I don’t mind the breakout event- you can beat it reasonably easily, and even if you don’t, retaking the tower takes 5 minutes if you want to. Don’t bother upgrading the tower unless your night shift can defend two of them, as sure as hell you won’t have it come the morning.
My bigger issue is with trebs, which give the stronger server much more of an advantage then the weaker one- not a fan of anything that can completely destroy a fully upgraded keep/tower without costing more than the original supplies and being able to be placed well out of harm’s way, and costing the defenders 100’s of supplies compared to the cost of building the treb. Lose trebs, bring in mobile cannons that can’t be built or placed or brought inside forts.
Moa is pretty useless in wvw anyway- the cooldown makes it a waste of a skill slot, it doesn’t root the target so they can run away back to their mates- in fact it’s only use is in 1v1 situations (I can see it’s use in spvp but there are better elites to be using).
Why are these account or soulbound?
They should be tradeable, so that those who don’t want to do (or can’t, etc many have RL issues that prevent them from completing these type of scenarios) the dungeons or fractals have a chance of obtaining their ascended gears.
Would make for an interesting addition to the market, allowing people who run these things to profit from their efforts and allowing people who don’t to trade for the items they need to make the ascended gears they will need for later content releases.
I can’t see any reason to have that option in the game- you chose your armor/weapon now play with it. Rare and up weapons become soulbound on use, why should dungeon token weapons etc be any different?
I’d like to see materials etc drop as rare drops from vets and champs in the world, which would give people more reason to play out in the maps (rather than just log in their parked toon at whatever dragon is about to spawn).
I’d like to get dungeon and ascended gears too, but with no way of obtaining these without either running dungeons or dieing of boredom in fractals (or more likely losing a member due to RL, d/c, not got time to complete enough runs to up a level, or not being able to find a decent low level of fractals squad any more).
Longbow isn’t terrible in wvw, but the cast times and rooting on barrage (and cast time on rapid fire)…actually nvm, longbow for the ranger (ONLY- don’t make warrior LB even more OP compared to ranger than it is now thanks) currently sucks.
In wvw, where I like to be ranged, I’ll generally open with barrage against the front of the zerg (faster move speeds make this an exercise in playing chicken), then move to the sides and fire off lb3 then rapid fire then it’s on to SB while skills on LB cooldown then switch back when rapid fire has recharged. Picking your targets is important, as is your choice of pets, which can be useful in smaller battles but will die in the time it takes u to fire off either rapid fire or barrage against a zerg.
LB also useful in picking at the squishies if you have the range extension on.
Do spiders actually manage to hit moving targets now?
Ranger problem in wvw is against zergs (unless you can by some miracle save your pet every ten seconds whilst moving/dodging/doing lots of other stuff) your pets will spend most of the time dead, losing you 30% of your damage.
Getting up close and personal isn’t really a good idea – a lot of classes will rip you to shreds if you try sword, etc builds unless you are VERY good at jumping in, getting 3-4 hits off and jumping away then running from all the fire now focused on you..which kind of defeated the object as now you’re not doing any damage.
I’ve tried most things in wvw – for small battles (5v5) melee weaps can be fun but then you lose the advantage of range and decent skills on the LB.
Yet to meet a melee equipped ranger that can beat my boring LB/SB build- but i’m not glass cannon build.
The biggest problem rangers have is lack of a decent one shot damage skill- you will find yourself pecking at targets who will quickly retreat when u start your 3, followed by ‘rapid fire’ which takes way too long to fire off.
If they gave rangers a decent burst skill, shortened rapid fire cast duration a lot, and made it so barrage didn’t root u to the spot during casting (and took less time to fire off, and hit more than five targets) then rangers would be a lot more popular and more fun to play in wvw, and you would see more rangers using bow builds.
I’m glad they took away the culling ‘fix’ as now I can target thiefs again when they are jumping around and I no longer die to the bad ones, and I stand a chance against good ones.
ATM due to being severely outnumbered in wvw I’m playing my mesmer, which is much more fun and much more effective.
Just a wave to the Riverside d/d ele outside south SM gate last night- I was on my mesmer, that was one fun series of fights even though neither of us could quite get the other downed! Best fun i have had all week, kept me up later then I normally would be.
No thanks, I’d rather keep rapidfire which is basically my highest damage skill.#
I’d like to add something similar to killshot – add a adrenaline bar to rangers and when it’s full fire off kill shot to give us the firepower we currently lack.
Nice video- although most of the players u killed seemed to either not see you coming or were pretty terrible at their class.
How do you avoid being rooted/stunned/knocked back or just plain kited using axe? most of those people seemed to just stand around and watch you running in a circle around them.
How does your build fare in group situations/support/siege/defence etc which are the main part of wvw? Personally I tried sword/horn with shortbow and found it not very useful for the majority of the time as i’m not a solo roamer looking for one on ones, and trying to close range against a zerg or even a larger group or good players usually results in painful endings. I tend to run more group orientated builds with max range in mind …suits my playstyle I guess.
Having said that, it is great fun to play this type of build if you like a bit of roaming and for something a bit different !
Mobile cannons have already been suggested (can’t build or bring them into towers, keeps, etc), and also suggested as a replacement to trebs (which the more dominant side can use to be even more dominant).
Personally I’m not a fan of trebs as they can be placed such that defenders cannot reach them whilst being guarded by a few people and they proceed to break down say GG walls without the opposition being able to get to them. They generally give a much greater advantage to the already stronger side making wvw match ups less even.
So, how do you go about the ‘vertical progression’ talked about if you don’t do fractals – is there another option to obtain the materials needed?
Fractals is becoming harder and harder to start as most people won’t drop down to lvl1 or 2 to help new players or people just starting out on it, what if any solution is ANet thinking of here?
There are many people that can’t get groups for instances, for many it’s RL that is the issue, and not wanting to cause a group to fail after a long dungeon run is almost done as their disabled partner calls out and they need to go running off leaving the party on a game in the lurch ( for example- my situation btw).
I’d love to see either solo able instances or being able to do things with henchies like in GW1 or ‘solo mode’ triggering NPC’s that come and help you at certain points in the dungeon.
I generally can’t get through three fractals in a row and am stuck on lvl1- which is now becoming almost impossible to find a squad for. I don’t want to impose on people lvl15+ to come and help me get through all those levels when it is likely we won’t complete enough to even get up a level, but i would like to be able to collect all the items other can obtain in dungeons and in fractals (even at a reduced rate/drop rate/whatever).
I don’t always want to be social- I would like to choose when to socialise in a game and when to not, without being gimped on the content that I am able to enjoy.
Seems every bit of new content involves jump puzzles, including Wintersday, fractals, etc.
Any more and they can rename the game ‘Jump puzzle wars’.
Personally I find them tedious, boring and frankly infantile- if I wanted to play a jumping game there seems to be enough of them out there already.
Next addition of content, please make it so i don’t have to do a jump puzzle, thanks!
wtb a similar skill for the ranged class ‘ranger’ please!
Both piercing and range if your using LB- but if ur determined to whack things with a gs then go sb/gs as u will want to close the distance anyway,and range would be a waste of traits.
Range is great on a LB in wvw where u can hit players out of their range (LB1 does great damage at range max) and fire barrage further than the non-range specced rangers. It’s amazing how much use you can put that extra range to.
Horses for courses as the old saying goes- find what suits your play style.
I’m actually using the prot spirit on my ranger in wvw atm- if they got a buff I’d be a much happier bunny but being able to sometimes provide a team or area with damage reduction for a few seconds actually can make a difference.
Proper use of traits and bows will do more damage than waving your GS around and at the same time I’m not being squished by any decent warrior that unloads on u.
Risen are a joke- speed buffed or not they generally don’t reach you if u put a pet in the way and use LB/SB skills – and by the time they reach you they are generally just ready to pop their loot at your feet as they die.
The real nasties are kraken on the new area, which eat pets for breakfast and rangers shortly after- can’t imagine what they must be like to try on a melee ranger.
Personally I’ll stick to around 1600 toughness unbuffed and to keeping out of reach of melee players.
Having said that in pve it can be fun sometimes to swop weapons etc around and smash away on mobs..but then i can do that on my guardian and warrior so don’t feel much need on ranger:-)
Less then 1300 toughness on a melee build in wvw= dead ranger. Health regen basically fails as every hit you take is way over any regen you can muster making it a bit of a waste of space- unless you spend most of the time out of the fight. I’m at 1600 toughness and for me that is just about enough to enable me to not die straightaway when hit in a group fight.
I can’t imagine the build being much use in a group fight- might be ok for capping camps.
I’m just not feeling it- but then i’m a RANGE r, my emphasis in wvw is to keep the enemy away from me and pepper them from a distance with help from my (sometimes alive) pet.
I don’t know enough about spvp to comment on it’s viability there.
No idea how you came to that conclusion, you need to check your traits, type of gear, etc and actually start using your LB and SB skills.
Greatsword does terrible damage on a ranger.
Quote:‘’In my opinion, those who play their class well won’t turn around and run. Those who know they’re not very good players and can’t win a fight against anyone 1v1, will run.’’
Your opinion is wrong. If you think someone running into a tower and standing watching you stand outside is achieving nothing, then you have no concept of the ‘group’ element of WvW. While you stand there being useless he is guarding a tower, reporting back on TS, and holding you in position so you are not killing dolyaks, taking camps, etc- so by following him you have just failed.
Also, many people run builds that are helpful in groups situations but won’t win 1v1 against soloing ’I’m here for myself sod the team’ builds, especially solo built mesmers. My group built mes can hold off 3-4 players for a while, so I’m guessing a completely selfish build should have no problems with small groups.
Most players aren’t there to wave their e-peens around in solo fights (I hear there is actually a form of pvp called spvp, you might want to stay there- or do you get whipped there which is why u stalk wvw?) and will have no interest in wasting their time fighting someone who is obviously geared and traited to solo mode.
If anything, running past you/away from you probably shows more sense for a lot of classes then being a lemming and charging in.
Shooting players off cliffs is one of my favorite things to do in wvw- more fool them for getting so close to the edge in the first place..not very pro to die to that I must say:-)
For pve i usually run spider and bear or another tanky type pet, with LB and sb. The key to using lb and sb in pve is to know your cooldowns and switch weapons frequently. Stand there just firing one and you are missing the point (as well as gimping your damage).
I find trap damage meh as i have not specc’d for it.
Open with barrage from max range, place the far edge of the circle at the mob’s feet so they stay in the field of effect for the max time, then LB 3, lb2 and if the mob isn’t dead yet switch to sb, sb2, sb1 (auto) by now the mob is dead.
If you move slightly backwards in pve you can line up mobs, target the one furthest away and watch them all die to your bow attacks whilst your pet tanks them.
Sharks is great underwater, but your own skills underwater are awesome- number 3 damage aoe is great, and in wvw u can fire this at people from under the water who are standing on the bank;-)
Troll unguent is you are your pets friend, and remember, switch the pet before it dies!
Unless you like conditions, equip that sig (lazy sig), the running speed one for open pve, toughness one and rampage as one.
In wvw atm I’m tending to use the protection spirit as it’s not terrible and benefits an area, lasts a minute and can be used to cripple/immobilise people too.
Shooting into an enemy zerg with barrage doesn’t usually give me stacks- in fact with the increased movement speed of most classes unless they are completely focused elsewhere standing in one spot while u animate through barrage means they are now in your face and chopping you to pieces. Killing 25 to get to your maxed stacks using that method will take you quite a while…
The middle of the zerg is usually where all the aoe is focused, and unless you have discovered a way of running backwards at max speed whilst firing at opponents from max distance you generally find that maintaining max distance while doing useful damage is a bit tricky.
I find most people that never die in wvw are the ones that don’t commit to a fight, are the first to start the backwards movement, first to start running, and are afraid to run in there and die to force people backwards and break that attack. They are the ones that hover near the back and create stalemates or attrition battles where the side with the most people that hang back lose players as the ones at the front push forward and aren’t backed up by those afraid to have their little toon take some damage or die in order to win the battle.
I’m the one pushing, leading by example and hitting their mid ranks or moving to the sides to pick off their squishies at the back and the most likely ones to run off, which breaks up their attack and leaves those at the front isolated. I’ll be that ranger that fires off barrage with 10 stacks of might from your side then rapid fires you whilst our warrior jumps in there and wipes your crippled toons:-)
My other favourite option for the mid zergers is a nice friendly ballista dropped just behind the fight and built by my squad in a couple seconds then fired into all those lovely bunched middle huggers:-))
Didn’t know about the spvp thing as I’ve been concentrating on maxing out all my toons (one of each class level 80, mostly in wvw levelling).
Anyone managed to pull off a multiple ranger co ordinated barrage yet? It’s really hard to get rangers to do this in wvw…
Sadly he almost never gets to finish his rapidfire as someone notices his squishy rangerness and two shots him.
It’s rare to find myself at totally full hp, and you need damage when you are below 90% hp- bit strange to wear something that gimps you at such a high level of hp.
What’s your unbuffed toughness and HP? 10% damage if I don’t dodge roll?
Two bloodlust runes- I’ve tried bloodlust runes in wvw and personally don’t like them – at max 25 stacks you are adding 8% damage or something? I don’t have the time to stop and kill 25 mobs before I get back to that keep defence.
I love facing off against full berserker geared rangers in wvw, they die so fast:-)
Any ranged pet, as long as it fires the same range as I do (1500), fires as fast as my arrows go, has an ‘elite’ skill that casts in less than 2 seconds and has more than a snowballs chance in hell of hitting any real live target before it dies manfully running straight into the aoe stacks. Can also fire from walls during sieges and fire up to targets when I can hit them.
Actually, I’d settle for raptor doing this.
Maybe a solution to the obvious underpowered ranger (no burst damage) would be to give them killshot for a bow- I don’t mind adding an adrenaline bar for this!
Maybe then we might be able to almost match a WARRIOR’s ranged damage….seems crazy that a heavy armor wearer can do way more damage from range then the ‘ranged class’ can!
I’m so glad rangers are supposed to be so good at ranged damage that a warrior can deal several times more using an off weapon.
Kill shot should be a ranger skill, then we would have one burst skill that might enable us to kill enemies before they finish laughing into the distance.
Maybe someone from an organised server could get everyone on a ‘full’ map to stand in one place, count them, and the OP’s question would be answered.
I’d be surprised if each BL supports more then 80 atm, as opposed to the original idea that each would have 500!
Thread made me laugh, good job OP at a troll.
It’s not being quite so much fun in wvw this week as we seem to lose most of our wvw regulars whenever there is an event on, and gain what I like to affectionately call ‘lemmings’ (people who think that head butting gates or breaking them down with their bare hands is sensible, whilst standing under a hail of fire all bunched up at the middle area of the gate, facing the gate and not watching anywhere else).
Had some good fights though, defending spiritholme from repeated attacks for hours on end was great fun, and fighting you guys is a good challenge as you are better organised than our previous opponents have been in general.
Victory Ranger (PUK), Gandara (part time commander..VERY part time).
Personally I’d like to see an option for a ranger to equip NO PET and instead receive some sort of damage boost, or at least be able to do more damage while your pet is downed- bring back vengeance for when your pet is downed ( a toned down version of IWAY perhaps?).
Had this thought while thinking of the way ANET portay the ranger class as ‘always having a pet available that does significant damage’.
Why not simply give a boost to a ranger’s damage when their pet is downed (aka IWAY of GW1 infamy). Doesn’t have to be much-if a pet is supposed to be 40% of your damage, then have a 20second 20% damage boost when your pet dies or something along those lines?
Would go a long way towards fixing the pet problems in wvw group battles whilst not affecting spvp that much (where it is a lot harder to get your pet killed) or pve, where the issue is not so pronounced.
Have to say, spirits are not useless- I run with the prot one all the time, and it’s a great thing to see when it kicks in, but they could definitely use a buff.
I play my ranger more than anything else as it suits my style of play, but it really needs a fix for wvw style play. I don’t really have a problem with it in pve, but pets fail horribly in dungeons and agony= splat. wvw against a zerg or when defending a keep, they need to fix damage/pets so rangers have their full damage potential available here not be gimped.
There are so many ways that rangers could be fixed, let’s hope Anet take up on some of the sensible ones and make it a decent class with a pet that doesn’t die in 3 seconds in wvw (try sending an eagle towards a target in a zerg or in a group of 10+ and count how many times it even reaches the target before it’s dead).
Personally I’d like to see an option for a ranger to equip NO PET and instead receive some sort of damage boost, or at least be able to do more damage while your pet is downed- bring back vengeance for when your pet is downed ( a toned down version of IWAY perhaps?).
I’d love to see this fixed and scaled to the balance of forces in a map. At present it’s a farming badge, it basically says ‘go farm some monsters’ and encourages the small number of people you have on the map to kill mobs instead of people.
I’d like to see either a damage or a defence buff or both- nothing OP but enough that it encourages people to try something on that map and maybe get something started.
A small team can hold a tower for a very long time against a lot of attackers- you just need to realise that trying to solo kill them by yourself from the wall isn’t going to work and you are likely to be pulled off/aoe bombed sooner or later.
Worlds need to learn to plan for defences and place and use siege so that when an attack does come the siege is already there and the tower has ample supplies for repairing the gate whilst reinforcements build up and rush the attackers, co ordinated with a push out from the tower.
The problems you are probably having are as a result of no one wanting to defend, no one building siege before an attack starts, people not realising the key to wvw is SUPPLY/dolyaks/camps/escorting etc etc.
PUK on Gandara are trying to educate our server about this by example- holding and upgrading camps, towers, keeps and then staying in them for several hours reporting on movements and fending off attacks with well placed and well used siege.
Six people can hold off 20 with well placed and well used siege at many places on the map, and indeed throwing a bally down just behind an open area fight can also turn the tide (my favourite tactic in EB, so many spots lend themselves to this in attack or defence in the open).
We already came to the conclusion it’s better to leave those towers to the enemy and ensure they have no supplies to upgrade- then after they have managed to upgrade them during our quiet times come along and retake them, in the meantime ensuring we use the event on their borderlands.
Net effect is a zero sum – we gain tower, they gain tower, affect on score= zero.
Also makes it more fun protecting your other assets and ofc at least one of them can be trebbed from keep so build a treb and pound away, doesn’t take long to get it back really. I’m not a fan of trebs btw, as they can be placed so they cannot be hit and gives the stronger team a bigger advantage- I’d much prefer to see mobile cannons which cannot be placed or built or moved into towers or keeps, would add a lot of tactics to the gameplay.
Since the changes we have a lot of mesmers QQing about being left behind in groups as they don’t have a speed boost passive slot skill.
So I suggest you give them one (throw some useless add skill on use on the signet like other classes have).
Then they can decide to qq about having to use a slot up with a speed skill (like the rest of us) or not equip it on the grounds ‘it will gimp thier build’….
Miss, block, obstruction, target switch to pet all happen even more often now in WVW than before the patch as most classes are no w moving faster than before. And to add to the fun they now get so much closer to you while you are rooted to the spot casting barrage- then most of them aren’t affected by it so are still out of combat while you are in it, so you are now as good as dead.
Bring back proper aoe skills- limiting them to 5 makes them nigh on useless and encourage people to bunch up and zerg.
Tested the new faster arrows in wvw today- because every other class can now pretty much move faster too, it’s just resulted in EVEN MORE misses, obstructions, blocks, etc than before the patch, with a much increased tendency for my targetting to switch for some ungodly reason over to my pet??
No extra damage, and now when you fire off barrage rooted to the spot they close the gap even faster meaning you’re MORE likely to die than before.
Pets- just as fail as before, send in your melee pet it MIGHT reach the target before it dies but don’t count on it. Flying pets die in 3/4 hits from a rifle wielding warrior.
Class needs a serious rethink not the minor tinkering at the edges that this patch is- even being able to actually have a pet survive for more then 10 seconds would be a start.
Actually as the devs seem to think pets are a good proportion of our dps and ‘we should always have a pet out’ how about making them damn near impossible to kill so they actually contribute to damage in wvw in anything other than very small smirmishes.
Quick fix to rangers would be to enable switching pets immediately when your pet dies, so that you can constantly have a pet up, rather than the current situation where when your pet dies you stand there gimped until the switching cool down has expired.
I think this is in line with the devs thinking that a significant proportion of a ranger’s damage should come from the pet.
And allow ranged pets like birds, etc to be able to fire from walls in wvw!
More like a TINY step in the right direction.
ANet will get the balance right eventually- they are very persistent when it comes to this sort of thing, but we really need a dev who plays ranger in wvw and other scenarios to see how gimped we currently are compared to almost all other classes and get some changes moving.
Speeded up arrows are matched by the speeded up toons with speeded up dodges so don’t expect to see any great improvement or ‘significant boost’- besides which, you’re not getting any extra damage so it’s not really that great a ‘boost’.
(edited by Victory.2879)
and since every class basically got the same buff to it’s signet or speed passive and they made thiefs even faster, it’s not really an improvement, especially when you consider that dodges will make you miss even more now…
Range pets are pretty useless in large fights as they will chase after whoever you first targetted and recall doesn’t work as it will run merrily through all the aoe and generally end up dead.
Almost every attack a ranged pet tries will miss the target anyway, except rooting skills which using the f2 key and watching the slow animation while it takes 1.5 seconds to cast it in the meantime the thief has stealthed or is now half way across the map and the skill misses.
Given that in large fights you’re busy enough just staying alive, don’t worry about choice of (usually dead) pets – they come in useful for capping and small fights, but even then you will notice that most of the time the pet misses as players move out of their way and the pet AI is too useless.
Great if your pet actually reaches the target – which generally doesn’t happen in wvw most of the time, unless you’re 1v1 in which case it’s either a mes or a thief- and it’s quite hilarous watching a pet trying to hit either of those (not really, it sucks, fails completely, and it’s a lot of your damage failing).
Here’s my problems on a ranger: can’t see thief, 3-4 hits and I’m downed, still can’t see him, bang finished. Even if I can momentarily see him, I have one knock back then he can stealth dance all over me and as we don’t really have any aoe’s except long cool down barrage which takes forever to cast it’s pretty much all over.
Second problem- pets and wvw don’t mix. As the designers seem to think we ‘should always have a pet’ to do damage then they need to sort out instant deaths for pets in wvw (no matter how good your pet control is, it will run into and die from the massive amounts of aoe), which severely gimps our dps and general damage output- we’re supposed to have these pets but frankly it’s got to the stage where I’ve stopped thinking about my pet in any large group situation as apart from a few seconds it’s generally dead and I’m waiting on the cooldown to bring another one out.
Can’t help at hitting things either from walls or to walls- other classes don’t get gimped damage there, but we do as pets are doing 0. before someone rolls out the ‘change your pet to suit and get buffs’ every other class can get buffs without having to swop all sorts of stuff around in the middle of the fight, and even if your on the wall your pet is so stupid it will stand in front of you when you stop moving and still die!
Arrow speed faster=whoopie….now I will miss slightly less often.
Melee pets doing whatever- not a factor in 80% of wvw, might be a small help in small fights but as soon as the aoe is up it’s all over for your pet.
Others got boosts to skills and damage whilst ranger skills didn’t- no reduced cooldowns, no quicker firing rate for longbow. Still as slow as a slug compared to other classes that can speed boost themselves and making thiefs faster is just crazy- now they can get away from us in perma stealth even faster yippee!
Not excited by the changes to my preferred class, whilst thiefs will still tempt me to quit the game.
I’m convinced the devs don’t actually play the classes at all, and certainly not in any mass pvp environment..MORE might duration for eles when they can stack 25 stacks on a d/d build? Faster thiefs that can 3-4 hit you in a second or less that you have no chance of getting away from (turn your back and bang backstab 8k) and that you cannot see?
Ranger seriously need a rethink and some decent spike skills added so that they have some chance of killing things in wvw where players ignore pets as an irrelevance (it’s usually dead, crippled, blinded, stunned, bleeding or otherwise out of action),
How about a skill that activates when your pet dies, like vengeance, so that you get a 15 second boost to your damage by 50% to take into account the fact that ‘we should always have a pet to do half the damage output’. At least then we wouldn’t feel like we’re throwing toothpicks at people who are throwing mountains at us.
I have seen this become more of an issue as time goes on- people who want to get started doing these are finding it harder and harder to get a group together for the lower levels, even within fairly active guilds. People who are at lvl10+ generally don’t want to spend hours dragging newbies through for a much reduced reward when they could be collecting their level 10+ rewards.
Maybe make them scaled and soloable with diminished rewards, or add NPCs that join in the fight at certain times in solo mode so that people can get started and collect the rewards.
Also having to do 3 in one run before you advance a level is terrible for those of us who have real life to deal with and can’t stay rooted to the computer for the amount of time it takes to do this- never mind trying to find 4 others to do the same thing!
How about thieves only being able to move at 50% of combat speed whilst in stealth- although to be honest there should be a class or a skill that detects them (I volunteer rangers to have the skill !).
Would be great to be able to distinguish active commander in Team chat by having say gold lettering come up when they say something instead of being lost in the general red chat.
They need to monitor this sort of thing more closely in wvw- maybe have a GM visit wvw a bit more regularly and then give people who pull this sort of stunt a nice ban- say 1 day per siege deliberately placed in this way? I know it’s probably an alt account and won’t stop it but it would be a start.
How about stopping people from being able to enter wvw for 7 days after server transfer, might slow them down a bit?
Fives pieces in 30 minutes doesn’t sound so bad, but I don’t think it will stop multi loggers any more than my suggestion would.
The 30 minute timer doesn’t seem to work properly in a lot of places, this needs to be looked at.
Alt-F4 is a command so it should be easy to disable log in for ten minutes for that account. Let’s see how many use it if that was implemented. Increase the duration for each use within a seven day period to a maximum of one hour.
It’s a growing trend and quite annoying when you are involved in an epic battle of 10-15 a side and as soon as the other side start losing ‘poof’ the downed players log off, denying my side badges, drops etc.
The repair bill argument is just hot air.