4 Warriors, 3 Rangers, 3 Mesmers, 2 Engineers, 2 Guardians, and Necro, Thf, Ele
-Beastygate Beast Milk, OG BG Veteran Native
(edited by WhiteAndMilky.2514)
When is NA prime time EU prime time and SEA prime time
somewhere between 0100-2400 PST
(edited by WhiteAndMilky.2514)
The poor state of these forums makes me sad, what ever happened to the old days All I ever see posting on these forums are no-name newbies who just started playing this game. Where has pot gone? I’d even take Vodka back at this point. If you really look at the last couple of threads you won’t even find TW trolling these boards. That should be the first sign that these boards have diminished in value, please BG/JQ get your old timers back on these boards, I demand good trolls on the these forums once again!
A good troll operates in secrecy. Obvious trolls are obvious.
P.S. You are fat.
(edited by WhiteAndMilky.2514)
I agree. If they had just put these achievements in the WvW tab instead of the Living World tab, then we wouldn’t get PVE casuals jumping into the ques and messing things up for WvWers.
We also wouldn’t get these same people coming to the forums to complain about a game mode they don’t play and that it’s not balanced for them and their grubby achievement grabbing hands.
Fortunately, for those that REALLY care about WvW, there is an option! You can transfer to a server that is serious about WvW and you can stop whining about your PvE server doing poorly!
Guild VS Guild
Capture the Flag
Protect the VIP
Assault/defend (one team assaults an objective, the other defends)
king of the hill
team deathmatch
deathmatch
asura tossing
Maybe split the servers between pve and wvw. People could join a normal server, in addition to one WvW server.
Example:
I could be part of Blackgate PvE server, but ALSO Blackgate WvW server.
Or if I wanted to, I could join Tarnished Coast PvE server, and Blackgate WvW server.
This could give a more accurate representation of WvW population. It could also have something built into the WvW servers that if you don’t play WvW for a certain amount of time, you get removed from that WvW server to make room for active players to transfer to it.
I love that we continue to add more RNG elements to GW2. It makes the game very dynamic, fair, and mysterious. RNG is so great, it’s the best. I wish we had more of it. I wish IRL had more RNG.
yup, happens on warrior sword 1 now (bleed) axe 3 (cripple) but interestingly it doesnt do it on hammer 3 which is a cripple.
A few of my guildmates and myself have noticed a bug that when you fail to pick up a fiery greatsword (someone else grabs it before you) it can bug you out and you can’t use weapon skills or utilities until you die.
EDIT: This is completely unrelated to wvw server lag.
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Confirmed this happened to a friend in my guild earlier. Three of us finished it and opened, but she was unable to get the door to open, and wasn’t able to loot the chest when someone else opened it for her. She had both keys and had not done any other JPs that day.
Mists Merc Camp Vanquisher still at 0 after capturing ogres 4 times, dredge twice, and hylek once. 2 solo captures at ogres, 1 solo capture at dredge.
The new achievement in the living world WvW Season One tab named “Mists Merc Camp Vanquisher” is bugged and is not giving credit for the captures. I have captured the ogres, hylek, and dredge a few times, and the achievement still lists 0.
Solo flipped a few.
Myself and one other took Orgath camp by ourselves, and received no credit towards the new merc camp achievement.
If you kill an ambient creature now with warrior 1h sword, it puts you in combat for a brief moment. It didn’t do this before patch, and I can’t get it to happen with any other weapons.
warrior axe 3 is also doing it now
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Welcome to WvW. This is the way it has always been. It happens because the servers fall behind. The timers you see on your skills do not reflect their real availability.
When there are too many people and skills firing in wvw, it lags out, and stretches out time. So although your skill might say it has a 20 second cooldown, it might be closer to 40 seconds, or even more! Auto attacks appear to be on a separate system, and are not affected as badly as skills with cooldowns.
Keep in mind that when these big fights end, you can expect the server to catch back up, meaning your buffs will last a shorter amount of time, and you will attack faster.
It’s the single-most deterring factor of WvW.
confirmed, I am standing by Valner watching it happen.
yup, been happening for a long time. I’ve had towers/keeps where I damaged the door, kill workers, killed the cap circle mobs and the claimer. I got credit and loot from all the mobs, stood in the circle, and still got no credit. We sure don’t get much in the way of rewards for wvw, it would be nice to at least get credit for the things we do.
happy bday can’t kick wvw members!
If you don’t re-equip the healing signet at the start of a spvp match, the passive won’t function. This never happened to me pre-patch.
Well don’t exploit it in the mists practice area and there shouldn’t be any issues. I did all mine on players in spvp, no problems.
Seems to be back to normal after the last hotfix, tested again with backbreaker and earthshaker. Thanks for taking a look Josh!
Mind going more in-depth on this issue?
I tried replicating this with Backbreaker + chilled and was getting the correct CC durations.
What specific skills are being used on you when it seems to have extended duration?
Hmm, are you timing it manually, or are you using the in-game UI timers? Because the UI timers will remain the same number, but take longer to tick down.
I agree, they should have been account bound at the content launch.
I think it is applying to any debuffs that add timers to your skills (like fears, knockdowns, knockbacks, launch, sink, float, pull, push)
Thanks for updating us!
If you are chilled and knocked down, it is now increasing the duration of the knockdown.
This is happening because with the new patch, chill effects ALL TIMERS. This means that when you get knocked down, and those timers appear over all of your skills… it dictates how long you will stay on the ground, as it’s increasing the timers.
When you trait for Forceful Explosives “Bombs and mines have a larger explosion radius” all it does is change the tooltip radius from 120 in white letters, to 120 in blue letters.
The trigger radius is the only tooltip effected.
Yep. They also need to add something that makes it the more you stun someone the less effective it becomes. Making every stun breaker have a 1 second stability (affected by Boon Duration) would be a great addition.
Yeah it would be nice to see diminishing returns on CC, but in the meantime I’ll take whatever I can get.
The suggestion is that stun breakers grant a temporary immunity to other CC’s. Perhaps 1 second, it wouldn’t need to be much. This would prevent the builds that spam back to back CC’s from perma CC locking you, even though you were smart enough to bring a stun breaker to the battle….
Why should I bring a stun breaker if I use it to get out of a stun, but don’t even have time to dodge before I’ve been hit by another CC? Stun breaker skills typically have very large cooldowns, so it completely nullifies its effectiveness if you can get CC’d immediately after its use.
Stun breaker skills could even just add a 1 second stability buff.
Necro’d this thread to say…… I just logged in and got one of these too. I never bought the “heroic edition” of the game, and I have been playing for over a year.
Each player is a customer, and as such should be treated as equals. To say that only the tier 1 count has no merit.
Tier 1 wvw players play more often and there are more of them, which means more customers and more potential for money. If they break something that is balanced for even coverage (like T1) then they will lose all that potential money from T1 players, which there are a lot of.
Araris. You are wrong about sparing the 2-5 players.
Consider this. kaineng is not even down with the lowest servers. On each BL at any random time we might have 1 group of 5 people. If we gather up all three borderlands, we may have a zerg of 13-15.
That is 15 players to take and defend… sorry sparing 5 for bloodlust when they will get rolled on by 15 is a waste.
YOU may be able to spare those players… but most of the silver league will not be able to spare those numbers.
I think this post illustrates my point perfectly. I am not saying that players in lower tiers count less, they count the same amount of any player. And there are far less of them than in NA T1. Balance should focus on making matches where the majority of players participate balanced and enjoyable. If the mid tiers (lets say t4-6) of NA held the majority of players then that is where the balance should be focused on. If the majority of wvw population was Top tiers of EU, then that should be the benchmark; however, it is not. The majority of players (not just the match up with the most players) play NA T1 represented now by Blackgate, Sanctum of Rall and Jade Quarry.
The Blood lust buff fixes many of the problems the majority of WvW player experience.
In terms of numbers its simply a net win.So you’re saying that there are more WvW players in T1 than in the rest of the tiers combined?
I’m saying the majority of the population of all regular WvW players in housed withing the top 3 NA servers.
Hogwash.
Think of it as hours played by individual players, not # of players who occasionally play WvW. We are talking about people who hardly even touch pve or spvp. You’d be very surprised. Hardcore T1 players often play anywhere from 4-8 hours of wvw a day. Sometimes even more.
Measuring purely by players who enter wvw once in a while is no where near the same as measuring by hours played per day, per player.
Let me say this:
If you are not in NA tier one, by metrics, you just don’t count. The numbers don’t lie, and personally, I couldn’t care less about Tier 8 matches. I don’t hate the people in the lower tiers, but lets look at this logically. From what I’m reading, it seems as though the majority of you want to ruin a game mode that is very well balanced for the larger portion of players. There’s a difference between the number of servers and participation population. Yes T8-3 has a significantly less player density WvWing than T1. EURO server don’t even come close. Even without this mechanic, you are losing a match up that your server would have already lost anyways.
Low tier matches are not an excuse to change a great mechanic that fixes huge problems for the majority of the game type’s population. This is not because anyone hates you, we simply need to treat all players equally. Making changes to orb buffs on the grounds that vastly lower populated servers are still losing their matches is illogical.
On the subject of roaming (away from objectives) and small engagements, while I understand why you may find this change unfavorable you are not part of the discussion about the game type. There is no incentive for small 5 vs 5. They are fun, but you cannot expect actions that do not help the goal of the game type to be taken into account during balancing, that is illogical. You can now become part of wvw by attempting to capture Blood Lust.
In Games, the goal of balancing is to incentivize actions towards the GOAL of the game. In WvW the goal is to be the server with the most war points at the end of a 7 day match.
WvW IS about PPT. Yes PPT comes from coverage, yes siege helps alot, yes some times you need 40+ players killing less than 10 players for gain PPT/war points. That is the game type. Don’t ask to change mechanics that are fixing problems for the majority of players attempting to achieve the goal of the game type.
You may see a lot of posts here about how bad blood lust is, but everyone from a low pop server is the loud minority. And anyone talking about small engagements (that are not expressly for capturing Blood Lust) are off topic as they are not incentivized in the game type.That said, Blood lust has been an amazing update. The dev team surpassed my highest expectations and added new life to an old game type while fixing many major problems.
^ This, ^ this, and ^ this
Bloodlust = power to those who work for it.
Those who work for it require numbers to dedicate time to take bloodnodes.
You need numbers to take targets, and to maintain bloodnodes.
The server with more number can maintain such.
It means servers fighting with similar numbers will have fair amount of chances obtaining it.
It means servers not of equal number population during coverage times will not have equal amount of chances obtaining it while fighting for land targets.
It means it favors the server with numerical advantage of whom can dish out numbers to take the nodes and the targets but not the server whom lacks numbers because either the latter can choose to defend targets only or take the nodes or just quit wvw for the week or try to fight and get pawned.
We already know that wvw is a coverage/numbers game. It is already a grinding game. The mechanics of which are already not fair. However, it need not be more unfair than it already is.
And since this game is supposed to be an e-sport material, why should it be recognized as such if it doesn’t meet equal opportunity to win on the three sides?
Other than that, this game is awesome. PVE, PVP, TPVP, except WVW. Well, you can’t have everything I suppose.
We laugh everytime we see people try to zerg the bloodlust nodes. We just follow them and backcap everything. If there’s anything bloodlust does well, it allows low numbers of players have a big effect on wvw.
If you’re already severely outnumbered, you’re going to lose anyways. The complaint here is that they killed you in 2 seconds instead of 2.1 seconds?
I don’t think Anet ever intends for WvW to be an Esport. Just sPvP.
You cannot and should not try to satisfy everyone. It is impossible.
Irony abound!
People don’t like the notion that the fight they are in is inherently unfair, remove the stats. Its killing a lot of fun in wvw.
It promotes 2v1ing the top server. Which is how it should be.
Keep the stats, it gives an incentive for the 2 less powerful servers to attack the most powerful server together. The buff should have some power, if it has no power, then there will be no point in getting it, and there will be no point to go to the new content area.
Strategy and skill still overwhelms the stats. We have had even large scale fights, where we had no orbs, and the other server had 3, and we still wiped them consistently.
Oh? I haven’t seen any change in how servers choose their targets.
Bloodlust does not promote 2v1ing the top server, there is nothing in the mechanics that make that so.
I don’t know how I can explain this in any simpler terms. But I will try.
bloodlust = power
servers want power
power = points
2 servers fight 1 server to take away power
People don’t like the notion that the fight they are in is inherently unfair, remove the stats. Its killing a lot of fun in wvw.
It promotes 2v1ing the top server. Which is how it should be.
Keep the stats, it gives an incentive for the 2 less powerful servers to attack the most powerful server together. The buff should have some power, if it has no power, then there will be no point in getting it, and there will be no point to go to the new content area.
Strategy and skill still overwhelms the stats. We have had even large scale fights, where we had no orbs, and the other server had 3, and we still wiped them consistently.
and more numbers overwhelms all of the above, but when those overwhelming numbers are also enjoying +150 to all stats its not fun for anyone.
That’s a population issue. It has nothing to do with the orb buff.
People don’t like the notion that the fight they are in is inherently unfair, remove the stats. Its killing a lot of fun in wvw.
It promotes 2v1ing the top server. Which is how it should be.
Keep the stats, it gives an incentive for the 2 less powerful servers to attack the most powerful server together. The buff should have some power, if it has no power, then there will be no point in getting it, and there will be no point to go to the new content area.
Strategy and skill still overwhelms the stats. We have had even large scale fights, where we had no orbs, and the other server had 3, and we still wiped them consistently.
A thread with only two posts on how good is Bloodlust, says it all.
With all respect to everybody’s opinion, I believe that the majority of dedicated WvW players has already taken a stance.
Negative people like to post a lot. People who are enjoying the content are playing it, not talking about it on the forums. Dedicated players are in WvW, not posting on the forums. It’s easier to go and post something nasty than to take the time to post something constructive and nice. Counting negative vs positive posts is in NO way a concrete way of determining popularity of the new content. You’d be silly to assume that.
Dear WvW team,
Your work on the new orb buff, bloodlust, was fantastic. The dynamics it has created are amazing. Players of all classes and builds now feel like they have more roles, worth, and purpose. Strategies have expanded and become more complex. People are enjoying wvw on a much higher level than ever before. Everyone from the lone wolf to the massive organized guilds feel important, which is really good for sustaining population and interest.
It saddens me to see players complain about the bloodlust, and say that it’s overpowered or that it needs major rebalancing. Those who know little have many opinions, and they are more than willing to share them. You can just look at tier 1 and see how it’s actually very balanced.
I can’t say I speak for every guild on blackgate, but everyone in KnT thinks these changes are amazing and I believe the rest of the server is of the same mindset. We thank you for your time and effort, we know it’s not easy, and we know it’s hard with limited resources at your disposal. Good work everyone!
Also the design and map layout of the bloodlust areas are amazing. The amount of depth it adds to small pvp combat is incredible. I don’t know why spvp maps aren’t more like this.
Good work team!
This looks awesome to me. My only fear would be that in a zerg setting, some of these skills might be “spammable” (perma-invisible zergs) – yet that could be countered by high cooldowns, I suppose (30min; eg.).
On a more practical note, where would these skills be located in the UI? Would they be “consumables” in the inventory? A weapon “bundle” which temporarily replaces our current skills? Food for thought.
Yeah, the cooldowns would be the easiest way to limit them. Also if there could be a way to limit how many of them can be used within a certain area.
I did think of the UI, and the first thing I thought of, and it seemed temporary… but yes, create an item that maybe slots into your inventory bag and you click “use” on the item. It could bring up a skill bar menu similar to things like the dance book, and depending on what you had unlocked, you could choose from different options.
Obviously some traits wouldn’t need an activation, like healing downed players faster.
Silly Tarkuses!
We have some very cool and interesting wvw traits now to choose from. But how about some that are unique to the class I am playing? Since Anet refuses to pool my 16 characters wvw ranks together into one account bound rank, EDIT: Account bound ranks soon!!! make it so there is a reason for me to play certain classes over other ones by giving them a specific wvw role!
Some ideas:
(When I say things like “high cooldown” it means a number of minutes.)
engineer:
- commandeer and convert enemy siege when it hasn’t been operated by an enemy for 30 seconds. High cooldown.
- slowly repair siege, 1 piece of siege can only be repaired by 1 engineer at a time. High cooldown.
- higher tiers of the skill allow you to commandeer higher level pieces of siege, like trebuchets and eventually alphas and omegas.
- upgrade a piece of siege to superior (requires supply, but not as much as creating a new superior piece)
- ability to break down enemy siege into supply that can be picked up
Ranger:
- track enemy movements with your pets.
- additional points expand the range or effect of this
- detect traps, high cooldown
- pets, depending on type, do additional damage to walls, gates, npcs, siege. Example: Bears do more damage to gates, felines do more damage to npcs.
- special skills like sending a bird to blind an enemy siege operator for a short duration. player cannot be blinded again for a certain duration.
thief:
- spiking a player grants specific boons/buffs/effects to nearby allies. Changes depending on what class you spike. (similar to how steal takes unique skills from enemies depending on their class)
- drop a small supply trap when reviving an ally.
- steal has a change to steal (but not really steal, just create) siege blueprints or traps from enemies. (maybe from commanders!)
- require less supply to create traps.
- can have a supply, and stealth trap active at the same time.
elementalist:
- create temporary elemental siege weapons, high cooldown. Fiery rams that ignite gates, arrow carts raining lightning down, etc. Limited by area (example: only 1 ram can be placed on a gate at a time)
- create a large healing spring, 10 second cast time, immobilized while casting. high cooldown
necromancer:
- spike an enemy and create a temporary undead clone of them. Only able to have 1 undead clone at a time.
- temporarily “revive” and create undead npc’s to fight again for a brief moment. NPCs cannot be revived a second time with this skill. Tower/Keep lords and quartermasters/workers cannot be revived.
- while moving through the cloud of a trebuchet cow shot, become a poison “host” for a short duration, and spread it to more enemies in a small radius.
mesmer:
- create clones of allies, can only have 1 ally clone up at a time.
- create illusionary distractions, like a wall that makes the area appear to have no one in it. (think like a 2-way mirror) short duration, high cooldown.
guardian:
- Revive an ally faster, has an internal cooldown.
- Elite skill “Heal Area” heals downed players.
warrior:
- carry additional supply and grant it to teammates. Supply visible on warriors back so teammates know when a warrior has supply to share.
- deal additional damage to enemy siege with melee weapons
- ability to carry a banner buff on your back, either one from the warrior utilities, or something like magic find, hero’s, etc. SAMURAI!
Some of these may seem silly to you, so help me come up with some more ideas! I’m just coming up with these on the spot.
(edited by WhiteAndMilky.2514)
Now we all know why the Sigil of Generosity is so expensive.
Yeah pretty much lol
Going down the leftside of garrison stairs recently killed me, not sure if the most current patch fixed it or not. But there are now TONS of new spots in the bloodlust areas that do this. It’s a huge issue.
So falling a sloped cliff will deal 1x 200 dmg instead of killing you ?
I think the current system it fine.
Falling down a sloped cliff would still kill you. I don’t think you understood the idea.
Everything I talk about is wvw and pvp related.
If thieves want cleansing, they basically have to spec into stealth cleansing. This makes most non-stealth thief builds… useless. Things like pistol/pistol are heavily penalized because they can’t stealth reliably.
Just off the top of my head I thought of a trait for pistols that could be something like:
Grandmaster: Every 8th pistol strike cleanses a condition.
Just trying to brainstorm some ideas that would make more non-stealth thief builds viable. I’m very tired of being pigeon-holed into running stealth skills and traits just so I can sustain.
The idea is to implement a cooldown on when falling damage can proc. The cooldown wouldn’t need to be long, maybe something as low as 1/4 of a second. This would keep us from killing ourselves from silly things like walking down a set of stairs, or walking down a sloped hill.
Yup, I avoid all PVE for the most-part because I find it extremely boring and not challenging. Finally we have pve content that requires a community to band together, and fight in an organized manner in pve. I hope there is more content like this coming.
Good job Anet!
We have yet to see exactly how this will operate, but I only think it’s fair. Ranger has long had the short end of the stick. Thief counters ranger pretty hard currently, even trap rangers and the like. I think it will reward more skilled players who read their opponent better, and punish players who had been getting away with sloppy stealthing. I always enjoy changes that up the required skill level of our game. For instance, the 4 second revealed change made me very happy, and I play thief.
On immediate release there were crashing issues in wvw, it’s more or less gone now and seems to be working fine again (or what we consider “fine” in WvW) You should go try again and see if there is any difference.
We will take BG to sorrows furnace next!
1. Everyone guests to Blackgate.
2. Blackgate guests to Eredon Terrace.
3. Blackgate kills Teq in Eredon Terrace.
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