this for real u want to to get fixet.
transfer down to bronze with guild and the players coming back.
so the wolds get more ballancent
That is just another method of bypassing the stacking rules which goes back to my original point.
You still end up with a T8 server going up to T1 with all the guilds you wouldn’t let transfer via conventional methods.
Just revert the change back to what it was.
Please do not do this. If players have to do a month-long blackout to try to cheat the new system, that is far and away above only having to do a blackout for only a single night. Many things in this game can change within a month because that’s a really long time for more players.
What you said didn’t really make much sense. Perhaps try rephrasing it.
It’s almost as if the entire point of having “full” servers is to make new players NOT choose those servers.
The non-full servers contain the entire range of guild niches when it comes to WvW, I promise. They are free to choose any.
I wasn’t talking about new players, I was talking about guilds. From what I can see there is no choice. Not all servers have good enough coverage to guarantee fights.
What do you suggest for the following scenario:
- SEA time zone guild wants to play against SEA guilds
- That guild would dominate T2 SEA if it played there to point it would be PvD
- Majority of SEA TZ guild activity is in T1
- Very little SEA TZ guild activity in T2
How do you propose getting that guild some fights given T2 is not an appropriate venue?
This change to calculation of when a server is full has introduced an entirely new problem.
Instead of blackout nights we are getting BlackGate doing a blackout fortnights/months.
This is making it very boring for YB/JQ.
If you want to reduce T1 WvW populations this is a good way to go about it.
However, I think you’ll find that we will quit the game from boredom rather than move to T2.
Just revert the change back to what it was.
People are always going to look for a way to manipulate algorithms so they can stack, so just make it a free-for-all.
At least that way it will stay interesting and we can get some variety in our opponents.
The longbow skills were generally well received
I don’t know what feedback you read but I don’t agree with this point.
I would never play Dragonhunter Longbow on my Guardian.
I can’t stand the skills rooting me in place and the auto is too way slow.
I find it interesting that the people who are complaining the loudest, against what A.Net is doing, are players who are on one of the highest population servers where all they want is massive map blobs.
…. and I find it interesting that the vocal critics of those JQ players do not even play in tier 1 and yet seem expert enough to comment on our situation and also seem quite resentful of tier 1 players enjoying blob fights and plentiful roaming.
You can guess why high population players are complaining: Because we’re the ones with servers classified as Full – so we’re the only servers that are really impacted by this change.
Either way I’m not trying to stack the server. I was complaining because I want 1 friend to join me. ONE. Not a guild or two. A friend that has never played GW2, he wouldn’t even know what server stacking and coverage is. He would be a total rally bot for a year and help the other servers by dying a lot. He’s never even played an MMO.
So I’m not trying to stack the server – if anything, letting my friend on would hurt my server.
Killing off the most enthusiastic WvW players and guilds by messing up tier 1 is NOT a way to make WvW healthier.
If a full server is full, you shouldn’t be able to get in. That’s what “full” means.
Anet’s not forcing anyone to do anything. All they did was close the loopholes.
That’s the point – the servers are NOT actually full.
We rarely even have one queue on JQ.
This transfer system was set up to appease the complaints from lower tier servers that are happy to complain about their WvW being empty but not happy to merge or transfer to solve their own issue.
Sounds like the population cap is working as intended. Move to T3, stop trying to bandwagon full servers.
The servers aren’t full though. Just because Arenanet says it is full doesn’t mean it is. We have no queue on JQ since reset. Does that sound like a full server?
Working as intended, join your friends on a lower tier, SoS has sea, Mag has sea, Sbi has sea, CD has sea. There is four servers right there that will suit your needs.
We’ve played against their SEA and it is second rate in terms of size and quality (especially the pug quality). It’s not a solution.
I agree, this new classification/transfer system is very poor for Oceanic/SEA players.
I play in SEA T1. There is very small SEA population outside of tier 1.
This change has locked every SEA player and guild to whatever T1 server they are currently on.
If SEA players/guilds leave their current T1 server they end up in T3 or T2 (at best) and end up having very little opposition (and thus very little fun).
Guilds want big fights against top class opposition.
I’ve been playing on JQ since the early days. I have friends on JQ that I don’t want to leave and I have a new friend that has never played GW2 that I want to introduce to WvW.
My friend can never join us. I won’t be able to convince my JQ friends to move to some backwater server for someone they do not know.
This change is actually increasing the WvW population rot (I’m not going to get my friend to buy GW2 and play WvW because he can’t join us).
I would also dispute that Tier 1 is full – JQ never has all maps queued (except maybe 30 minutes after reset). This is not a full server. We could queue 3 more maps with players. We are maybe 1/4 to 1/2 full in terms of our queues.
The servers should be able to support 4 queued maps all having blob fights at the same time on each map. If it can’t do that then they need to fix their servers to handle load not invent “Full” classifications.
For those mocking T1 and calling it a ktrain – that is so far from the truth. 90% of time in T1 SEA is open field multi-guild fights. JQ was relatively empty during the golem ktrain because we all found it so boring compared to fighting.
This change hasn’t stopped server overpopulation. It has simply altered the strategy for how people overpopulate a particular server. Instead you now get a situation like Yak’s Bend where everyone transfers into an empty server before it gets classified as Full.
GW2 is about letting people play the game they want to play it. If people want to roam on empty maps then let them live in T3 and below. If people want to blob in T1 and sit in long queues then let them.
Existing players on T1 should at a minimum be able to invite their friends onto their server.
Just open up everything up and let people transfer where they want and let the queue lengths be the control that discourages overpopulation.
GS1 needs to be faster, needs more chill.
GS2 needs cast times reduced.
GS5 needs 1500 range, ground targeted and a shorter cooldown.
Without a powerful pull mechanic the necro won’t be able to stay on their target. Chill just doesn’t do it. Especially now that chill has been nerfed.
One Blink, Shadow Step or Rush and the melee necro is left waving good bye.
Basically when people get in a fight with a reaper they need to know they can’t disengage easily.
Mesmer F5 gets added on top of F1 through F4.
Ele overload gets added on top of attunements.
RS should get added on top of DS.
DH should receive similar treatment.
Lag was terrible last night during SEA prime. I had 2-3 second skill lag and also got 3 disconnects.
Can the devs please reply and acknowledge our new introduced lag issues and let us know you’re aware of it or working on it?
I think Reaper is going to be more of an sPvP / roaming class.
I think if you play a Reaper in T1 blob fight you will melt (light armour, no mobility and no “oh ….” buttons).
Still, I’d be curious of how your experience is compared to pre-patch over the next few days.
-Bill
hi Bill,
Thank you for working on the lag issue – your hard work is appreciated.
An update on our experience from T1 SEA prime is that last night JQ experienced probably the worst lag it has experienced in the last year or more.
I suspect this isn’t a coincidence.
We have huge blob fights on EB between JQ+BG+TC during SEA prime almost every night.
It lags a “normal” amount during those fights (maybe 0.5 to 2 seconds on skills) but we don’t usually get disconnects or 30 to 180 second skill lag.
I was in a tower when TC + BG engaged in a normal blob fight and all my skills stopped working and then I got disconnected. I got disconnected 2 other times.
In comparison, I had 3 disconnects last night versus 3 disconnects in the last year.
I checked my network and it was functioning properly. There was confirmation from TeamSpeak that many of them were experiencing the same issues. These were American, European and SEA players on TS so I don’t think it was a regional network issue either.
It’s certainly a challenging issue to fix and we thank you for taking it on but I suspect in this case there may have been a regression with this patch.
Activate friendly fire.
This would make things very interesting.
Would probably kill the servers.
2 sec of stab every 3 sec constantly from a signet would be very broken and you dont even need to activate anything to get stab
The flamethrower engineer has access to zero skill permanent stability and engineers follow a similar design theme to necros (point defence, no teleports, etc):
Plague: This skill no longer inflicts bleeding every second while it is active. Instead, it inflicts 10 seconds of bleeding when it is first activated. When traited with Master of Corruption, it inflicts 4 seconds of poison.
Mark of Evasion: This trait now only activates if you are in combat.
Consume Conditions: Lowered the number of self-applied vulnerability stacks from 10 to 5.
Thank you Arenanet – a bit better. Mark of Evasion – much better.
I still won’t touch Master of Corruption though because of the blind on heal.
Chilling Darkness: Added a 5-second internal cooldown to this trait.
I don’t see the sense of this – the main uses for it were pulsing chill in Plague and Well of Darkness in WvW (/sPvP?).
This change now means that 1 person will get chilled every 5 seconds instead of 5 people being chilled every pulse.
If you’re doing this to balance Reaper then I think you need to rethink your design a bit because you’ve basically nerfed the proverbial out of WvW builds built around this trait.
(edited by dzeRnumbrd.6129)
Not much thought going into this nerf. Terrible change.
I can’t wait for the 150 golem three way in Stonemist.
I think this is going to be fun. It will at least break up the drudgery.
It’s just a light hearted event that only lasts a week so I think people shouldn’t take it so seriously.
I play every night for many hours and I love smashing BG/TC heads but having a break with some golem PvP sounds nice for a change.
With the nerf to chill I’m not really interested in Reaper now. It’s too easy to disengage in WvW. I think it needs a re-design with more weapon skills to keep your opponents in melee range (because we don’t have the mobility to keep them in range).
I believe the devs said they are looking into that because they know it is gonna screw over reaper with the mobility changes. Who knows, maybe a couple of our skills will be reworked….
In that case I might be interested again
Hopefully they rework necro in general and not just Reaper.
It could be as simple as adding X seconds of taunt to every necro skill that chills or cripples.
Taunt would be a reverse gap closer for necros.
With the nerf to chill I’m not really interested in Reaper now. It’s too easy to disengage in WvW. I think it needs a re-design with more weapon skills to keep your opponents in melee range (because we don’t have the mobility to keep them in range).
So wheres necro and mesmer nerfs too?
Let me know what necro traits/skills are OP because I can’t find them!
Make Dark Path ground targeted instead of requiring a target.
I think we’re the only profession without a targetless leap/teleport and it shows.
It seems insanely high now, but that’s partly because we’re so used to what it used to be. It’s quite possible that we’ll become accustomed to the new levels over time.
So why even have Toughness as a stat if it is basically being ignored?
Actually, I personally think the damage is too high and should be adjusted. But we have to acknowledge that we’re speaking from a perspective which doesn’t exist anymore. If the damage was always like this, would we have evolved to a point where this was simply the normal levels, and the previous levels would have been considered extremely low?
Maybe that’s a moot question, but that’s what I was implying by my statement. It’s something that will need to ride for awhile before enough data is accumulated. Simply one day is not enough to make a judgement call, especially when whatever the meta is destined to be hasn’t even begun to settle in fully yet.
I don’t agree that we can’t evaluate it now.
Your implication is that the player base will adapt to change but I don’t agree it is possible in this instance.
There is no way the tank or attrition player can adapt to these levels of damage. Let’s say you have a 3300+ armour guardian getting melted like a squishy – you have no way to adapt as you can’t add more toughness and traits are not going halve the damage you’re taking.
The only counter play is to become a zerker and kill them first.
This ends up with everyone playing zerker stats which is what Arenanet was trying to get away from by opening up attrition builds.
It seems insanely high now, but that’s partly because we’re so used to what it used to be. It’s quite possible that we’ll become accustomed to the new levels over time.
So why even have Toughness as a stat if it is basically being ignored?
The only dodge trait that triggers a damaging skill even out of combat is the thief’s Uncatchable (Caltrops). But if there is one class that can avoid getting into combat by leaps, teleports or even stealth, it’s the thief.
Oh that is interesting, I used to main thief and tried caltrops out and hated it in WvW. I assumed that all other on dodge traits would trigger OOC. It’s good to know it probably won’t trigger unless I’m in combat.
Maybe you could Consume Conditions so you can put yourself in combat and drop one? ;-D
hi devs,
Problem/Issue
Any player that takes the Blood Magic trait line will now have Mark of Evasion putting them into combat when dodging mob attacks (while running to get somewhere else). It may seem minor but it will get really, really annoying and the whining will become incessant.
Solution
Can you please ensure this trait only place a Mark of Blood when we’re in combat?
Final comments
I tried to think of the easiest way to fix this without shifting traits around and I think the ‘in combat’ fix is probably going to be the easiest to code and test.
This trait is going to drive WvW and PvE players absolutely insane if it isn’t fixed.
Thank you
I’d rather hear from Arenanet because I think most of the arguments here are flawed.
armor – full zerker set
trinket – full celestial set
Shotgun approach to stats doesn’t work for me thanks.
You do reallize that if you just swap out 1~2 accessories you should be able to get the same stats? And if you go by their previous actions they won’t reset anyone’s gear.
Let’s say (for sake of example) someone has a build with the following stats contributed from traits:
Trait line 1:
+300 power
+300 condi duration
Trait line 2:
+300 precision
+300 condi damage
Trait line 3:
+100 toughnesss
+100 (10%) boon duration
What two accessories could you purchase to restore this balance? I think you’d struggle to restore this without altering all your trinkets. That could be up to 150 laurels per alt.
And if you go by their previous actions they won’t reset anyone’s gear.
They did it with magic find so I don’t think you’re giving them enough credit.
I think this is actually great.
For example thieves in PVP generally all take 6 in trickery.
That gives them 300 condition damage.
Majority of the thieves actually play D/P or, rarer, S/D, both of which are power-based.
That’s 300 stats down the drain, which will be rebalanced into much more useful vitality, power,precision,ferocity on the amulet.
That’s my take on it anyways. So this change is actually amazing.
I think you missed my point about this being for people that want hybrid stat combinations.
I also said I wasn’t against this change, simply the re-gearing cost.
Perhaps, you could just replace your existing trinkets or upgrades with those featuring Toughness/Vitality etc.
Good luck.
Uh, well that was sort of the point of my post: I don’t think we should have to do that.
Amulet: 20 laurels + 250 badges
Rings: 25 laurels + 250 badges
Accessories: 40 laurels + 50 ecto
Given the stats don’t translate directly (2 stats for a trait line vs 3 for a trinket) then I could see myself adjusting 150 laurels worth of gear to rebalance just for 1 of my 8 alts.
I am wondering if Arenanet would mind commenting on their plans for our existing gear following the trait system reset.
Firstly, don’t get me wrong – separating stats from traits is a great idea and I’m all for it
However, the problem as I see with it is that if I am running toughness and vitality stats in my trait lines and zerker stats in my weapon and armour then when the trait system resets I will lose my toughness and vitality points and gain zerker stats from my weapons and armour.
So in order to restore my build’s balance I would now need acquire new weapons/armour.
It seems this reset may throw out the balance of hybrid stat builds.
I am hoping your answer will be that you are offering a one time stat reset on all of our soulbound gear so we can rework our builds following the reset.
If you can’t reveal the plans yet it would be nice to know if the issue is at least under consideration in some regard.
Thank you.
Don’t forget destroying siege golems, despawning legitimate siege by spamming trash siege, and blocking keep upgrades by spamming trash siege. Preventing F-key interaction is only a part of the exploit.
I didn’t forget, please read the first sentence of my post where I stated there were two types of trolling. I only proposed a solution to problem 1. Problem 2 is more difficult but that doesn’t mean we can’t resolve Problem 1 while we’re still working on Problem 2.
There are multiple types of trolling – commander/player trolling and siege cap/supply trolling.
For commander/player trolling the problem I see with Exhaustion is the troll can drop 1 ballista on every ram that a commander drops. The commander and the troll have the same level of Exhaustion. So the commander is always going to be trumped by a decent troll and may well be hindered by Exhaustion when there is no troll around. So it is at best a neutral solution, if not a negative solution.
You can’t differentiate between commanders and non-commanders as many trolls buy commander pins.
If you summarise what a commander/player troll does then I would say they are constantly trying to interfere with a player’s intentions.
- Player intention: Picking up supply
- Troll interference: Drop siege on supply base
- Player intention: Rezzing downed players
- Troll interference: Drop siege on downed players
- Player intention: Repair Wall/Gate
- Troll interference: Drop siege on wall/gate
- Player intention: Building rams
- Troll interference: Drop siege on build site
If you look at every single troll action here they all relate to players wanting to press the F-key in a certain place and a piece of siege has been deliberately placed there to interfere with that F-key press.
So the idea to stop commander/player trolling:
Disable the deployment of siege on any area where the ‘F’ key would be available (static or dynamic availability).
So this would include disabling deployment of siege on:
- Build sites where F-key build is available
- Supply huts where F-key for pick up supply is available
- Resource nodes
- Downed players (an example of a dynamic F-key availability)
- Repairable walls/doors (another dynamic F-key situation)
You would have to reduce the F-key radius for siege build sites so you could still build many rams close together on a gate but not have such a small radius that you can overlap the build sites (like a troll would).
So the algorithm would work something like this (I don’t know the architecture of your system so I don’t know if this would work or not):
- Player chooses a siege item and selects to deploy siege
- Standard siege deploy reticule is activated
- Player aims reticule at proposed location
- Client sends Server a request saying “If a player was standing at reticule location (x, y, z) would they be offered the F-key?”
- If Server responds Yes (the f-key would be offered), then reticule turns red to indicate that deployment is blocked in that zone.
- If Server responds No, then reticule turns green to indicate the deployment is allowed
- Player presses deploy siege button again and the Server validates once more to ensure the location is valid and then siege site is deployed.
(edited by dzeRnumbrd.6129)
Is this going to be investigated devs?
I think I have noticed retaliation hurt a lot more also.
I am on a necro so I can’t imagine how much extra pain the Grenade/FT engineers must be experiencing.
I don’t see many people with the light aura visual cue being displayed so I don’t think it is that.
I have also noticed (anecdotally) that retaliation is hurting a lot more and would like official confirmation that retaliation is working at the WvW “nerf” levels and wasn’t intentionally/unintentionally buffed.
WvW? Don’t give a skritt
Wow, such entitlement.
I play WvW every day for 5 hours and I would like my weapon skin also but making up posts like this is childish and does nothing to motivate Arenanet’s staff.
How would you like to see any/all of these work?
I’d like to see it work in WvW and not just sPvP.
I think:
(a) it is a good trait
(b) it is too expensive and should be available at adept tier
(c ) it is located in the incorrect trait line – it should go into a line where both stats are useful to all build types – condi and power i.e., i use this on my power necro and both stats are useful to me – HOWEVER, if I put 6 points to get the trait on my condi build then 300 stat points are pretty much wasted on Ferocity. I would prefer the trait is moved to Death Magic or Blood Magic so the stats are more beneficial to my condi build.
(d) 3 seconds isn’t long enough
I know in WvW when I fight a small experienced group they always focus me first because I’m a necro. So I think given that ‘get the necro!’ attitude and our complete lack of escapes – we should be given ample and cheap stability instead of being perma stunned by hammer warriors and constantly on the back foot because of the focusing.
Please no account bound tags, I spent 400g on tags for 4 toons lol
So you don’t want your 300g refund?
I didn’t see your post complaining about BG and TC doing a 2v1 against JQ in week one of the tournament. You only care because you are the victim this time instead of the instigator.
Nerf the supply draining cow. It is making the game ridiculous. Now servers won’t even fight unless they are near their keep with supply draining cows hitting us the whole time.
In tier 1, that is rarely how it is used though. Usually it is used by equal sized force to turtle in their keep rather than come out and PvP us.
We want fights and this discourages fighting.
We’re in WvW to PvP primarily and the sub-game of PPT is secondary.
Supply drain trebs are made for tier 8 without concern for the impact it has in tier 1.
I don’t think necro is desired in PvE dungeons but in WvW, sPvP and open world PvE they are great.
This skill is ridiculously over powered.
One player in the safety of a keep sitting on a supply drain treb shooting cows can completely drain 500 supply using only 1 or 2 shots.
It is quite difficult to destroy the supply drain treb without being counter-trebbed (and thus drained of all your supply while doing it).
Even if you do get the treb down, after you have finished re-supplying, the treb has been rebuilt and you are in the exact same situation again.
Supply drain should be its own skill with a very long cooldown and not be a part of the poison cloud.
This skill rewards turtling and turling makes WvW very boring.
We need mechanics that make groups fight each other – ‘easy mode’ defence makes for a very boring night of gaming.
The idea that BG is tanking to get transfers is funny, as the server is “Full” and nobody can transfer either there or JQ.
Perhaps they are just taking a break before pushing hard during season 2?
Seriously you believe that? The “Full” status means nothing. BG used to regularly have WvW blackouts to get guilds onto their server. JQ does the same thing (I have played on both servers).
We all know BG is ‘Tanking For Transfers’ (trademark pending) just like they did during Season 1. I think it will work again – guilds are going to fall for the ploy – then BG’s WvW are going to return and those new guilds are going to be stuck in a 4-map queue for 3 hours. Once they get into the borderland they’ll find a 560 PPT tick with nothing to do.