I just started WVW a couple weeks ago, when trying to get 100% World Completion.
As I went through my own server’s zone I thought “This is cool, and looks different than the other zones in the world.” But then when I went to the next one I saw it was the same map. Likewise for the 3rd. And frankly it’s pretty boring, in my opinion, to be jumping around between identical zones.
My guess is that this goes back to “balance” of some kind, but couldn’t they have a balanced map, but a different looking zone at the same time? What am I missing here?
Thanks for explaining the reasoning to me.
They didn’t have the time to make 4 maps before release so they copy pasted the same map 3 times.
Server being full has nothing to do with WvW. It’s EVERYONE. It has more to do with allocating server resources than anything else.
l2 get your PvE population into WvW like Yaks Bend does and you’ll do just fine.
Yeah but what’s the point of this with megaservers? Shouldn’t transferring be influenced by WvW population only?
I have a friend trying to join my guild on SoS and for weeks the server has always been listed as full.
Can someone at Anet explain why the Sea of Sorrows server is full, if JQ and BG have about 3-4 times our population in WvW at any given time?
Do server population still take into account people doing PvE? Is it based on old lists of players no longer playing? I mean literally it seems we could all stop playing WvW and the server would still show up as full.
Ele, specially now that the class has no elites worth using.
Classes are not OP, skills are.
Rapid fire full berserker is OP.
Backstab/heartseeker full berserker is OP.
Mesmer shatter full berserker is OP.
Lich form full power is OP.
These skills need a damage cap when full berserker gear is used. About 10% less max damage. It wouldn’t change anything for people with balanced builds, only the maximum damage would be reduced.
Immobilize stacking is OP.
Daze stacking is OP.
They shouldn’t stack; immobilizing an immobilized opponent should simply not work.
Guardians and warriors full bunker are not OP but game breaking
Same as a damage cap, the game needs an armor cap to discourage full bunker builds.
(edited by Xillllix.3485)
Avoiding Rapid Fire in 5 Easy Steps
3) dodge/ block/teleport/stealth/reflect/daze/stun/fear/knockback/knockdown/pull/apply retaliation/apply protection/apply burst to fold the ranger/use LoS/use evade skills.
As for all skills, but why should your skills make twice more damage faster and at a longer range than mine? Makes no sense.
Ya the point that a ranger auto attack makes 10k damage in 3 seconds while an elementalist auto attack will take the same time to PERHAPS hit the target and will do 3k tops full berserker (with a lighter armor) shows that Anet has no idea how to balance a mmo class.
I’m saying this and I do have a level 80 ranger.
The first post I made on this forum 2 years ago, the week I bought the game, asking where were the Guild Halls and GvG.
Where are they today? Well today, thank you very much, we have this thread so hopefully something is in the making.
Guild halls should:
1- Be based on the Guild Wars 1 concept of guild halls, with improvements
2- function as competitive training areas
3- have all guild traders, TP and merchant
4- propose a new interface to start guild missions
5- be upgradable, with points earned by the guild during GvG, WvW and guild missions
I think turrets shouldn’t work inside capture points.
Ranger working with mesmer or turret engi is the new meta in PvP. Daze, knockdown, root rapid fire, shatter.
Kills you in 2 seconds max.
To me the achievement requirements simply went from one extreme to another. Why wasn’t it just throttled back a bit instead of “oh 10 mins should suffice”? The way this weeks matchups are all kittened up, its no wonder people are getting upset. Either way you look at it, its metrics and money that they listen to, so I’m playing my 10 mins this week and not buying from gem store all season.
You could have tell them that if they had consulted us before making that terrible decision. The lack of communication again brings poor results.
The problem isn’t with the condi directly, it’s the stacking or durations.
When you get stuck on the ground by a group of 20 people and cannot even move for over 10 seconds then you know the game balance is broken. And I’m not talking about walls and such, all those are fine. It’s the immobilize condition stacking to maximum that is the problem.
And the worse thing is that it was fine before! Then an Anet dev decided it would be fun for immobilize to stack.
You think you should be able to nullify the skills of 20 people? Also you didnt remove the condition for 10 seconds?
I think immobilize shouldn’t stack, yes. Exactly like it was the first year the game was released. Nobody complained then, it seemed totally natural that a player has the right to move in a game.
I’m from TC, and after getting stomped by BG last week I’ll admit that part of me is kind of glad that we have an “easy” week. Still, I can understand the frustration of the under-strength servers.
I wonder… Would the servers actually welcome an unofficial strategy of the two weaker servers automatically teaming up to fight the bigger one? JQ and TC did this last season against BG, to great effect. Looking at the scores this season, I think that many of the servers are actually at a place where the two weaker servers, when combined, would have the numbers and coverage to effectively compete against the bigger one.
Heh, we got Blackgate and Jade Quarry this week.
Feel like I’m in a fight with the Terminator.
Jade Quarry has good players and they’ve been polite enough not to wreck SoS, Blackgate however is just mindless zergs of 75 zombies, they run away when they don’t outnumber you 4 to 1 or have you under their siege.
EotM just need to be added to the PPT map rotation. Then people will stop to farm it and start defending points, the rewards need to be lowered to match those of normal WvW. The last thing we need is the map to give people more gold for doing nothing but running in circles.
Well you can roll a thief, press 1-2-2-2-2-2 and win or roll and ele, spend a year to master your class, press a million keys skillfully and end up running away. This game isn’t made for 1 vs 1, proof is all the new endless matches we have because everyone is running bunker.
The problem isn’t with the condi directly, it’s the stacking or durations.
When you get stuck on the ground by a group of 20 people and cannot even move for over 10 seconds then you know the game balance is broken. And I’m not talking about walls and such, all those are fine. It’s the immobilize condition stacking to maximum that is the problem.
And the worse thing is that it was fine before! Then an Anet dev decided it would be fun for immobilize to stack.
It’s more complex than that but I agree with the title of the thread. Aoe Limit, stacking immobilizes, crit nerf, really hurt the smaller groups and created this stupid stacking bunker zerg meta.
It went from 50+ Ruins capture to nothing at all. Who takes these extreme decisions?
They could have been toned down a little without being completely removed.
Feels like Anet is still testing stuff 2 years after the release.
And the worst is that the LS team is really proud to take another 4 month break that will bring us a new mini-map. They rotate on a 1 month work / 3 month break. What is arenanet doing with their 350 workers ? Why we only see a small team work after 2 years ? Where is something that derail in this big company ? Where is the mark at how the work of these 350 workers is never seen ? What is happening in this studio ?
This is what I’m wondering also. It is objectively true that most MMOs release far more content in a given period of time than GW2 has with less incoming revenue and smaller staffs. What gives?
They are working on another game or an expansion and only have a minimal staff working on the current GW2. It’s the only thing that seems to make sense.
If it’s broken matchups like this it takes for Anet to fix their competitive PPT game mode then at least we have something to look forward to. However lest not forget tone thing: if we do have the current matchups it’s because they ignored the community feedback on the PPT system.
It certainly beats the old system of play the same 2 servers 7-9 matchups.
A system that guarantees stale matchups for a very very long time and then unbalanced matchups at the moment where they should be balanced: during a tournament. Quite a system.
I’m sorry, coming from a sports perspective you rarely ever play even match-ups.
How do you think the Raiders feel right now knowing pretty much every team in the NFL is better than they are ?
Your analogy doesn’t make sense all NFL teams field 11 players on offense and defense. Surely you’re not equating wvw with skill in your :even matchup comments"?
They are both leagues in which not every opponent is equally matched. Do you really wish to dispute that ?
Do you really want to go on this 11 on 11 analogy when its a 54 man roster of which many players fill multiple roles ? Just because only 11 are on the field at the same time doesnt mean that the 11 competing are on equal footing…You can call this outmaned if you really want to. Heck, lets not even begin comparing the salary cap between.
Sports and Tournaments in general are not fair nor are they between “equally skilled” players. Leagues are there not to promote a fair sense of play but to provide you an incentive for getting better and an attainable goal. You and your server can always do what the others have and recruit and grow stronger.
It still depends on skill not amount of players. Your analogy just makes no sense. In WvW you have 90 players on BG at a certain time of the day while on SoS you have 5-10.
“Can anyone help me understand the matchups?”
There is no WvW development team, it was probably disbanded after EotM was released. Even if you’re not supposed to say it; all evidence (interviews and lack of content releases, dev comments) will direct you to this simple conclusion.
Golem mastery was made like over a year ago, just not released then with the other mastery. Commander tags probably took a few hours to implement. Siege disabler is not even worth a comment besides “It’s not a good idea”.
It certainly beats the old system of play the same 2 servers 7-9 matchups.
A system that guarantees stale matchups for a very very long time and then unbalanced matchups at the moment where they should be balanced: during a tournament. Quite a system.
Wouldn’t it be faster and better if server just get rewarded for the amount of people they have? :p
There once was a thread with hundreds of suggestions on how to fix or improve the PPT system. Anet never implemented a single of the recommendations.
Two seasons later we are playing unbalanced matchups in a tournament (at least different, since we’ve been stuck in the same matchups for 4 months before) with a PPT system that only reflects server coverage. If it fails you cannot blame the players on this forum who have already contributed enough ideas to fix it.
They are just buying time, reshuffling stuff in the game to hide the fact it is getting really old because they won’t bother to do the important improvements it needs.
Siege disabler is a joke when a horde of 100 zombies from a higher tier server PvD (player vs door) a gate in 15 seconds. Then when they use the siege disabler on you it’s a double joke.
I just checked out Archeage and it looks pretty good. From the youtube, it looks almost like GW, except it has:
1. You can raise your own mount
2. Build you farm and house
3. Claim a land for you guild
4. Fee to play and No monthly feeI’m going to try it out when I get home. I’m so looking forward to dumping GW, I hope it’s good. LOL…it feels like I’m in a bad realtionship trying to get out.
Ya our guild leader left for AA. Looks like a good game with it’s open world, but like all MMO it will have it’s issues, animations looks a bit clunky, and it’s pc only. ESO was promising too, but now the competitive maps are empty because they miscalculated the importance of simple things (it just takes too long to get a gate down, and npc health is too high, class balance and upscaling is broken).
The only thing keeping GW2 alive for now is it’s combat engine which is unparalleled in a MMO. Now if they could just come out with some real content and stop wasting time with things already there like the levelling system.
The new elementals summons don’t work correctly at all. I don’t want to sound mean, but it is about the worse programming I have ever seen for a video game; the animation literally respond about 5-7 seconds after you pressed the button, after waiting 1 sec for the first button press to summon it. It should be fixed immediately.
Overwolf runs separately from Guild Wars 2 and allows you to display overlays in-game. Apps created for Overwolf use the Guild Wars 2 official APIs, similar to other apps created by community members outside of Overwolf. And as Raif explained, there are further functionalities created by the app developers themselves that also do not impact the game client itself.
We are partnering with Overwolf on a few contests that they are hosting. You may have seen this information posted on our official channels:
- https://www.guildwars2.com/en/news/take-the-overwolf-guild-wars-2-wvw-app-challenge/
- https://twitter.com/GuildWars2/status/511228096734035969
- https://www.facebook.com/GuildWars2/photos/a.135044094208.103264.114036714208/10152472027889209/?type=1
We’ll also have another blog post on the official website going live this week that outlines the Streaming Contest and the WvW “War Reporter” contest with Overwolf.
Hope this clarifies things.
Thanks!
EDIT: blog post is now live: https://www.guildwars2.com/en/news/announcing-the-overwolf-world-vs-world-fall-tournament-contests/
Yeah that’s all nice and everything, but Overwolf is for windows only, while GW2 is for windows AND mac. It would be better if those features were included in GW2 in the first place so that mac users weren’t left out.
Why are they still allowed to enter towers and keeps portals when downed?
You’re breaking (fixing) everything else, why not this?
Running out of things to spam-complain about.
Wasted my time a lot tonight due to being stupidly outnumbered so if you have to delete/lock/forumban for these, I hope it wastes a tiny bit of someone elses time to do so.
Don’t forget elementalists are the only class with the lowest HP pool AND the lightest armor.
They have to sacrifice so much of their offensive capabilities just for survival issues that if they had to run back every time they were down half of them would just stop playing the game or roll another class.
It’s like the thief, learn to play one and you’ll realize they are not OP.
Also learn to counter it:
immobilize, walls, chills, all of those work against it; it has already been nerfed.
It’s easy to fix the engineers, just prevent their turrets from working in capture point circles, like mist form or stealth.
Ele for it’s elites. I don’t know what elite to use in PvP anymore.
FGS is useless, tornado is useless, Glyph of elemental is broken.I wouldnt say FGS is useless. The mobility it gives is amazing. As necro i would take it over any necro elite. Not that the necro elites are bad (actually they are really good) but mobility is so good in this game.
When you summon a sword you do not want mobility, you want damage.
Anyway that mobility is useless for PvP but yeah in WvW it can help perhaps when you have to run from one side of the map to another. The point here is that the new glyph of elemental is broken.
I don,t think Anet want’s to dedicate more than 30 minutes a year improving the elementalist skills. Just look at our new broken elite glyph which summons a elemental that stay still and doesn’t do anything. It was probably tested like 5 minutes: “hey it looks like it does something, ok let’s work on another class”.
FYI folks the next phase will be all about Guild Halls and we will start early next week.
So feel free to continue to discuss QOL and Logistics of guilds with Guild Halls being an excellent segue into the next phase.
Chris
Wow Guild Halls, finally!
Guild Halls imply GvG. You cannot have one without the other.
I think they know, we’ve been asking for real permanent content for a year.
If nothing is released in terms of content it must be because they are busy working on it and intend to release it all at once, like an expansion.
Ele for it’s elites. I don’t know what elite to use in PvP anymore.
FGS is useless, tornado is useless, Glyph of elemental is broken.
Basically removing the achievement requirement during a tournament is an experimental step we took to reduce the incentive for achievement grinding. We want people to play WvW, and not focus too heavily on satisfying achievement requirements.
Why? The previous achievements were fine besides the ones for the ruins.
You don’t want the PvE players to do only the WvW achievements because they will increase the WvW queues? EotM was supposed to solve the queue problem.
You could add EotM to the PPT rotation or make it share achievements with the rest of WvW.
If we find that players prefer having numerous things to check off a list, then we would certainly take that feedback into account and consider it for future tournaments.
You just added a thousand things to check off a list with collections. Do you realize what a contradiction this is? There is a difference between having numerous things to check off a list and having noting at all. The reason the community holds dear the idea of communication with the developers is precisely this: to provide a greater perspective on similar issues so that you can avoid making mistake like this.
As it is right now it was over before I even noticed it, probably 5 minutes after I entered WvW at reset.
1 year to release 4 coloured tags… Then you add a completely unbalanced trick (siege disabler) that breaks the game flow (quite honestly it’s implementation could have been much better, like a 50% speed reduction on siege). Finally these achievements…
What’s happening?
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It’s OP. Sure by itself it can be evaded partially, but have a few rangers working together and that skill is so powerful it makes no sense.
There is new content. Every time you level up, a new text box pops up that tells you that you’ve unlocked a bunch of content that used to not be locked.
Repackaging at its best; this is the new trend in marketing.
I
So it seems my only option to is to grind npc’s around my level for a few levels, hmm no thanks, I log out and go and play PS4.
Can’t blame you. I have zero interest to even try levelling a character in such a system.
I really wish some dev or another could tell us what the INTENDED effect was for this on gameplay. I have a feeling that they don’t really know.
They literally told us in an interview that they had nothing else planned for WvW beside these kind of tricks. It’s hard to stay polite when you spent real money on the store to support them making new content and what you get instead in return are these completely broken gimmicks.
It is the reason why I haven’t bought gems for over 6 months and do not intend to buy more.
The new siege disabler looked like a bad idea from the start, and the implementation demonstrates that it was in fact a truly bad idea.
(edited by Xillllix.3485)
The delay on the elemental actually performing the skill after the elementalist’s command is indeed too much for an effective use in a competitive scenario – especially when the elemental is already attacking the target.
That they have to be in combat is especially important here – there is absolutely no way to get a reliable attack off from this thing because it’ll always be added behind something already in the queue.
It is totally unreliable. You have to wonder sometimes what they are thinking when making such changes that end up breaking a skill completely.
We want it to benefit all players and improve your game experience overall.
Thanks!
If you truly want to benefit players and improve the game experience then add the best features of GW1 and the defining features of your flagship title: Guild halls and GvG.
If they are making Guild Halls and GvG game maps then I’m glad they are taking a LS break.
They are not even replying. They rush these thing out obviously not testing them long enough and then ignore the community.
At least someone at Anet replied to the new levelling system fiasco and said they would fix it. Can we get a fix for our useless elites as well?
This is possibly the single most game-breaking “feature” I’ve ever seen. I’ve spent hundreds of hours commanding in wvw since the game launched. And in T1, good luck finding an un-scouted tower to use rams on at any time other than the the 3 am lull. Quite frankly, this to me shows Anet’s complete ineptitude when introducing new content, in doing proper testing, and in getting feedback from the community (who are the people they are maintaining the game for). Virtually everyone I’ve spoken with has had a negative opinion on this trap. Like the comments above, I agree with things like a nerf on the timer, or removing aoe, or cutting down the range, or putting immunity so that this isn’t abused. That would actually be fair and balance things. I already told my guild that if Anet doesn’t fix this in a month or two and I see that this is being abused, rendering particularly rams completely useless, I am quitting.
Even if they fix it, it’s still a bad idea for an addition to WvW. There were no need for this. I find it extremely worrying that Anet’s could only come up with a siege disabler idea after 1 year without new WvW content. It shows a clear lack of imagination. Anyone in my guild would come up with a better idea within a few minutes.
Tornado would be nice if we could move like a hurricane, let’s say 300km/h. We could use it as mobility tool like FGS.
lol because a “run-away” tools is the only elites an elementalist is worth having apparently.
Where are the people that designed Guild Wars 1 when you need them? They had good elite ideas.
There is now the Siege Disabler. Take out a cluster of rams on a gate, or a bunch of cata’s hugging the wall. The siege disabler is a great boon to defenders.
I somewhat agree about the banner rezing but not about the siege disabler. While it will help with defense somewhat, it won’t help if you happen to be a vastly smaller force. For example; the offensive group could just use ranged siege, paints the walls with aoes so you can’t get off a siege disabler, and uses disablers on the defensive siege you try and build/use to counter their siege. You simply have to hope the siege out of their range can hit or that you somehow get off an amazing hit.
There’s this cool mechanic called “stealth” that lets some classes get by all of that to fire off a siege disabler.
So now it’s not just all about the warriors being untouchable and bannering a fully dead (and how come it doesn’t work on US when we’re fully dead, hmmm?) claimer, now it’s about multiple classes having a flexible response to a large zerg trying to take their objective.
Here’s flexible for you: a fully upgraded T3 keep holds up to 1700 supplies, which is 170 siege disablers. Cluster of golems hitting you? That’s the better part of an hour’s worth of disabling them. Single cluster of siege (catapults usually, but also trebs) bothering you? You can potentially keep those useless for over two hours.
And while that means the focus has shifted out of the lord’s room, none of this relies on the ‘tactic’ of having five traited warriors using a skill that should have affected npcs the same way it affected players in the first place. Now anybody can immobilize siege, moving the fight for the keep elsewhere. THAT is an improvement.
Warriors, sad from having their OP toy taken away: hustle into the lord’s room and banner the lord when he’s low like how it was supposed to function in the first place, or else get him up the way you’d get up any dead player.
They could have limited it to 3 banners res, instead of breaking the feature.
Strictly talking from a performance standpoint there is significant delay in t3 play as well.
From a “fun perspective”…. Siege disable trap can go away, until its re-tunned. It is ludicrously broken.
The thing is, we told them it would be broken before they released it. Again they didn’t listen. We would have needed 1000 complaints, like for the commander tags, for them to realize it.
How much more specific than “It’s a bad idea” can you be? It’s was just a terrible idea, before implementation and after implementation.
And EVEN if it did worked ok, it’s just not fun.
A catapult that launch players above walls, that could be broken also, but at least it would be fun.
If you would simply have asked players on this forum if they thought time-gating skills would help the game they would all have replied: NO.
Maybe you should ask the players before making these dramatic changes.
Players want new dungeons
Players want Guild halls and GvG
Players want new areas to explore
Players want more skills
Players want SAB to keep going
Players don’t want more grinding
Players don’t want more time-gating
Players don’t want slower levelling up