I play in NA T2 and the EB queue has increased, but the new maps are deserted. Usually noone is there. Then a mapblobb appers, flips everything and moves on to another bl. Then silence till the next blob appeares. Sometimes a handfull of ppl try to get stuff back.
I could imagine, that this feels for the higher tier servers even more strange. Because in the lower tiers are “dead times” more common than in the higher tiers. We simply are not used to “dead” maps, while the lower tiers always had some “dead timezones”
Well… I guess after nearly 2 hours headbanging against those new “taking forever”-doors a 30min. garri defense is indeed a blast…
~80% Yes and ~20% No.
No because GW2 is still the game i enjoy. And sadly there is right now no other game for me. GW2 has some mechanics i rly love, like the dyes or the skinsystem. And WvW, the gamemode i enjoy most.
I like the new PvE maps and the gliding. I’m not through the story yet, so i can’t tell if i like it or not.
But with this expansion some things changed and i really don’t like some of those changes.
- Wvw new mechanics and new map. I was never hit by that hypetrain. Since my first step in Eotm i realised, that asking Anet for “something new” for WvW is a BAD idea. And i wasn’t excited for the new map. But even if you never have been hyped for the new map, you can be disapointed. The new mechanics and the map is awfull and i think it will kill WvW (and if i have to admit some day, that WvW is rly DEAD i WILL regret my purchase 100%)
- Guildhalls: I have a small guild. Just me and some RL-friends. We are all not rich and we don’t have the luck to get precursors like greens.
We had the buffs for WvW running in our guild. The addon has taken them away and there is no chance for us to ever get them back. The +5 buff for the camps was essentiel for us. Also HoT is the only add on for a game that i EVER played, that takes away stuff from the coregame that players already achieved, to lock it behind grind and paywalls.
There is still a ton of things that they could have placed in the guildhalls without taking away the essentiel buffs we already had.
What we should really be complaining about….something that I haven’t seen anybody mention:
The new guild buffs can only be used one at a time. You have to choose which buff is active. That’s a huge nerf.
It’s also completely intentional.
The old system was a constant influence sink to keep up buffs. It’s major problem was that it was trivial to maintain for large guilds, and impossible to maintain for small guilds.
The new system is a front loaded cost, but once it is paid it’s done. This makes it a more accessible system for guilds of all sizes. large guilds may get the upgrades done sooner, but small guilds that take a little longer still have the same access to those buffs.
The old system was initially designed so that you couldn’t afford to have everything at once due to the ongoing costs, but the design was kind of broken by large guilds. The new system is much closer to the intent of the design, while making it more accessible and customizable for all guilds and their members.
The entire guild system revamp was done to reward players tackling economic and content challenges together in a way that’s compelling for guilds of all sizes, and rewards them well. The influence system, and by extension the old buff and banner acquisition model was funkitten tally broken specifically because past certain point as your guild grew, they didn’t just become easier to get. They became essentially free due to all the login and passive inf from people just playing the game, even if every one of them was playing completely alone all the time. meanwhile smaller guilds under the old system could play together every day and still get nowhere near the amount of benefit from their guild.
As for non-HoT players not being able to access HoT services. Honestly, guild halls are part of the expansion. I’m suprised they let those players donate to the treasury or enter the hall in the first place. It’s a buy to play game. It’s not unreasonable to expect that people buy the occasional “required” expansion to gain the lion’s share of content and benefits when that means there are not monthly fees or seemingly “required” cash shop items.
The more you give away for free, the less expansion revenue is gained, and you have to make that money somewhere, which in turn means pushing the gem store much more agressively. The expansion model as a one time equal cost is far more fair to the consumer than predatory and annoying practices like black lion keys to drive revenue.
With the old system it was possible to earn influence just playing together. Even a small guild of a few friends that just enjoyed to do some stuff together was able to get some buffs running with that. Sadly you are completly missing the point, that small guilds, even some medium sized guilds, will never get past that " but once it is paid it’s done" point. So i don’t know wich game you are playing, but the GW2 HOT i am playing is not “making it more accessible and customizable for all guilds and their members”. The GW2 HOT I am playing just took away any chance for my little guild to ever get those buffs running again, since we are only a few friends playing together and none of us is called “Krösus”.
We just gave up to have those things.
Usually an “Add on” adds things to an existing game for the players that buy it. HOT is in fact the only “Add on” that i EVER played that REMOVES existing stuff for players that didn’t buy the “Add on”
The blue bar, showing 5000, is you WvW XP bar for the Ranks/ WvW Masterys. That are the blue XP you get for killing guards, taking objectivs etc.
The yellow XP just go into the mist when you are 80
it’s not about “don’t complain, bla bla bla”.
Plenty of people explain why there is some problem in WvW… They have explain, demonstrate… It’s not just complaining….
But other people who defend the new map only know to say “take time, wait, stop whinning…”…Then I just want someone who explain me something :
– How removing WP in the keep will make them more important on the map ?
– How removing side keep WP will make roaming more exciting. Yeah because before if you had 1 tagged camp at south you will use the WP to check what happen asap. Now you just let the camp flip.
– How making free auto upgrade will make the supply camp and the dolly more important ?
– How making the tower totally disconnected from the keep will make them more important to hold ?
– How making all upgrade automatic and free will give more thing to do on the map ? (don’t talk me abouth shrine who are just another pve stuff to do).
– How should some central pve event with big canon destroying all the gate will help to defend when you are outnumbered ?
– How giving the WP inside rampart at T0 will make this one more important to defend at all cost ?
Now give me good reason to accept all those change, tell me WHY this is best for WvW.
I don’t want some generic answers like “just wait, learn the map, stop whinning”. I need real answers. Because I have explain why all those thing are bad, I really want to listen to people saying that those thing are good for WvW, and ofc at off peak time when there is close to no one on the map.
All that are things that kill this gamemode for me.
Add the permanent crashes.
In EU 11 Servers are marked as “FULL” now, most of them have a queue at primetime on ONE map (mostly EB, less than 20 players in the queue). Anyone else remembers the days of “Spring tournament 2014”?? THAT was full servers.
WvW isn’t dead yet. But i see it dying every day. I’m going to hold it’s hand till the end, but i fear it has not much time left.
The boost you get conts for “XP in any gametype”, that means for wxp too. But i agree. It is a pain, to see all those yellow xp go to nowhere. I would be fine with just removing xp gain after lvl 80 in wvw, but just seeing them wastet while you starve for xp for the masterys is badly designt.
“As always we don’t discuss features in development until they are far enough along to share meaningful details”
Translation: “We do what we want and at the point where we ask for your opinion it is to late to change much and you will get it anyway, because we spend way to many time and efforts to do it. You don’t like it? Oh… that is unexpected. But you will get used to it!”
Dear Anet! Please ask ppl for their opinions and ideas! If you don’t want to do it with an Devtag just make an normal account and post it as a player idea. Look at the reaktions and you may get an idea of your plan can work or not.
Won’t take long till the enemy starts to whisper the hiding mesmer “Don’t be afraid! We don’t hurt you. We WANT you to take it back fast, so we can take it again…”
The odd part to me is that the Alpine map wasn’t that good. The Alpine map is a far better fit for WvW than the new Deserted map though.
An old wizen apple is still better than an shiny apple with a rotten inner ;(
My suggestion:
- No autoupgrade. Bring back the old upgradetrees and let someone just press a button. Let ppl pay with badges instead of Gold.
Trolls mostly used the sups for useless siege, not upgrades.
- When a doly comes in, half the supplys go into a public stash that can be picked up from players, half go into an internal stash for the upgrades. When enoght sups are gathered the upgrade will be available. So it is trollsafe. If the tower is fully upgraded all sups go into the public stash.
- Add rewardchests like in silverwaste. Ad them to DEFENDINGevents and escorting yaks aswell. Give a higher reward for defending that struktur than for just retaking it. Increase the rewards, when the fight is about upgraded strucktures. Taking out or defending a fully upgraded keep should give better rewards than a paper keep.
- Old waypointsystem. Right now even at t3 the keeps give no tactical advantage.
I had the same experience yesterday. I could not even move. I still have a few mangopies in my inventory for fights like that. It has been a while since i needed them, but yesterday… Yes, mangopie fights.
Btw, you only need guild level 10 for +5 on camps, then level 15 for towers, etc, all the way up to level 37 for SMC.
No, I already broke it down in another thread.
Here’s what the upgrade looks like.
You need to build a Tavern, then Mines, then Workshop, then War room.Now the upgrades, in order, to get to +5 once the war room is restored:
Wvw claiming: supply camps, guild level 5.
Objective aura 1: Magic find, guild level 6.
Objective aura 2: WvW experience, guild level 9.
Wvw claiming: Towers, guild level 10.
Objective aura 3: Movement speed, guild level 17.
War room restoration 2, guild level 20.
Objective aura 4: Power, guild level 21.
Wvw claiming: Keeps, guild level 22.
Objective aura 5: Precision, guild level 25.
Objective aura 6: Toughness, guild level 29.
Wvw claiming: SMC, guild level 31.
Objective aura 7: Vitality, guild level 33.
Objective aura 8: Supply Capacity, guild level 37.Not going to list the insane amount of mats that will be needed, nor the guild experience that you will have to get from building other stuff in order to get your guild to level 37.
They’ve taken one of the major upgrades that smaller havoc teams need to be effective, and hid it behind a major wall of material grinding.
Supply capacity should be the first objective aura upgrade not the last one.Just another thing showing how out of touch anet is with wvw.
This is so sad.
The more wvw related details i see from HoT the more i think “anet… do you have even ONE dev in your team, working on the wvw upgrades who PLAYS this part of the game?” What, by the love of all gods did you guys THINK when you created this?
You say you want to prevent blobbing, but cut of ANY tools that smaller groups/roamers had at the same time. This change harmes smalscale way more than zergs. A zerg runs over a camp and gets 100 supplys, no matter if those are on 10 ppl or on 8. But in a havok group those +5 can rly make a diference.
And you take away any option for smaler guilds to support theit homeserver.
I play 90% wvw, and for me nearly all wvw related changes are a huge desaster.
Even in T2 the maps are dead. And not only the new BL’s. FA painted the whole EB map green. We just took back our keep. Then T3 stonemist. Zero resistance. Took FA’s keep, 3 ppl showed up to defend. HYPE!!. Not -.-
R.I.P. my favorite gamemode.
Welcome to Eotm 2.0
The map makes me sad. It is a gorgeous map. If this would be a pve map, i would probably spend a lot of time there, wandering around and exploring all those stairs and cliffs and little bridges or stoping for a cool drink at the oasis. The keeps would also be a verry nice environment for the guildhalls or for citys. An amazing place to hang around with friends.
But that’s just not the stuff i’m aiming for, when i enter wvw.
The map is just to huge, complicated and confusing. With all those diferent routes even 2 zergs, searching for each other can easily miss each other. Wenn you loose your group it is verry hard to catchup and i end up mostly right next to my commander on the map, but even if the map shows him right next to me, we are seperated from a wall. Or he is above or below me and there is simply no way to catch up, because i went on a wrong turn somewhere. So i end up porting to spawn or keep and just wait for the zerg to get there at some point, because trying to catchup just makes me ragequit. From the look i love the new map. But to play wvw on it is just a verry frustrating experience.
Also the autoupgrade and waypoints are bad. there is no more reason to fight for a strukture, no matter what tier it is, there is no benefit for any side. Not for taking it nor for defending it, you can just retake it and get more wxp, karma and a champbag from that.
My first impression was: I was completly shocked and hated the new map. Now that i had a while to look at it i agree, that it is beautifull, but i still just don’t enjoy playing on it, at least not wvw. And it makes me sad, i feel bad that i just can not enjoy a map, that surely took the Devs a lot of time and effort to create, while on the other had all the good memorys from the old maps come up, with the feeling, that things like this can’t happen on this maps for several reasons. This map is a piece of art, not made for war.
It feels like the community asked for new shoes, expecting this
https://upload.wikimedia.org/wikipedia/commons/thumb/a/a5/Black_Converse_sneakers.JPG/800px-Black_Converse_sneakers.JPG
but getting this
http://www.familyholiday.net/wp-content/uploads/2014/10/Gorgeous-Halloween-Wedding-Shoes-Inspirations-For-a-Spooky-Big-Day_07.jpg
I can imagine only 3 reasons for me to go there:
1) My guild decides to raid there 2) Someone in ts calls for help for Garri (how ever it is called now) 3) I need a Bank and EB has a queue.
I would love to see the new BL map converted to a pve map or a 2nd eotm map, because it would be a shame to just pack it away and never think of it again, but please please please,for now have mercy give us back the old maps.
Entering EBG—>Getting in a fight—>Crash—>queue up again—>Entering EBG—>Getting in a fight—>Crash—>repeat—>repeat—>ragequit
Never had a problem with crashes before HoT, maybe one crash a month. That is so frustrating.
- Huge map which means zergs have a hard time defending and promotes roamers and small groups. The verticality of it helps too making it even bigger.
Nope, this will make more blob, because people don’t want to run back if they are killed. At least inside your blob your friend can res you.
- Auto-upgrading without using supplies is fantastic. This removes the shouting at people that use supplies from inside the keep when you try to upgrade it and also makes the building of siege inside much faster without the need to do supply runs from the camp. Having a supply depot next to each gate is helpful too. Also, since the auto-upgrading revolves around time, it promotes defending points for a long time to get those upgrades. And maps no longer have paper doors when no scouts are around to upgrade them which makes the zerg farming more difficult.
That’s is a big fail, I was used to start upgrade, place siege, protect supply camp, run dolly. And I was so happy when I succeed to have a keep with WP and siege.
Now there is no point to running doly, you always have sups inside the keep because it’s not used for the upgrade.
The upgrade don’t use supply, too easy…
Before we need team work on the map to protect supply camp, run dolly, run supply to build siege. Now all this team work for the off peak time is gone. Because all run alone without any human intervention… Thx to killing my favorite play style.
And this new auto free upgrade without WP don’t make people defending much longer ! It’s just make the keep useless, and now, no one care to defend it. You just have to take it back (quick before upgrade). There is no difference between T0 and T3… All is automatic… No WP at T3, then no need to have the T3…
And as we don’t care to defend those useless keep, we don’t care if they are T0 or T3 and we don’t even care to build siege inside…
Another point, if you don’t have a big night crew, you just wake up with all your stuff on your BL with ennemy T3… And it’s take hours to take back, even without any ennemy… PVD for hours… And big lord to kill…. Yeah, fantastic, even more PVD and PVE…
T3 should be something difficult to have, this should need team work and human intervention… And you should be reward with WP… It should not be something free and automatic. Now T3 have no value and you have no “honor” to have your keep T3.This thing is a wvw killer for small population server, and for the off peak time… As I don’t play at prime time this just kill all my wvw time…
- Lesser rewards from WvW are good because it promotes activities that help the PPT, not farming
PPT is not the primary interest for most of the people… Even for me as scout… I was interesting to build myself and with team the T3, nice siege, WP to help our people to run on the map. The PPT come only after.
Now as the upgrade are free and automatic, that we don’t have WP anymore (or WP at T0 for Rampart) the keep have the same value at T0 or T3. Then we don’t care to defend it… We just take it back, welcome to the Karma Train.
- Same amount of gates/walls for all keeps and towers makes it fair for all servers. All keeps have 3 outer gates and 2 inner gates and 1 or 2 walls next to each gate.
As we have 3 map, one for each server, there is no need to have the exact same shape for all 3 keep…
- Barricades are good because towers become real hinders when traversing the map instead of objectives that you can easily pass by. The bad thing with this one is that they can be attacked by player attacks when they should behave like walls and force you to place a catapult. Right now it hinders roamers while zergs simply burn through barricades in a second.
Just useless thing…. Maybe if it was a real wall… But as barricade it’s useless..
This is just another thing to run in blob and not in small team…
- Dollies now bring supplies more often, but carry less, which means that killing caravans is no longer such a huge deal. Defending them is easier now too, popping a 90% damage reduction when next to a dolly.
No interest for offensive roamer to kill the doly, because they are more and that they are not needed for the upgrade. And no need to defend it because you don’t need the supply for the upgrade… Before 1 doly was very important, because he bring plenty of supply, and this supply was needed for the upgrade.. Now the doly are just ignored…
- Sentries now show the enemies on the map which helps to track zergs and promote roaming and small-groups
Good thing for the sentry, but I don’t see the diffence between small group and big group…
- First-aid kits from the sentries (skill 5) give a swiftness buff and the shrines give a 5min speed boost too which helps you run faster if you are in a hurry.
I have perma swiftness on my guard.. And I feel that the map is already too big..
You put everything that makes me sad about the update in verry good words.
I also loved to “adopt” a tower, care for it and make it shiny. Now there is nothing left to do. I have always been a dedicatd defender, but with the changes even i don’t see any reason to defend. The most epic fights i ever had always involved a T3 waypointed keep. Either as atacker, trying to turn out the enemys waypoint on our home bl or defending it. The waypoints are a big benefit for fast movement on the map, so everyone fought toth and nails to defend it, and hell! Those fights have been awsome. Now with the default waypoints/no waypoints on T3 keeps, there is just no more reason to fight. Not for the defenders nor for the atackers. And as much as i dislike the new map, i think THIS issue, that T3 has become worthless, is what creates this toxic Eotm feeling, even more than the new map.
I rly like the bubble for the dollys. But it feels, like one hand isn’t aware was the other hands doing. It is like:
Devs see the Problem: Dollys are verry important for upgrades, but ppl don’t like to defend them and one dedicated yakslapper can interrupt the suplyline to a keep completly, even with one or two dollydefenders with just focusing the yak.
Solution Dev-Team 1: Lets give the Dollys a bubble, so the atacker has to kill the defenders and not just permastealth kill the yak.
Solution Dev-Team 2: Lets make upgrades automaticly, so the dollys can speed it up, but are no longer a vital weaknes for the upgrade.
Chief-Dev: Both good ideas. Cant decide wich one i like more, lets just do both…
Blooms aside, can we just take a look at the other stuff?
1. Mobs drop nothing, don’t even give experience.
2. Gives no experience or karma when completing an event.
3. Not even a chest when you complete an event!What the hell ArenaNet? You can tag several mobs and AFK because there is NO reason to fight anything. Why would anyone play this when Silverwastes, Dry Top and dungeons are more fun and profitable?
Worst. Event. EVER.
I really hope HoTs Raids don’t pull the same crap as this. I thought ArenaNet was smarter than to make a korean MMO grinder.
I completly agree with that! If THAT is what we have to expect from HoT i think it is time to look for another game.
The “rewards” for those events are a bad joke.
Scarlets invasion, the mad kings lab etc. have been fun. And xes, the loot is a part of that fun.
Those mobs give just NOTHING. Not even exp, or karma. Not stacks.
This is just depressing and for me those events are just a waste of time.
Okay, let’s imagine for a second that you find what you think is some balanced cure-all to fix siege trolling.
Say you implement something that makes sieging structures or attacking structures a major hassle for the rest of us, yet supposedly will keep trolls from trolling. How do you make that completely troll-proof? These specific players are hell-bent on crippling the server they’re on as much as possible. If they can’t do what they are now, they’ll find another way to give us hell.
Why not ban the individuals? Someone brought up a good point – there are probably only a handful of siege trolls across all servers. Eliminate them, you eliminate the problem without making WvW a hassle for the rest of us.
Why is that not possible? You guys go through probably dozens or maybe even hundreds of tickets per week on people hacking or exploiting or griefing in all modes of the game – why is it so out of the realm of possibility that you could look into the very few players that siege troll? It’s not exactly a common occurrence. It’s literally just a few players.
TC has had another siege troll or two in the past, but last season and this season, there has been only one, and he is well-known. He keeps doing what he does because you guys take no action, yet here you are admitting that siege trolling is an issue. What gives?
This!!
Make it reportable and ban them!
Maybe for a week when it is the first time. But if they keep going on and on ban them forever. Sure, they can always buy a new account if it is rly worth for them. But that is probably not against your intrests as a company. If they keep trolling with new accounts, keep on baning those accounts!
Look into your bank. I had the same and i found the kit later in the bank.
no serious wvw player has more than 1,000 boh because any serious player would be spending them on siege, upgrading it to superior and either using it themselves or giving it to a commander or scout.
Anyone who has more than 1,000 boh and is wanting skins etc. for their badges is a selfish pve leech and has no room being in wvw.
Prety much this.
Make omegas and donate them to your favourite commander.
Make your commanders happy!
1 Omega = 5 Alphas = 500 Badges.
Fastest way to get rid of the badges.
Hardcore WvWers have no need of houses, or lives…
Thats not true. At least the house is rly handy. But i agree. No need for live
I finished the meta on my mainacc (this one) in week two and didn’t get the chest. I finished the meta on my 2nd account yesterday and i got the chest with that 2nd account after i reloged… So your chances to get the chest are good
No chest.
Transfered a few weeks before the season from AG to TC.
Finished the meta in the 2nd week
Achivement says finished first but we are 2nd.
Given that WvW is clearly PvP gameplay, is the current and widespread practice of “2v1” (i.e. collusion between two teams to the detriment of a third and, it follows, manipulation of the outcome of the match) a violation of the Rules of Conduct?
No, it is not. As far as i know WvW counts as PvE for Anet
Fighting the same servers most of the time (can get boring) vs. unbalanced matches (can be frustrating AND boring depending on what side of coin you’re on). Pick your poison. Personally, I’d take less variance, even if it means fighting the same teams week after week.
YES!!
THANKS for this change Anet!
The last weeks in the league showed me how much i missed it to fight equal oponents.
For me it is less boring to fight the same servers for more than a week in a close match than to fight diferent servers in matches that are alreaddy over on saturday morning (no matter on what position i am in such a match)
Also there is stil space for variances. This change just cuts of the top of unfair matchups like number 1 or 2 server is facing number 12.
With the old matching system i was waiting for the matchup where vizuna and vabbi meet.
The only thing that is really weird for me is that we (Aurora Glade) face riverside the 2nd week now. The chance for us and riverside is 3% so we are really “lucky” with that i think
Yes. On Aurora Glade :]