Paid tournaments: gems required to participate
WvW: no gems required to participateFrom a business standpoint, it only makes sense to devote the majority of development resources to the profitable aspects of the game. I’m having a vision of empty WvW maps, and it’s a bit worrying.
LOL no
From a bad businessman point it might look that way
Any good business will go where the numbers are (wvw) and find ways to sell gems there
Why Anet has no ideas on selling gems in wvw? Because all of its decent designers are assigned on spvp.
What possible gem sales could exist in wvw? Plenty. But I’ll let you on the most profitable one:
- nightcapping immunity
No, the effect that raises the mesmer hasn’t been changed.
As I wrote on guru weeks ago, the mesmer will see many nerfs and some bug fixes.
Don’t expect anything else.
Judging by whatever little data Anet has released and indirect data like the activity of subfora, more of us play wvw than spvp.
Yet practically all of Anet’s devs of notable experience are assigned to the spvp team.
Why is that? Let’s be honest, spvp will not improve enough to challenge the top esports.
On the other hand, in wvw Anet has a very realistic chance to be the top mmo game in the world as the likes of Warhammer are dying and EVE/Darkfall are too different…If, and only if, the bugs/hax/rendering issues and the design shortcomings are fixed not too long down the road.
So, how about organizing an effective wvw team?
I like it.
In fact, spvp is getting much better support by devs than wvw.
The force multiplier of keeps is fine as it is.
The basic strength of the npc lord/guards is too low when fully upgraded though. It’s laughable to spend tons of supply and money to fully upgrade and then lose the keep against two-manning in the wee hours.
They get your malice…other than that, some people say they get the % increase of the power line…I haven’t been able to verify it.
Anything else they probably don’t.
The iDuelist isn’t there just for the bleeds, try some ethereal fields.
Last I checked Scepter+Pistol was the way to go for confusion.
I do see an issue with that. A fully upgraded keep shouldn’t fall to less than 10 players, rams or no rams.
Nightcrew+rams > any daily defensive upgrades
No, actually there aren’t many examples when it comes to rendering.
Really?
Based on what you are assuming they are not working on WvW. Even the simplest logic shows that they are working on WvW. I believe that they tried to resolve the culling i.e. to allow us to see more people, tho it fired backwards and we see less/no people.
It doesn’t work like that; unless ANet employs Daffy Duck or something.
Currently, the second-ranked server loses too little ELO and has an interest in allying with the leader against the weakest server…which, of course, is ridiculous game design.
It doesn’t happen every time, but it happens often enough; and when it does the week-long match is even more pre-decided and boring.
ANet devs are still grappling with the basic rule of the RvR: all sides must have a reason to show up on the battlefield, a fair shot at something that matters to them.
Eventually ANet will realize their mistake and make the changes we want.
It’ll too late though.
Considering WvW mechanics boost the leader, it’s the only way.
Even a “dead” mesmer can open a portal. No hax needed at all, it’s a 100% legal trick.
As for hiding, the bay keep lake(moat?) is very easy to hide into with the right mesmer setup.
(edited by Zid.4196)
No fix for illusionary leap. No fix for signet of illusions. No fix for phantasmal haste.
Only nerfs.
While I respect IRON’s efforts, targeting only one borderland is not the way to encourage players to come back.
Anyway, Deso’s done for. Losing to average servers like Kodash and Seafarer’s is the last nail in the coffin.
Most likely the greatsword’s Berserker, possibly the focus’ Warden. Both can spawn regardless of LoS.
Don’t ignore them, they can do a lot of damage and usually apply bleeds.
I play full zerk gs-s/p in wvw and it’s pretty much god mode. I’d say staff+malice are better vs serious opposition, but there isn’t any in wvw.
There’s some optimization room left in the zerk gear because the crit dmg % is too quantized.
What the hell is going on with deso?
Deso never had numbers at the first place. The data published by ANet had Deso peak at 290 against 500-600 each for Far Shiverpeaks and Vizunah Square. Basically Deso had one of the best rank/pop ratios, but that can only last so long. After two weeks vs the endless French zergs Deso players got fed up and either left or stopped wvw-ing altogether.
LOL
Mesmers take a lot of skill. In fact their skill cap is so high no one has reached it yet.
Don’t blame the classes. Know when to fight and when to gtfo.
No; there are too many stun breakers.
Spies are here to stay. Even when free transfers are ended, there’ll be spies.
I doubt ANet will implement a player driven policing mechanic. It’ll be too open for abuse and griefing.
There are some options to fix this problem without creating a bigger one, but all of them require what I’d call refined game design, considerably above the present level of WvW design.
You’ll have a much easier time on a Thief.
iDuelist is better than Swordsman at applying bleed and combo fields. Plus, the pistol’s stun is more useful than the sword’s block.
Immobilize is the strongest condition.
By the way, Vulnerability is not that weak. High damage builds can get a lot out of it.
Blink and Decoy seem to be universal favorites. What’s the third one you take?
Nothing like moa-ing a commander in the midst of his zerg, giving him a chance to cry a bit for help on whatever voice comm they have, and then slaughtering him and portal-ing out.
Are WvW imbalanced the reason for the SWTOR-like fall of GW2 numbers on Xfire?
in WvW
Posted by: Zid.4196
Didn’t a lot of people expect a GW1-like MMO? GW1 had like 5 million sales I believe.
Are WvW imbalanced the reason for the SWTOR-like fall of GW2 numbers on Xfire?
in WvW
Posted by: Zid.4196
Yeah, just like at the time of SWTOR
Are WvW imbalanced the reason for the SWTOR-like fall of GW2 numbers on Xfire?
in WvW
Posted by: Zid.4196
We all know WvW is one of the most popular “end game” activites in GW2.
Xfire, a tradionally reliable predictor of MMO success and failure, indicates a rapid fall in GW2 popularity similar to that of SWTOR earlier this year.
The SWTOR fall was largely attributed to the lackluster end game.
So what is your opinion, are the failings of the very advertised GW2 core feature WvWvW the cause behind this latest development?
Protip – Toughness or Vitality are far overvalued.
Mirror > Ether Feast
I like it there are still people who blindly believe ANet’s tooltips.
I currently use a build that has almost 100% uptime on chill during the nights.
But all bleeds above 25 on a boss are wasted.
Good luck searching for a mesmer in the Bay keeps.
“one class shouldn’t be able to solo range gold mobs or groups of silver range mobs, in Sorrow’s Embrace with my mesmer I could solo 70% of mobs there”
I rest my case.
I’ve seen towers two-manned. I don’t know what’s the minimum number to take over a keep, but it has to be very few too.
At 5 a.m., even the smallest advantage in numbers has a great effect on the map.
The Canadian thing – obviously it’s just a joke to poke some friendly fun at the Frenchies. Even if they have Canadians, that’s cool and not a problem.
The real problem is people have to stay late to be competitive in WvW. Because that’s what it takes. Not skill. Not strategy. It takes a zombie-like night shift that shows up day after day, month after month.
Now, imagine if ANet had advertised WvW as a game of insomnia attrition:
“You can swing your sword and swing it again,
but if you swing it at 5 a.m., you count for ten!”
Doesn’t sound very appealing, does it?
And no matter what ANet devs think at the moment, basing a game around attrition, and not around anything more fun, will come back and haunt them.
(edited by Zid.4196)
I suspect the reason we’re seeing ~7 secs instead of 5 is that, judging by the patch notes, ANet was unaware of the 1.6 delay between attacks that existed before. Why’d they be unaware of information that has been up in the wiki for weeks, yet decide to nerf blindly I don’t want to speculate on.
The rest of the phantasms are probably as before, which is three get 15% instead of 20%, and four (don’t forget we have underwater ones too) get 0% instead of 20%. The boost the Warden had was the only compensation we had, and now it’s gone. That’s why I called nerf, not bug fix.
I solo gank as a mesmer all the time.
Is the patch deployed yet? I’m only discussing the notes.
Without the trait, the warden spinned for 5 secs, then idled 8.2 secs, then spinned again.
With the trait, the warden spinned for 5 secs, then idled 1.6 secs then spinned again.
The patch as advertised should be something like 5 sec spin – 5 sec idle. I wouldn’t trust it before testing in the Mists. The very fact it’s not a full change of the trait that is otherwise below its advertised benefit on all other phantasms, and in fact doesn’t apply at all to half of them, leads me to believe this was a hastily executed change that may have easily introduced a new bug.
It was a bug fix.
Uh? No. It was a nerf.
A bug fix would have been fixing the entire phantasmal haste mess, so half of our phantasms that get nothing right now got their fair share.
It still has its place in WvW where stubborn rangers all over the world continue to suicide on the warden’s reflection trait.
But it seems the “spin to win” no LoS siege exploits days of the iZerker are over…
@ShadowbaneX – Sigil of Fire internal cooldown makes multihitting attacks an overkill for its activation, unless your crit chance is low.
@Ritz – The 25 stack sigils offer the most, however, there’s no reason to use the sigil once you have the stacks. So once you achieve, say, 11.8% increase in crit chance, you can switch to a sigil of accuracy for an extra 5% crit chance. For the time being, it’s best to have a separate “harvest” weapon set in addition to the main two weapon sets that should feature sigils like accuracy, force, stength, or fire.
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