without regular tournaments, we are severely limited to the mistforged weapons. There should be other weapon skins available. The WvW armor no one wants because we can’t salvage it. There have been many great ideas in the forums about a possible reward system.

But I have to object to some peoples seemingly knee-jerk complaints. I have ascened mats coming out my kitten , even though I still consume them with Maudry and Princess. Ascended gear is easily attainable, but instead of making it, i sell some of the mats and make a lot of gold. I craft other things to make gold, I flip things on the tp to make gold. I get lots of rares and exotics in WvW. Sell those to make gold. I sell my greens and make gold. Basically, between all that, I never have to run a dungeon, and my crafting time is nominal, and I have enough to buy a precursor after a few months. If a legendary is really what I wanted, I would never have to enter the new pve maps in HoT, so I don’t understand what all that complaining is about.

You’re missing two things with this.

One, a lot of what you’re presenting is on a personal level. Not everyone plays WvW the way you do, not everyone has the same RNG as you, and not everyone has the time to do these extra steps you go to. And, even if some people are exactly like you, why should they? PvE and PvP both have a viable option for transparent and up front reward system. I do path _ of _ dungeon and I will get _ amount of gold per day and tokens. If I do the _ PvP reward track, I’ll get _ and _ tokens.

Secondly, you absolutely would have to enter the new PvE maps, or/and potentially PvP, for the new legendaries. They are accountbound on acquire, i.e. no buying them flat out.

I don't think WvW is fun anymore

in WvW

Posted by: Ultimaistanza.4793

Ultimaistanza.4793

Megaserver decimated any sense of server pride. No more yelling in Lions Arch for reinforcements when a keep is going down. Even PVE types would come help in some capacity.

This is how people got into WvW in the past. They hear the announcement in LA, and come in; there’s something exciting going on, everyone is on the same page and working towards the same goal: the experience is fun and there’s server pride/cohesion.

Now: new plaeyers come in by themselves, have no idea what’s going on….
run out of spawn a few times only to get one-shotted by gankers, and never return.

Come to think of it, WvW players did way more than Anet has done to bring new players into WvW.

I remember before megaservers WvW players would hold events for PvE players in WvW to help get them interested in the game mode, people would spam the most active maps to rally on comm in LA before heading to a borderland to get people map completions and various things…

Some events that I remember personally were:

-The Pink Raid for breast cancer awareness, the whole zerg was pink.
-Map comletion raids
-Green arrow raids
-Commander siege fundraising events (before megaservers some servers had guilds with only the active commanders of the servers as members)
-The World Boss train was organised by some WvW commanders and would lead the World Boss train strait into WvW after the runs were done.

If LA could go back to just being a server only thing, we might be able to get some server pride going again, it would also help strengthen the community for that server aswell as reopen the communication barriers that could get your community together to help eachother in WvW if call outs were made to map chat for help.

I remember on some reset days during the first year of SoR, we’d have a competition where we’d get one of the opposing servers to let us get into the 3rd floor lords room in their garrison and then we’d do a last man standing. The prize pool was made from the 1g entry fee and the occasional generous person that would donate something special!

Not only did it give something to do besides just standard ktrain Friday, it helped encourage people to gear up, better learn their class, and get more connected with the community . XD

Royal Guard Outfit

in Guild Wars 2 Discussion

Posted by: Ultimaistanza.4793

Ultimaistanza.4793

Thank you, whichever artist(s) did this outfit. Really appreciate that tail, horn, and ear clipping seems to be taken into consideration with it. ^u^

I don't think WvW is fun anymore

in WvW

Posted by: Ultimaistanza.4793

Ultimaistanza.4793

This is sort of cliche to say, but have you tried playing something else? I’ve been playing Tera and ArcheAge, and it’s actually been a good change up. I hop in for raids or when there’s decent off-raid fights, then just chill in other games when I stop having fun. Sort of like a palate cleanser, but for video games.

[Suggestion] Combatting zergballs

in WvW

Posted by: Ultimaistanza.4793

Ultimaistanza.4793

I’m highly against zergs but 5 players should not be allowed to kill an entire zerg.

Actually, they should, if the zerg is stupid enough to tank all AoEs.

in eotm maybe but a full level 80 zone blob being wiped by 5 people? nope that should never happen, even if the blob is stacked together and in full zerker gear.

To be honest, I feel like if a zerg is going to be that absolutely oblivious to attackers and if this game’s countless number of passive retaliatory abilities don’t just instant blow them up, then the zerg deserves to wipe.

[Suggestion] Combatting zergballs

in WvW

Posted by: Ultimaistanza.4793

Ultimaistanza.4793

Absolutely not to the “Commander dies first” suggestion. Snipping is already too annoying as it is. Besides that though, tag doesn’t mean that a person’s going to have a zerg following or even be a commander. The tag could merely be being used as a way of showing where something is, so the actual zerg commander can plan accordingly.

Revenant Changes Based on BWE Feedback

in Revenant

Posted by: Ultimaistanza.4793

Ultimaistanza.4793

I agree. I was disgusted by that added cd as well. Revenant was supposed to be opposite to thief. They can spam wep skills without cd, we can spam utility without cd’s – at least that what we was supposed to do. In last beta forced engagement had added 3sec cooldown as well (while tis not a lot it still can be affected by chill/power lock to end up with 15cd.). I think it wont take too long before they add cd everywhere. At this point that energy system is pointless. Double punishment. I hope road is the last skill they slapped cd on otherwise i will up be for removing energy system completely.

Many people would disagree on your statement of “opposite of thief” but that’s not the problem here.
I think Roy did touch too much balance options at the same time.
nerfing the skill + increased CD + higher energy cost.
I don’t think touching the 3 options at the same time was justified.

Exactly, it’s far too much overkill for a skill that didn’t feel like it needed a nerf in the first place.

Day and Night cycle.

in WvW Desert Borderlands Stress Test

Posted by: Ultimaistanza.4793

Ultimaistanza.4793

I can only imagine what would happen after a long laggy fight, when the servers are catching up, and the time of day flips. lol

WvW Invitational Statement from John Corpening, game director for World vs. World

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Ultimaistanza.4793

Thank you for communicating.

Too much pve in wvw

in WvW Desert Borderlands Stress Test

Posted by: Ultimaistanza.4793

Ultimaistanza.4793

1. A group can move around mobs just as a single player can or rather since they are a larger group might as well take a second or two and just slap those mobs into the ground with a few autos(just not when it puts enough people in combat for orange swords) and get extra loot, rather than chancing the mob slapping a couple players in the group, putting them in combat and slowing them down from the group.

2. I reported how most of the mobs I could simply outrun if they did aggro to me and I was only moving at 25% faster speeds as opposed to someone with swiftness would be long gone from the mobs. I think I did run across some spiders at one point that immobilized me and as such I spend about 5 seconds and killed them all and went on with my day. Almost every dinosaur seemed to be neutral save for I believe the stoneheads(?) and even those were all near each other and completely avoidable. I do completely concur with you on how dumb rallying of npcs/mobs is, no argument with you there and as such fully support a change to where players in wvw can NOT rally on non-players.

3. I think the turrets in lava keep were fine, except maybe tone down the boss room a bit on the turrets. I think the wind gusts also need to toned down a little bit in areas outside of the air keep, moving around in that area and have to use all my dodges/blocks or waiting out all the activating wind spouts was a little much. I do like the idea of having to shutdown the enemy defenses by taking all 3 of the shrines away from an area 1st is a good plan. I like the longer drawn out more planned ‘sieges’ rather than the reckless show up, toss down a ram, pvd. I do feel having them be completely automated is a little much also. Perhaps make them require a player to activate them and then they last for a short duration, this applies to all the automated defenses.

1) In theory yes, but not necessarily in practice. When you get more people, it becomes more difficult to see the mobs and their attack animations. Not to mention, the potential attacks that are meant for other players, but end up hitting you with the splash damage. And even if you do burn them as you go through, you get into the situation you mentioned, it puts people in combat and can potentially cause orange swords.

2) That’s just it though, you were by yourself. When you get additional people then you start getting into things like laying down symbols of swiftness, or using other skills to help maintain a steady pace, and agroing because of that, as well as the things I mentioned above.

Also, of the dinos, the ones that were neutral were most of the pocket raptors and the quill shooting dinos. The others (the Trexesque one that has the frilly scales around it’s neck, the one lower to the ground and looks somewhat like a alligator, the regular raptors, and some of the pocket raptors) are aggressive.

Too much pve in wvw

in WvW Desert Borderlands Stress Test

Posted by: Ultimaistanza.4793

Ultimaistanza.4793

I played the map for about 8 straight hours mostly by my self no where near a zerg on various maps, in every tower and keep while owned by an enemy and at no point did I feel overwhelmed by enemy NPCs except during one fight with an enemy player ranger ,in the oasis, who had a hyena pet who summoned another hyena and he had ogre runes that summoned a rock dog and the veteran dinosaur he was fighting decided to also aggro onto me(presumably cuz I had a higher armor score then the ranger) and an addition dino attacked me cuz an attack bounced and aggoed to it. Even with all that I was able to survive and walk away from the fight and not die. all while playing an engineer who doesnt have access to blinks and I didnt have stealth slotted.

Most the time while I was walking around I was able to bypass the aggro radius of basically every mob I came across that was hostile without going out of my way and the few that did aggro to me where relatively slow and I could just out run them with only 25% movespeed bonus.

I also noted that there are significantly fewer random mobs in the map compared to the current boarderlands maps with the exception of the in the oasis where most of those mobs are neutral and non aggressive, even the pocket raptors wouldn’t attack you even if you aggro’d a whole pack of about 10 of them.

The 3 shrines around each keep have a little tiny bit of pve to do where you have kill heaven forbid ONE veteran mob. Supply camps have less pve in them now as you the dolyaks and their guards aren’t in the capture radius and there isn’t an [Upgrades] NPC standing around not aggroing to you with the guards.

There are NO DREDGE on the map and as far as i noticed nothing was immune to blind except things with break bars(and maybe dust mites?). Blind is super effective against most pve mobs as they tend to attack slow like once every second or two. Dont reply to this post complaining x profession doesnt have access to blind because we all understand that.

There was some completely OPTIONAL pve in the top right of the map where you could kill a couple champion wyverns that are very far away from any objective. The only like forced pve content I saw was the main event in the oasis you had to turn in about 20 power cores that dropped from certain mobs that had them, but even then, you dont HAVE to do the pve, you can stand around and just snipe enemy players when they pick up the power core which gives them a giant icon over there head visible to every played on the map and it locked them out of their weapon skills while they are carrying the bundle making them prime targets.

There’s a few problems with your assertions though. Firstly, you mentioned you were ‘mostly by yourself’. That in itself gives you a lot more room to avoid the PvE than groups would have.

Secondly, I’m not sure what pathing you were taking, but I was seeing more than a fair bit of red mobs. Skales, various types of Spiders, Colocals, Hyenas, various types of dinos, and other ones that I can’t remember the names of. But beyond that, it doesn’t matter if it’s hostile or neutral. They are all agroable and rally bait.

Lastly, PvE doesn’t merely come down strictly to mobs and events. These maps are also full of things like the keep turrets (constructs that are abundant throughout their respective keeps, indestructible, unaffected by siege dissembler, and can only be turned off by not allowing the owners of the keep to have more than 1 of the 3 shrines). Those alone add a significant other level of annoyance to the PvE issue.

Too much pve in wvw

in WvW Desert Borderlands Stress Test

Posted by: Ultimaistanza.4793

Ultimaistanza.4793

Sure, there is some PvE in the map, but relatively I would say it is about the same as the current maps.

I highly doubt that, especially when you factor in things like the keep’s effects and such. Also, you have to take into consideration the PvE itself. Even if the new map had the same amount of PvE as the current map, you can’t say that the PvE in the new isn’t stronger than the old map. In turn, potentially making gameplay more annoying.

Too much pve in wvw

in WvW Desert Borderlands Stress Test

Posted by: Ultimaistanza.4793

Ultimaistanza.4793

I agree with the OP. The PvE in the map feels far too heavy and their abilities far too obnoxious, especially considering that siege has a lot more harder to reach placing with ample verticality on structures. Also, I really dislike that the turrets you get from having 2 shrines (air nock ack gust, fireball gargoyle, and earth crippling golem) can neither be damaged nor disabled. It seems stronger than it should be given that they are extreamly abundant in each corner.

U2 can be trapped on a low pop server.

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Ultimaistanza.4793

Transfer costs now:

Full: Cannot Transfer
Very High: 1800 gems
High: 1000
Medium: 500

Transfer costs after patch:

Full: Cannot Transfer
Very High: 1800 gems
High: 1000
Medium: 500

What changes is the definition of of what is Very High ect. Atm it takes into account both PvE and WvW players. After patch its not going to care about those players who only play PvE. Some servers might become easier to transfer to, and some servers might become FULL.

So yes. Tomorrow you most likely cannot go to servers like SFR or FSP.

This isn’t exactly correct, many PVE guilds ALSO run EoTM so will be counted in wvw populations, even if they never go into wvw, though that makes about as much sense as it does to walk into a wall over and over. ANY servers that have an EoTM population even if they have no wvw population, it will still be held against them from how it was explained to me.

You don’t have to worry about EotM being counted,

“No, EotM won’t be counted towards WvW. I don’t think it’s the same experience, and you can always enter it since it can have as many instances as needed, so there’s really not that same population problem as in “core” WvW."

Samuel of ANet said that on the reddit comment section. Here’s the link to it; https://www.reddit.com/r/Guildwars2/comments/3eh64z/changes_coming_to_transfer_cost_calculations/ctf4x05

Underwater Keep

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Posted by: Ultimaistanza.4793

Ultimaistanza.4793

So considering the new borderlands maps contains keeps of 3 of the 4 elements (not in beta so maybe missed details on 4th) any word on whether or not a water keep was planned for? Talking with others there is mixed thoughts about re-introducing a reason for underwater combat in WvW. Would be interesting to have a keep that is completely submerged.

I’m pretty sure that only 3 keeps were ever meant to be made for the new bl since it’s supposed to match the number of points that it’s replacing. But, even though it doesn’t have a keep, I think water is actually represented via the Oasis at the center. Also, considering this is the “Desert Borderlands”, it makes sense that ANet would put higher emphasis on the other elements to compliment that sort of standardized view.

As for the other part, I would love more access to underwater combat. Especially the kind that amounts to more than puddles, where people can just camp on the land and range you down.

(edited by Ultimaistanza.4793)

Mistforged Weapons through Alt Currency

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Posted by: Ultimaistanza.4793

Ultimaistanza.4793

I’m fine with that. Not because I don’t think there won’t be another WvW tournement, but because Badges of Honor and WvW rewards in general are greatly lacking. Anything that makes WvW more rewarding and provides more incentives, I’m perfectly happy with.

So what did you do during golem week???

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Posted by: Ultimaistanza.4793

Ultimaistanza.4793

Played Tera, Path of Exile, & Dragon Age Inquisition.

Watched the first season of Rick & Morty

Watched season 3 and part of season 4 of Archer

Watched season 6 of Adventure Time

Why does Anet call the game "Guild" wars??

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Ultimaistanza.4793

The Guild Wars specific part comes in at about the 50s mark.

Video: Anet on competitive gaming

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Ultimaistanza.4793

The fact that he suggested the Golem event .. fits perfectly with what he’s saying.
Anet need WvW to turn PvE players in to PvP players.

You don’t turn PvE players into PvP players by trivializing a week of WvW into a senseless ktrain. All that does is hampers PvP, as shown through EotM. If you really want to try and get people interesting through WvW, then you provide better incentives to work towards through actual competition and tweek mechanics to ensure more variety week to week. By doing that you can actually attract people into WvW and keep them invested, while also in a way that challenges them to think about how they’re going to engage other players.

WvW niche community, negativity (imo)

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Ultimaistanza.4793

I believe that WvW players shouting and screaming cannot achieve anything. Saying stuff like WvW players are the most hardcore of the hardcore GW2 players don’t mean anything when you have thousands of other players silverwasting tens of hours per day.

And yet it’s got a track record of working with ANet. For example, look back at the feature patch that introduced the account-bound multi colored commander tags. When they were originally going to release them, they were going to make it so you had to buy each color individually. Needless to say people weren’t very happy with this and complained about it… a lot. ANet responded and it was fixed within a few days before the patch. That’s not even mentioning the recent HoT pre-order fiasco.

So what can our niche community do? First, less/no negativity and anger and shouting.

That’s very unlikely to happen. You’re dealing with people in a competitive environment. That alone is bound to draw in some degrees of anger. Then you tack on all the annoying problems that are still plaguing WvW (almost 3 years into the game), with Devs that have communication issues and can’t even give people hope. It’s just a pressure cooking ready to blow.

Second, be nice and inviting to new players which there are probably a bunch of them at the moment.

To be perfectly honest, I think if you look around you’ll see that WvW is a lot more welcoming than most give it credit for. I’ve yet to see a server that doesn’t have some form of pubic voice coms and forum that they spam in mapchat and are willing to help new players through.

Most importantly, try to show Anet how valuable WvW players are.

The thing is, the only way to really show it is via sales, which I think a fair bit of WvW are doing, or by ANet actually paying attention to WvWers.

Show Mike We Exist: WvW Mega Guild

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Ultimaistanza.4793

Sure we don’t buy as many gems as the cuddly wuddly little collectors

I wouldn’t be surprised if the opposite weren’t true. The WvW game mode is much less lucrative than PvE so WvW players probably have less gold. Which means when it comes time to buy gemstore stuff there’s more chance they buy gems with real money. (And WvW players do buy skins: everyone wants to look good, not just PvE players… just look around whenever a new gemstore skin is released.)

So perhaps Anet would make more money catering to WvW?

To add to that, consider the state of servers and transfers. That 1800 gem cost alone has to be a nice amount of income considering the amount of people that are transferring because of the dismissed WvW activity (despite the misleading “Very High” status on servers), desire for change, or that they’ve come back for expansion and want to be with old friends.

Anet time to own up

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Posted by: Ultimaistanza.4793

Ultimaistanza.4793

The mixing of pure PvE facets into WvW, and Anets desire to make WvW even more PvE-centric is disturbing to me. I don’t mind bloodlust, it’s good for havoc teams and solo roamers, but it seems that the new maps want to push WvW players into completing far too many PvE-type activities.

EotM could have been a pretty nice WvW map. That is a true WvW map, but something went horribly wrong. I really hope that the same thing that went wrong with EotM doesn’t infiltrate the new maps even more, and WvW as a whole even more, or else I, and many friends, will need to find a different game.

I play GW2 for dynamic fights against other players both large and smaller scale, not for completing tasks A,B and C prior to actually getting to fight other players.

The addition of PvE in WvW is not a bad thing. It helps to set a pace that would otherwise be completely player driven. The problem with completely player driven is that it relies on players and we have seen time and time again that players cannot be relied upon. What happens in WvW currently when the other team starts to win? The opposition stops showing up. With no PvE elements to slow the winners down and give the other sides a chance to get a foothold it will be pure domination. Pure domination hurts WvW population more than anything else period.

The original Alterac Valley in WoW was a great example of including PvE elements into PvP and it working. There was still tons of PvP, but the PvE set the pace and allowed for some real tactics. GW2 had a chance to include these elements with the centaur, quaagans, skritt, etc but utterly failed at giving them weight and tactical value.

And the opposite can be just as true. Too much PvE can make people feel like there isn’t enough competitive elements and just give others ways/reason to avoid actual risk.

Also, your example is a little faulty. It’s true that servers will stop trying when they’re loosing, but it’s not like it’s always been like that. Back during the first year and a half of the game, there was tons of times when servers tried hard and there was lots of comebacks and turn arounds. But after all these years of miniscule changes to the faulty WvW reward system, introduction of WvW tourneys for people to try hard in, and servers stabilizing their position in the tiers, people have lost any motivation in trying beyond stroking kitten.

Ideas for other WvW "special events?"

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Posted by: Ultimaistanza.4793

Ultimaistanza.4793

I had a few more ideas;

Build Mode – When you cap a structure, all destructible walls and gates spawn in as destroyed.

Camping Trip – All camps (or maybe just specific ones shared on each of the bls) earn the same amount of PPT as SMC.

It Ain’t Easy Bein’ Green – All NPC’s are turned into 1-shot frogs, basically ambient creatures. (They still retain their functionality — using attacks, interaction, and rezing them — and server affinity.)

(edited by Ultimaistanza.4793)

Ideas for other WvW "special events?"

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Posted by: Ultimaistanza.4793

Ultimaistanza.4793

Thought of a few more;

Cartographical Catastrophe – Map layouts are reversed west and east. (For example, Bay side would be where Hills is at and Hills side would be where Bay is at.)

Biological Warfare – Fully built siege can be healed and receive conditions.

Ideas for other WvW "special events?"

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Posted by: Ultimaistanza.4793

Ultimaistanza.4793

OH YEAH! – Siege does no damage to gates or wall, but players can hit walls and do significantly more damage to both.

Cutbacks – Only regular siege can be dropped.

Labor Strike – The only NPC’s that spawn are Keep Lords.

Dhuum’s Wrath – No downstate.

Light as a feather. – No fall damage.

Unlimited Powah! – No AOE caps.

Ram it all. – Only rams can be dropped but have vastly more range and do more damage to other rams and players.

KAMIKAZE!!!!! – When a person (and maybe mobs) dies it leaves a Big Ol Bomb behind. The bomb doesn’t effect friendly units of whichever side dropped it.

Un-Righteous Indignation – Lords don’t gain RI after a point is capped, but instead have a constant buff that allows them to do the same damage as RI without the invuln.

IKEA (or maybe “Consortium” because of copyright) Catalog Siege – All siege requires half as much supply and time to build, but has half the health.

WvW Reward Tracks?

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Posted by: Ultimaistanza.4793

Ultimaistanza.4793

Reward tracks pulled me into pvp. Finally finished Arah collection. So many more to go….. I would rather do it in wvw, but not an option presently so pvp it is……

Ditto.

I would love WvW reward tracks also for the fact that it could let me have better access to some of the dungeon token runes, and maybe some PvE acquired stat recipies, to try some build ideas.