Viz definitely slacking this week on the amount of siege built- did you run out of superior AC blueprints, or are you keeping them for next week? The 5 superior rams against t1 doors might have been a bit much though, as is the huge 2am blob finally taking our keep.
It’s been quite a fun week with Gandara’s pugs getting noticably more organised as the week has gone on and (dare i say it) some of the zerker built pve scrubs finally learning to use some wvw useful skills and even changing a trait or two or an armor piece or two so they are not instant res bait…
Summary of the interview: we have a lot of ideas for wvw to take it forward and are actively working on these whilst at the same time addressing issues the players have raised and taking all these into consideration. However realistically wvw is at the bottom of the pile as far as resources are concerned and all ‘balance’ issues are solely directed at our beloved epic fail esport ‘spvp’ but I’m not allowed to tell you that so instead we’ll make wvw more like spvp whilst pretending we don’t mind people playing alts whilst shafting anyone who does.
Oh, and some more ‘masteries’ to add to the pile.
Useless to even go near them lol
I know, right? If you dont pay attention, you might even get involved into real PvP…
Wo does want that in ZvZ lootfest?
Says the thief…go play spvp if you like solo/small scale fights with other people that are specifically built and skilled up for it.
Mainly as the ruins give ZERO experience, karma, wexp or anything else the vast majority call them ‘wasted space’ or ’Anet’s attempt to get us to play spvp in wvw’. Those are the printable names.
Alt friendly in everything except WvW (ranks) and FotM (levels).
Everything outside of FotM 21+ can be done without an emphasis on ascended gear.
I have 13 alts with full exotics and some ascended trinkets spread here and there.
Laurels, dailies, dungeon tokens, legendaries, character slots, inventory upgrades, dyes.
There are more things than just wvw and fotm.
Laurels are account bount (ALT Friendly), Dungeon tokens are Account Bound, Dailes are account bound, Character slots? (No Comment),
The others are not alt friendly, I agree.
Laurels are NOT alt -friendly, as you can only get one from your daily and ten from your monthly no matter how many alts you have. If I want to deck out one char with one ascended trinket that’s 30 laurels (for instance), or about a month. Now try and deck out 14 alts- that’s 14 months.
If they made laurels so that you could obtain more of them on a daily basis then that might help us alt a holics.
The game is completely alt unfriendly where it matters- end game gearing and wvw. In most other games I have played end game gears dropped and you could trade them in the TP equivalent at a reasonable price. GW2’s legendaries (read grindfest to obtain) and ascended time gated account bound stuff and laurels has become the worst MMO design in a very long time.
Ever since wvw ranks came out as character bound I have lost a lot of motivation for playing wvw as i like playing alts and indeed switching toons where necessary for the group- but now like last night when I switch to my mesmer (rank 12 or so, ranks came out after I stopped playing it in wvw pretty much) I suddenly lose 250 vit, 100 power against other players, add that to the bloodlust (stupid idea) and while helping the team cap some towers I gain nothing useful for my ‘main’ as all that wvw exp is wasted on my mesmer.
And if anyone mentions those wvw jugs of liquid wvw experience- to date I have had ONE 2500 wexp jug drop and about 6 of the 250 ones- which are also a bad idea on so many levels and again completely alt unfriendly.
Guess I’ll just main a guardian or ele or warrior or necro (although necro is kitten in pve due to the 25 stack cap on conditions) like everyone else…I wonder if ANet has noticed the vast majority of legendary weapons are greatswords…
If there is no reward as the event progresses, or insufficient to keep people interested, then people won’t turn up until the last few seconds .
It happens all the time on several world bosses now, most notably Jormag where the champ train ignores Jormag until the last phase and then storms in for the kill.
If no champs spawned or they didn’t drop loot then people won’t bother with invasions- sad but true.
Congrats to the team that won.
I just wish devs would take even 1% of the interest they have shown in this one thread and apply it to wvw so that they stop kittening it up any more than recent changes have already.
If you’re bored and need some relaxing fights against the viziblob, come over to Gandara – you know you miss them!
Well we held up pretty well in prime time and after this evening.
It’s kinda strange, viziblob was actually coming out to play a lot more than they do when facing real opposition- but still run away whenever the odds aren’t stacked in their favour.
Gandara still has a lot of other classes and builds than the standard melee train meta and were actually standing up pretty well considering they are not used to facing 2-4 times their numbers.
Was fun killing dollies and capping camps and generally having a laugh around their towers, not so much fun when their entire zerg chases you across the map (although great from a team perspective, I’m keeping 50-60 viz busy).
Here’s where it gets really stupid: when a guardian gets 250 vit increase, 150 more from bl boost and 100 more damage – then multiply that by about 50 when viz come a chug chugging along.
I really think all the recent changes are designed to try and force people to play spvp, they certainly haven’t done anything remotely useful to wvw except make it a ghost town outside of peak hours when all those buffs make it totally unfun.
Linked map would be a lot better if it was fully zoomable so that you can tell where the locations are- at the moment they are blurry blobs on the map which doesn’t really tell me where the chests are.
But a good effort nonetheless, hopefully someone will improve on it when they hae run it a few times.
Many thanks.
EDIT: a lot of these are jump puzzles so if like me you don’t like them then you won’t have a happy time- in an hour I collected 4 emp frags from 4 JPs, 2 of which I loathed so much I quit.
Would be useful to indicate on the map which are JP’s so they can be avoided and which are either open, or guarded by veteran, champ, etc so people can target the ones they want (and maybe someone will come out with a complete guide to running around the maps and doing all the non-JP ones in a reasonable timescale.
(edited by Victory.2879)
I wonder how many times you will stand around goofing around waiting on the spawn before you realise you would be better off actually doing something productive with all that time, and that Teq is one gigantic waste of space.
The Teq guilds will slowly wither as people get bored with the waiting and decide there are better things to do with their RL time than standing around in a game which is supposed to be your valuable leisure time.
For the majority of players Teq has just become something that they don’t even bother to think about any more when playing the game- it’s as if they removed a chunk of one map from the game, just somewhere that no longer exists for them.
Given the hectic two week new content release timetable they probably won’t have time to fix it into something people might want to do on a regular basis.
Hmm..if Viz turn up like they used to this will not be fun on Gandara.
If they play like last week’s matchup then it could be fun.
To the OP: it’s entirely your own fault that you are nearing the cap, although they really should have made the essences tradeable.
Most players will take at least a year or more to reach the cap – it’s only people who are deliberately burning resources and targetting the MF that will have any problem before then.
The short answer is ‘no’ once you reach the cap they will be just junk for you.
You forgot to add in the cost of your salvage kits.
Yay three more greens to get over the next few days! Really, the rank up chests are a joke.
Not looking forward to the start of leagues, queues will be horrible and the chances of organising decent guild groups low- going to have to just make do with the people who are there or risk losing the match up in the first couple of days by standing around waiting for guild members to get into the map, refusing to tag up, and ignoring the mass of PUGS that will be swarming around.
Of course, coverage will win in the end, but I’m hoping for some decent battles unlike this week which has been very quiet for the most part.
It’s perfectly acceptable to run a skill spamming macro- either that or thief players really can mash 8 buttons in under half a second.
A bit tongue in cheek, but seriously they aren’t going to do anything about it they have better things to do with their time (one would hope) than to ban you for making it possible to command.
Maybe if they fixed the commander badge system kitten many have asked for since beta…
Greetings.
My opinions on the matter:
——WvW and sPvP are, at their core, PvP. You get a PvP experience by playing either.
——sPvP eliminates a ton of things that are “poisoning” the WvW experience: it makes the dueling classes easier to handle (thieves and mesmers), if you’re with a team (not random players, but even then not bad) you don’t have as many number issues. Any isssues can be solved by simply finding a better server (which is just a few clicks away). There is always action, even during the “slow” days (like Tuesdays on WvW….slow as fooook), and a slew of other fixes/things that make the game fun.
——sPvP is easier on slower PCs (a big complaint for people who don’t want to be on the top-tier servers; “my PC couldn’t handle the zergs”).
——I’ve found that the best PvPers (in WvW or otherwise) are sPvPers who play regularly (especially when playing with a team of regulars against other teams of regulars). You get to fine tune your build so much that you generally just crush other people skill-wise. And people actually talk to and help each other there, and you can watch good people and check out their builds if they’re beating you and your build.
——sPvP is fun!! I have no idea why more people don’t do it. You are fighting much more often than you do in WvW. It’s an awesome non-stop kill fest with no annoyingly-long travel periods where your goal is to kill two Dolyaks and some NPCs. sPvP keeps you busy and is more exciting. The thrill of victory is nicer, and IMO there is no real “sting of defeat” there; you learn so much when you lose as well. Just an all-around enjoyable experience.I play WvW a lot too, but you are really missing out on something awesome if you are this upset and are skipping sPvP, especially if you have a group you like to play with. Just get them to try it with you for a month, and you will be excited by life and find love again. FEEL THE GLORY!
And the good thing is, your server can be the smallest, most wretched server in the game and that doesn’t have to affect your sPvP experience. Your entire server can QQ, and you will feel nothing but exaltation and happiness. AND!!! (if that wasn’t enough) you will actually have time to do PvE! There is such an abundance of battle that is available at any time that you don’t feel the need to make it your life. People try to make WvW their full-time job, especially now that the “seasons” have started for WvW. You are doing yourself a huge disservice by falling into the “I have to be there!” trap. You’re wasting your time and your life in that keep that people may or not not show up to, and you’re wasting even more if you get mad that they take the keep anyway even when you’re defending it. Remember those 3 hours you spent defending dolyaks and fully upgrading that keep? Gone in one Golem rush. That is 3 hours you could have spent battling (the fun part of PvP) OR you could have even battled for an hour and then spent 2 hours doing PvE. You get to spend more time enjoying yourself with friends.
Let’s compare:
WvW:
Defend dolyaks for three hours. Gained maybe some herbs/ore, maybe a gold, a little rare PvP here and there, and a lot of boredom, followed by sadness when you see your tenderly-loved keep/tower taken easily by a single golem rush.sPvP: Battled for an hour straight. Got some good ranking-up done, had fun. Then went and did 2 instances for 2 hours (accounts for travel time and finding groups; you could easily do 4 instances if you already have a group). Got 2-4 gold + drops.
So sPvP you got: Twice the gold, more than twice the epic glory, and none of it relied on where guilds on your server transferred to or did not transfer to, or how big your server is. You also sprout wings and fly IRL, because you are so elated and care-free.
AND!! they give new maps in sPvP more often than they update WvW in any significant way.
PLUSSS you don’t have to give up WvW if you don’t want to. I mainly play WvW at the moment, actually, because I like the guild I am in now and that is what they do (such amusing people), but if I were ever to get annoyed, I feel at peace with my inner self because I know that beautiful, glorious sPvP is just a click away, should I choose to take advantage of it.
If you’re upset with ANet or angry at anything in life, you’ve not yet lived, my friend. Take advantage of the beauty they’ve created in their Zen-like sPvP. Learn how to knock people off of lasers, not get noob-tackled, and you’ll be great and you will FEEL even greater, you soon-to-be mighty warrior of the mists!
Good luck, and good pwnage to you!
LOVE!
PEACE!
CHAR KITTENS!
Your on the wrong part of the forums, you need to be in ‘advertised spvp on behalf of Anet’.
If your not an Anet employee promoting spvp then you should be, if you believe all that you just posted…..
Here’s how they come up with these ideas: the spvp team sits down in the pub, gets tanked, then discusses ways that they can kitten up wvw even more so that (they hope) some people will start playing their beloved spvp. In the morning the new orders are passed down to the single part time wvw dev who then gets to work to implement the latest sabotage.
Read the patch notes. Big number of tweaks to spvp arenas, reworked dungeon path which counts as the new content. Then wvw gets one bug fix and some more wexp loot bags that are a terrible idea and a 1 rank bag that uses 50 boH AND two laurels.
And they manage to break wvw in the process as clearly no one bothered to test the patch before it went live.
You should post the total time taken to do the event, ie from the start of the organisation, otherwise people will get the very mistaken impression that it takes a total of under 8 minutes.
The reality is that for most it takes at least two hours (the spawn window, etc) and for all but 8 minutes or so of that time you are standing around doing nothing. At all. Hardly what most people would consider a good use of their limited leisure time.
Will be interesting to see how many will still be even trying to take down Teq in a few months time (I’m sure there will be one die-hard group that will keep doing it, or at least trying to), if they don’t fix the spawn times.
If people knew the methods and the spawn time, then it might have a chance of being done regularly by other people. With the random spawn time it’s just not worth the wait, and upping the loot does nothing to address this basic fact.
It spawned on Gandara- I even took a screenie, showing the vast multitude of people that were there (it told me it was an overflow). I spent ages looking, and counted exactly THREE people at the whole thing, with around 7 minutes left on the clock.
And i was taking about the ‘flawless defence’ type achievements, whihc are extremely hard to achieve if there is NOBODY doing Teq as they have moved on to the next two week event, leaving Teq spawn a ghost town in many servers.
It’s to take your mind off the patch notes and force you to go and do the dungeon path or stand and wait around for a group for Teq so they can say what a great success they were….
I’m convinced whoever in is charge of wvw and it’s development just chooses to do the exact opposite of what we ask for.
For those too lazy to find the huge wvw patch notes (lol):
World vs. World
Consumable WXP items have been added to player loot bags in WvW, in values up to 25,000 WXP. These items are account bound.
WXP boosters no longer affect WXP consumable items.
World 1 Super Boom Box and World 2 Super Boom Box can now be used in WvW. They will automatically be de-equipped if the carrier takes damage.
A consumable item that grants 5,000 WXP is now available from the laurel vendor in WvW.
World rank bonus chests will now be awarded to all players on a server based on the results of WvW matches. Three chests will be awarded for 1^st^ place, two chests for 2^nd^ place, and one chest for 3^rd^ place.
World rank bonus chests are now account bound.
Eternal Battlegrounds: Fixed an issue that allowed players to use movement skills to bypass upgraded walls at Red Keep and Green Keep
Why do we need 25k wexp dropping from players? That’s five levels in one go, which just encourages MORE zerg play and which rewards the server with the most players, leading to even greater rank imbalance.
Does it fix the ‘char bound vs account bound’ ranks? Nope- makes it even worse, as now the solo main player will get even further ahead.
Boom Box usable in wvw – who really gives $**$^$^ about that $^$^£6??? Seriously, you wasted dev time on that?
One rank box available from laurel vendor- no doubt it costs either laurels or laurels and cash, so again time gated rubbish and also much worse on alt playing people than the solo ‘I got all my ascended rings etc’.
World rank boxes for EVERYONE on a server? Obviously too hard to work out who had actually worked for the reward so a blanket reward for all the pve’rs that never even stepped into wvw.
Yay, a bug was fixed.
Time to give up upgrading anything, or defending anything, grab your ‘this toon tags everything’ character and run around in a 80 man zerg running into another 80 man zerg to maximise bags and hence the chance at wvw wexp loot.
Better yet, grab your guild, organise with another guild on the ‘enemy’ server and just stand and be slaughtered by them, res up, now it’;s your turn, and continue until you are all rank 10,000.
Seriously bad ideas that the devs come up with are getting worse in wvw.
Lower tier servers will now have no fun at all in the forthcoming leagues- the opposition will come along with their 150 extra all stats, 250 vit boost, 100 damage boost and even if you can muster similar numbers, if you are equally skilled you’re stuffed by the boosts which they got by being able to zerg blob their way through the ranks.
At Last, two weeks where the majority can safely ignore the new dungeon path and get other stuff done in game. Ty Anet!
Another ‘event’ where you either join a dungeon guild, get on ts, wait for a decent group and then go in only to fail when people d/c or get bored or have to go for a rl ‘crisis’.
And for the masses ‘keys that drop from mobs in the world’, about as much use as those princess hats etc that filled up bag space, as unless you’re into dungeons with puzzles and no doubt some jumping involved too and some gimmic mechanics they are just an annoyance.
Just read the patch notes. No changes to Teq mechanics, just boosted the rewards so those that have hours of their RL to waste standing around and getting organised can get some better rewards, whilst the rest of the population can safely still ignore it.
Obviously the numbers told them participation was dropping fast and this is their great idea to fix it- increase the rewards.
The ‘kicking players AFK’ will be quite amusing, I can see that leading to players being kicked out the instance for grabbing a turret early so know what they are doing, sitting on it then poof they get kicked, and a griefer jumps on just before Teq spawns..
Personally standing around waiting on a random spawn window for one boss that I need to either change my main or completely change build, traits, foods etc isn’t worth my RL time.
If they had any sense at all, they would have at least made it a fixed spawn time so people could get organised knowing the ‘event’ starts at a certain time, and plan accordingly.
Maybe they think we are all unemployed kids (or students) that can spend all day every day waiting on some random spawn timer.
Umm..you obviously don’t play wvw, or you would know that for the average player reaching any of those titles would take around 6 YEARS of 3 hours play per day…
Titles are given out like confetti in pve for all those living world updates as well as decent rewards and special skins- wvw players get a green, 5 badges of honour and a few pennies for each wvw level they achieve (which dependent on server and your role can take between an hour and several days).
People have reached the 250k kills in wvw for their title in the most populated servers and even then I have no idea how they managed to get credit for so many kills, more power to them!
I agree that there could be a whole pile of titles for pve ‘skelk slayer’ for instance when you have killed 1000 of them, ‘master skelk slayer’ when you hit 10,000, etc and they really can’t be that hard to include in the game.
Does it really even matter?
If they “fix” this, it just means that they will also multiply the boss health so it still takes the same amount of time to kill.
Same with crits. If contstructs would be crittable, they would also have 2x health.
Yes, it matters for all condition builds, and also crit builds, and for players that don’t want to have to kitten their builds, redo their traits, change their armor set and basically have to become melee class in order to register damage on a boss.
No, it doesn’t matter if your toon is a PVT warrior or guardian spamming 1 against the object.
If they want to have build diversity it needs fixing.
What’s really funny is that they thought it would take a week or two to conquer Teq, but the window to do the achievements was only two, so much muddled thinking going on.
Maybe Anet should revert to releasing new content every month instead of every two weeks and ensure it’s less buggy and properly tested, then spend the extra people fixing current bugs and designing better wvw, etc.
And why would you sit there for hours doing nothing- if you are in one of the TEW guilds, all it needs is one toon parked in an overflow and he can tell everyone else if it starts working again, in the meantime the rest of you can go play some of the rest of the game.
(edited by Victory.2879)
They need to fix the current one before diving off into fantasy raid designs that would be played by 0.01% of the population. But I agree, anything along these lines should in future be instanced rather than ruining open world content for the vast majority.
Teq is already becoming a wasteland.
Having a ‘random’ spawn time in a huge window but needing lots of organisation means the current Teq is a huge waste of time for the majority of players in most servers, so the first thing they need to fix is that. Make it spawn every hour, on the hour, so people know exactly how much time they have to get ready and casual players can have a chance at it as well as a chance of learning what they might need to do as part of an organised group.
The current random spawn time and requirement for massive organisation means that if it is left as is, it will be down to the diehards left doing it and the rest of the population will be off doing better things with their limited leisure time.
You are stuck in overflow limbo as the main server is camped night and day, so unless you get into one of the parties on the main map your chances of getting it done remain pretty slim.
Ask yourself this: why did Anet put this hidden ‘achievement’ in, if not to make certain players deliberately screw up the event for everyone else, hence adding to it’s ‘difficulty’?
I really feel for you, as having once run guild raids of 80+, etc I know how much time and effort is required to organise these things. But ask yourself this: do you really have nothing better to do than to spend weeks (and most of your day) organising and battling one boss that basically drops nothing more than a boss you can do on a casual basis in 5-10 minutes. I know it’s nice to do this for others, and I also know that it’s good when it goes right and people follow your orders and get things done- and how $£^$£$^%^&$ing annoying it is when they don’t.
You’ll burn out soon when you realise most people totally fail to appreciate the time and effort you put in as most people are focused on ‘me’ when it comes down to it.
Sad to say, the people ruining it are probably not the ones that read forums, and if they do, they are the sort that laugh at posts like yours rather than think of the consequences of their actions.
The scaling idea for camps won’t work if they base it off the time it takes to flip a camp on a Full zerk ranger (you need to pull a bit to ensure they all attack your pet, which is dead about the same time barrage ends). If you get the pull right and time your skills right, it’s all over in 10 -15 seconds then you are just waiting for the bar to fill up.
The downside to running the build is almost every player that is in any way decent will tear you to shreds if they get the jump on you.
Was fun on my necro in Kodash earlier today flipping camps with our small group but not so much fun following the comm that loved suiciding into Viz’s blob in the tower- the tactics were a bit off there:-)
If you’re looking for a better place to roam then t1 isn’kitten transfer to a t4 or 5 server and you can roam to your heart’s content.
I’d still play wvw – it’s much more relaxing than gvg was, and no doubt if they implemented real gvg arenas with 10,15,20,30 player options (or just 10,15,20) a lot of people and guilds would certainly try it out and become hooked.
But is has to be more than just 20 people running into each other (but NO siege please!!!), much more along the lines of gvg in gw1 – flag runners, npcs and a guild lord to end the match (which cannot be hit at all for the first ten minutes).
Even the Lux vs Kur battles were not a bad format as they required splits.
If it’s just an open space with 20vs 20 running into each other, then it would soon get very stale.
Yep, we’re seeing the rapid decline in the numbers willing to spend hours every day organising for this less than stellar event.
It really only needs a few tweaks- some scaling, lose the invisible red circles or lose the water so they are visible (leave some around just around him so he can still cause the waves) reduce the over reliance on the turrets and cut the HP by half, and it would be a decent event if you remove the timer. Then people would actually turn up and play, rather than hang around, fail, hang around, fail, give up and be left with a sour taste in their mouth.
I really hope they don’t do something similar to the other two dragons – Jormag is fun, the only change needed there is to scale the loot so people who only turn up for the final part don’t get the bonus chest- make it so you need to contribute for both halves to get full loot. There needs to be an incentive for the selfish champ train to divert to Jormag when it spawns, not after others have got it down below 50%.
Shatterer could do with some tweaking so that just standing at the side is no longer an option.
I’ve said it before and I’ll say it again- totally in favour of a separate map/maps for 10v10,15,20,25,30 guild battles very much like gw1, and where split teams can be employed and all the fun that was gw1 gvg. they can also stream some of the battles (also like gw1) and make this an entire tournament.
Would be a huge revenue earner for Anet as they could sell the guild base (choose one from say 5, which determine the map type for your home games), then you can buy the optional extras like NPC’s , decorations, etc all of which would generate money. Say 2500 gems for a guild base- which sounds a lot until you consider even the smallest gvg guild would have to have 10 players so that’s 250 each, and realistically larger gvg guilds have 100+, which means 25 each.
All of this could be designed by one team from the two week roll out procession- all they need to do is take a break from one two week slot (just bring back one of the previous events for that two week slot, we won’t really care).
Entitlement.
I then joined another overflow where there were 3 commanders telling everyone what to do an hour before the fight. We went over it a few times, everybody got organized, and we ALMOST killed him! It was honestly so close we pretty much did beat him.
So basically you wasted how long to NOT kill it? And that was an hour’s organisation (at least) with 3 experienced commanders and with everyone doing what they are told to do and luckily no trolls.
Do you fail to see the glaring problem right there?
Most players don’t want to have to stand around for hours doing NOTHING when they have maybe 1-3 hours gaming time tops in their RL- they have enough boredom in their RL they come online to play a game and enjoy themselves doing it. If a game doesn’t fulfill those criteria then sooner or later sensible people leave.
It’s terrible content and should never have been open world- almost all the kills have been made from ‘instanced’ overflows or by guesting to low population servers or by the very biggest servers or by specialist guilds with 400 active members intent on killing it (for how long before commanders decide that standing around for 2 hours at a go isn’t worth it any more..).
If you are multilingual go to any EU server not in the top three and ask how many people are still even bothering to turn up, and out of those how many are just turning up for the daily, or how many have killed him without being in one of the dedicated guilds, or how many have killed it without waiting hours.
I think it is hilarious that Anet thought that people would stand around doing nothing for hours at a time for weeks on end to beat the boss.
If it spawned once an hour, on the hour, and you always knew exactly when it was going to spawn, then maybe people would. As it is, people can spend their entire day’s gaming time just waiting for a spawn (yes, Anet, a lot of players have RL and can only play an hour or two a day or less), just for one person on a turret to d/c, or be away when it spawns, etc and the attempt to fail.
Without a proper timer most people won’t continue attempting it, it’s certainly not worth wasting my time for, and judging by my last visit to an overflow that was the general consensus (well, of the people I could understand who were speaking in English on map chat).
What happens now? People turn up, smack him once or twice, maybe smack a bone wall or two down and spend the rest of the fight playing ‘smack the mobs spawning near turrets’ for their daily, knowing full well as soon as they appear in that overflow that there is ZERO chance of beating him.
Badly designed and executed content and now we find out ANet thinks their playerbase is so dumb they would hang around for WEEKS doing nothing but failing a boss, only to find out the drops are rubbish, and then think the players would be happy with this? Talk about treating your players with utter contempt.
Of course, probably nothing will be done in the short term and the ‘living world’ teams grinding out new content every two weeks will have to schedule in some time to fix it – so maybe six months from now…or if wvw is anything to go by, they will introduce capping stones so the middle of the map looks like a spvp arena which give no experience and don’t give you Teq completion but must be held for you to be able to beat Teq.
Short answer- no. Almost everything is geared for 5 man teams, there is no scaling of dungeons for smaller teams and no solo mode at all. In fact, the game designers are heading in the opposite direction- Teq the Funless was designed to get 80+ co ordinated people all in ts standing around for hours planning for a 15 minute chance at failing.
Ask yourself this question: does it affect spvp?
The answer is no, so it won’t be anywhere on their list of things to deal with.
I’d love to be able to have account bound tags, even though I very rarely tag up- and in fact my tag on one account is on a toon I now rarely use, even in wvw.
EB was a blast this evening. Thanks for all the fun.
Well the pug problem and queue with few on teamspeak is pretty much a direct result of the last few weeks – if you take it easy for a couple weeks new players come and try it out in their small guilds. After a while they have formed their own ts, speak their own language and just ignore the bleating in chat about getting on the server ts as they can’t understand any of it anyway.
The ‘no tags in BL, they are for guild raids, etc’ has also encouraged the formation of a lot of solo roamers, new players, people levelling alts in wvw, as well as farming emp frags, and smaller teams wondering around the map. The funniest was when they announced ‘the community’ had decided that there should be no tags in EB for a couple days- see how well that turned out…
The problem is that the ‘leet’ guilds seem to think all these people are a problem, and spend their time insulting them or saying they need to get rid of them, rather than seeing them as potential additions.
People like someone to follow- if no one tags up the pugs don’t leave, they just become less effective as they will go do their own thing or even stand around (Teq style- stand around for a couple hours doing something else) waiting for a tag to appear, but not wanting to relog in case there is a queue to get back in.
Now people need to realise that these people need integrating into the system (even if some can’t get on ts) and be properly utilised. That’s if the consensus is that we should be playing the points game in the league a little more than at present.
If I see some uplevelled newbie running around obviously using a bad skill set/weapon set/bad positioning I’ll take a few seconds or minutes and whisper them with a few suggestions if they are willing to listen- not insist they join the server ts or gtfo.
Everyone was new once- try reaching out and embracing them rather than shunning them.
The reason they do nothing about it is quite simple: the cap is fine for spvp, so nothing will be done about it.
With the two week content machine they don’t have time to fix anything that relates to open world or wvw or dungeons, and all ‘balance’ is designed around spvp, no matter how badly it affects other areas of the game.
As bleed takes a lot of bandwidth keep the cap at 25 and apply half of the total damage that any additional bleeds would cause directly and instantly (sort of like how melee works) to bosses and champs, as others have suggested. This would make condition builds viable and mean Anet aren’t excluding quite so many build choices from open world content.
From a purely war-view, generally a large force’s location would be known, so having the map flag up groups of over 25 (it could put a marker up with an estimate of group size in 10’s- 25,35,45, etc) would be an improvement and would add some more tactical play- you could organise a pincer movement of two groups of 20 ish to intercept that 25 man zerg- you know where they are but they might not know where you are until it’s too late:-)
The way to stop mass blobbing is to make it possible to break up the melee train, but at the moment ANet seem intent on buffing it as they are buffing warriors and guardians soon, giving guardians more condition removals (aoe!), whilst not nerfing retal, which is a big problem for many squishy ranged users whose attacks hit many and often but not for big numbers. They don’t even notice this as it’s not really an issue in spvp hence below their radar.
I don’t think it’s a silver platter, being able to use your points on an account basis is the logical way of doing it if you want to have any class and build diversity in wvw.
And it’s precisely because they affect play that they should be account bound not character bound. Why should I be penalised for wanting to switch from my necro (say) to my ranger, where by your method and the current game system I can lose 250 vit points and 100 attack points compared to someone who has played the same or less time in wvw?
The current system doesn’t make any kind of logical sense, and is one of the worst ideas I have seen in any MMO I have played (and I’ve played for more years than I care to mention, and played some of the biggest grind games on the planet, such as 9 Dragons, Rappelz to mention but 2).
I do agree with you that the MMO population has come to expect too much reward for too little effort – just look at the rewards for champ farming, scarlet invasions, the amount of achievement points you can clock up in pve..then compare them to wvw rewards, and the amount of time it takes to get anything in wvw.
If there were decent rewards to levelling up ranks in wvw it might take some of the sting out of it- but 50+ greens in a row show just how bad it is when you can gain 2 rares in pve in a few minutes of auto attacking a boss that doesn’t really fight back.
People asked for a useful change to the outmanned buff, and this was their answer:
@let’s buff the server with the bigger zerg!
Capturing those points is not a priority anyway, as they award 0000.0000 Wexp points, and just seem to attract trolls and boring spvp players testing their latest idea for a point holding build.
We asked for a buff to the outmanned buff to make it meaningful and instead we got the complete opposite.
Maybe if we ask for a buff to the new system they will remove it?
Nuzt, you persist on missing the main point, which is that having it character bound penalises playing alts by a very large margin.
In spvp, you keep your unlocks that you have earned as they are account wide.
In wvw, you get shafted and are told that you will have to grind it out all over again, meaning you will drop further behind and be penalised for daring to want to try out different classes and different styles of play.
It’s bad enough that you can’t even switch toons without having to rejoin the queues (join, wait an hour to get in, find that there is a requirement for mesmers- log out to change to your mesmer, then have to wait for the queue for another hour) without then being doubly penalised for wanting to have some variety.
Can you imagine if they had decided in GW1 to make the ranks character bound?
And you seem to fail to grasp that the player with the alts has actually spent more time playing than the guy with the one toon if they are both rank 300- as they spent the time levelling up all those alts, sorting out gears etc etc..but you seem to think it’s OK to penalise them with a stupid char bound system that is the complete opposite of the original statements about gameplay in GW2.
Maybe one day the devs will take a step back from their spvp account bound focus and realise the char bound wvw system is helping kill off wvw (as well as their many bad decisions in this area on balancing for groups) as it forces people to pigeonhole or be left behind.
Having it char bound is actively DISCOURAGING players from tying out alts. It’s annoying as hell having a pile of level 80 alts , all in exotics, that I took time levelling (so Bacon’s ‘lvl5 toon argument’ doesn’t apply to most of us), and then seeing my friends who decided to play guardian hit rank 300 and have some very nice bonuses on their toon that I am 200+ ranks from achieving on any of my alts (although I have the same total ranks as them).
Whenever I pick up an alt to play in wvw these days, the thought ‘waste of time’ washes through my head when you click that rank button- it’s actually getting to the stage where it’s putting me off doing wvw as the thought ’what’s the point, i’m just falling further behind the lazy one toon players who play less than me but have a higher rank on their one toon than I will ever have on any of my alts’.
I think Nuzt ’s post is a complete troll, or he completely misses the point being made.
Spoken like a true member of the warrior/guardian melee train meta- let’s make ranged squishies even more useless! yay!
If you stack in your heavy armor self healing melee ball at the gate you can melt t1 gates very quickly.
The solution to gates melting is not to exclude ranged damage from players, it’s to cap the amount of total damage a gate can take per second.
t1 gate should last a minimum of 2-3 minutes, no matter how many rams/players are hitting it, which gives enough time to react and get some defenders there. Add a minute for each upgrade level (there should be 3 levels).
In high tier matches 6 superior rams is nothing unusual and gates melt so quickly it’s not funny- and then the total cost of repairing a gate after a battle is so high in terms of supply that gates really don’t last long- but then that is deliberately a part of the game design.
