There will always be complainers….. you can never make everyone happy.
They could have the buff calculated based on the number they are outnumbered by. But it comes to a point where you have to look at your server and what you want.
If your server has weak or no night players that pvp…. you might want to move servers.
To a server that is more focused on pvp rather then not.
Why is it that the majority keeps getting told to move servers or “deal with it” while the minority get to keep things as screwed up as they are?
One suggestion:
Either limit the ability to build siege equipment by the high population side or greatly increase the ability to build siege equipment by the outmanned side. Say the Outmanned buff reduces the supply cost to build siege equipment by 50%.
Choob thats not true not once did SBI have an outmanned buff until they just stopped trying.
Right now its 239am and the battle is fierce between the servers.
Stop assuming no one is playing at night, theres always people playing.
This is entirely false. SBI has had many outmanned buffs over the past few weeks and beyond.
Nightcapping is not fun for either side. It’s not fun to take empty keeps. It’s not fun to be two people defending a keep. That’s the main part of the issue. The night capping huts the quality of enjoyment in playing WvWvW, but night capping is greatly rewarded by the points system. So the least enjoyable tactic is the most rewarding. That is the problem. Nobody on ANet has publicly shown any awareness of understanding that issue.
If ANet doesn’t improve the situation then participation and interest will fall off.
I find the “now you know what oceanics feel like” response kind of strange. Wouldn’t that be having no North American servers for the NA folk to fight on? Like a NA player logging into a game released only in Asia? Because the problem is that you have no Asian/Oceanic region to play on.
Also, it seems this change from Vengeful Images applies to more than just Berserker. It also makes Swordsman, Warlock and Warden attack immediately upon creation. It likely works this way for all Phantasms.
You got just same problem is mine. That delay bug is present when you don’t have 5-point minor trait in Inspiration, called Vengeful Images.
Try it in Mists.
Yup, just tested this. It is indeed Vengeful Images that makes the difference.
Yesterday, I switched my build from a Phantasm damage heavy build to a Shatter Based build. In the process, I lost both of the Phantasm traits that boost their damage by 15%, each, but both builds used the Greatsword.
First Build was 20/20/0/25/5
Second build is 20/0/20/0/30
Before, my iBerserker was attacking immediatly after summoning. This made for a reliable burst and a reliable cripple in PVE and WvWvW. Today, I noticed that my iBerserker now has a noticeable delay in its first attack.
I am wondering how quickly people are seeing their Berserker attack and what traits they are using?
I don’t understand why people are against improvements to the WvWvW system. Is being associated with a winning server that big a deal?
If you’re Isle of Janthir, and you’re active at oceanic primtetime aka NA night-time, then wouldn’t you want to be matched with other servers that have the same activity levels? What is the fun to fight nobody and then have the other side fight nobody when attacking you?
While HoD mailed it in last night, SBI went through and capped nearly all of HoD borderlands. And you know what? It wasn’t satisfying. It was outright boring.
And, no, everyone recruiting to be 24/7 won’t only not work, but create new problems. It’s not a tactic, it’s a mess.
It’s not about winning or losing. It’s about having a good competitive fight. It’s about WvWvW beinkittenroved to be more fun.
edit: wtf why did it censor improved?
Hi Everyone,
All is fair in love and war – and as love, WvW is a battlefield.
There are exploits, I’ll give you that – but then there is coordinated effort to ensure your world or your team uses each and every resource they have to their advantage.War is not fair, war is not pretty, war gets out the worst in us – and the best – and even if we have excluded open world pvp from the rest of the game, this is exactly what happens on the WvW maps: It is the ‘playground’ for strategists and great tacticians, it is the place for coordinated efforts and mean ideas in the middle of the night.
As nice as i’m sure that sounds, the truth is WvW is not war it’s a game and what matters is whether it is fun. At the moment the score system takes away a huge amount of the enjoyment as close games don’t exists and the actions of 90% of players are meaningless.
Its funny how you mention its a place for strategists, great tacticians and coordinated efforts because none of those things matter in the grand scheme of things. The only thing that matters is the numbers you have at night and if you don’t see that you don’t understand what’s happening in game.
This a thousand times.
It’s a game. The basic heart of a game is to be fun. WvWvW is not fun if your work disappears over night and the entire world is one color.
Zerging through an empty world and capping things while facing maybe two or three people is not fun and not rewarding. Being one of those two or three people is less fun.
But if you keep things as they are now, that tiresome, non-competitive part of the game will be the determining factor. Then it just turns into an international recruiting game. Does the german ANet guy want the German users to leave European servers due to a WvWvW mode that has gotten a bit out of hand?
It’s not clever strategy. It’s just sticking a starbucks on every street corner until the other coffee shops are outta business.
Yeah, I name him Bjarf the Pillarhumper until fixed.
Also, “it happened in DAOC” is not a good answer either. It’s not working now and that is the issue. The failures of the past should not be the standards of the future. I never saw GW2 as a game that’s happy to accept the way things were done in the past.
I think WvWvW has done a lot for community building, but it can be improved upon.
I don’t have an issue with how hard it is to kill people or maybe I just have better luck at killing people.
further increase population gap between servers making the “ladder system” over all less competitive and make it even more meaningless then it already is.
It also weakens the server you are pulling from, which will result in more people losing even harder until they quit or transfer off.
When strong servers are grouped at the top and go against each other and weak servers are grouped at the bottom and go against each other, then the “ladder system” is doing exactly what it’s supposed to.If your weak server is matched up against another weak server, isn’t that a good thing?
Due to increasing your servers population in order to stand a chance at winning you will have longer queue times. On SBI we can already fill the WvW servers up on weekends, it’s the week days that are the problem. You cant just recruit people to play only week days though. The result? More servers with longer queues.
Sorry, most people aren’t willing to sit in 7 hour queues just to be on the winning server, we actually like to participate in the win.
Then these people who don’t like staying in queues for 7 hours will have to decide for themselves whether it’s worth it to sacrifice being on the winning side for a chance to actually play.The trade-off is very transparent. Either you be on a strong server but have to queue 5 hours, or be on a weaker server and never have to queue.
Why is this a problem? This is exactly the dynamic ArenaNet had in mind when they designed WvW.
The problem that has arisen is not what ANet wants and I doubt was their intent. You don’t seem to be grasping the problem that is going on.
You can’t have NA servers stealing players and guilds from other servers. I doubt ANet wants regions to not be playing in their region because of WvWvW. When they expand into Asia, I imagine they’d rather the Asian and Oceanic players connect to and play on the realms relevant to them.
This doesn’t mean that they want players from different regions to not be able to play with their friends overseas. You just don’t want people ignoring their home region for WvWvW purposes. If the game becomes about recruiting off-peak players then you open up a whole new bag of problems.
ANet also doesn’t want their playerbase sitting in queues for hours and then writing complaints about it on the forum. Generally, their motto has been do what you want when you want, not wait to do what you want to do because WvWvW has become an international game run by a North American centrism and has somehow become crazy competitive even though it’s not set up with that in mind.
Which gets to the intent of WvWvW. It’s meant to be competitive fun on a large scale. In a good match this works, and it works greatly. Yet when you have one night of zerging every piece of land result in a uneven battlefield for those waking up, you kill the competitive sense. You can’t simply just go right back to the competitive match you had before, because the time, effort and resource use it takes to just get back to that point is too draining. The only way it works is if each server is active when the other two are dormant, and then you have lost all competitive feel within WvWvW.
Ultimately, this results in less interest in WvWvW, and less participation. I seriously doubt ANet wants that.
(edited by etiolate.9185)
I think Orbs were intended to be another way to split power and allow comebacks, but they aren’t being used in that way.
I really feel the Outmanned buff should also protect the player from taking damage to their armor. This will further encourage outmanned sides to keep playing. due to not being punished so hard for the higher chance of dying vs the zerg.
I am having the same issue. After windows update, the game runs at low FPS and menus load slowly and load screens take forever. Going to try restoring to previous update.
Yeah, I lost 15 tokens for completing TA Exp mode and the silver from doing so. =/ Think I lost some drops i got as well.
This is from testing on the target dummies in Lion’s Arch, so that I’d have a stationary target.
Mirror Blade and Spatial Surge both list their range limit at 1200. By approaching the target with Spatial Surge until it hits, as in at Surge’s max range, the #2 skill Mirror Blade gives an “Out of Reach” error.
So either Mirror Blade is not 1200 range or Surge is greater than 1200 range.
So I tried Winds of Chaos on Staff, also a 1200 range ability. WoC does not hit from the same range as Spatial Surge either. So, my guess is that Spatial Surge’s range is over 1200.
(edited by etiolate.9185)
Thank you, that is all!
Agreed about making it so you can come out of The Prestige when you want with a chain skill use. The channeling and waiting is counterproductive. I can’t even think of a valid reason for it being this way.
Yes, the Warden needs to appear between the target and the Mesmer. It too often pops up behind or beside the target.
Good post. These issues were known in beta.
Playing another class and comparing their mechanic to the Mesmer is an eye opener most often. Think of the way an Ele’s signets gain different utility based on the attunement. Think of how an Engineer’s utility skills give an extra function to their toolbelt. Think of how the Necro’s Death Shroud is useful no matter how you build your Necro.
Now think of how Shatter goes untouched if you buff your phantasms. Think of how adding Phantasm utility skills creates pick-your-poison situations for the Mesmer player instead of the Mesmer’s foe. Think of the issue of AI and pathfinding.
Porphyria:
There is teamwork invovled, but teamwork is a part of the whole match. So it does fit within the teamwork theme. The issue is that PVP has a flow to it, and downed state interrupts that flow. It also rewards being defeated and that particularly doesn’t feel right in PVP.
In Guild Wars, Hall of Heroes/Tombs/Whatever, had the final map and winner determined by a Guild Lord NPC capping a shrine point. For much of the tournament, combat and matches were won and lost based on combat, teamwork, and the whole of everything brought to the match. Guild Lord capping turned victory into a matter of interrupt chaining Guild Lords so they don’t cap. Suddenly, tournament winners were decided by one type of skill. It wasn’t all that good, and it interrupted the flow and nature of the entire tournament.
People complained. Things never felt right because of the mechanic. Eventually, ANet wisened up and changed Halls to a different type of win scenario that wasn’t based solely around interrupts. The game was better for it. Downed State is that same annoying Halls mechanic repeated over and over. =/
Just kill the phantasms. They die pretty easily in AOE. A somewhat durable Ele vs a Mesmer is pretty one sided to the Ele just due to the AOE fields.
A variety of gametypes would be nice for hot joins. I understand that they wanted to keep it to one gametype in tourneys so it would be easier to balance. I feel like arenanet has a lot more planned for this game, so I’m going to be patient and see how things develop. Its definitely the funniest game I’ve played in a while.
And good ol’ warsong gulch was always my favorite from BC to Cata.
Another gametype is needed for tournament play as well. ANet is scared that a large amount will bail from Cap Point Tournies if they introduce a new mode, but if that threat is true then it means people really don’t want Cap Point.
I loved Guild Wars PVP. I was quite seriously into it at one point. I like PVP in general, and I like ArenaNet’s logical normalization of PVP. That said, sPVP is dishearteningly undesirable right now.
Why:
1. Capture Point is boring. – Capture Point is one of the least beloved modes of PVP out there for mmorpgs. It’s not horrible, but it’s often meh, and often bad. Capture Point was easily the worst part of GW1 PVP. It’s better in the sequel, but not improved enough to be the only option available.
It is also a game type that lends itself to being repetitive. Tactics are determined by the map, and the maps do not change in the same way players and builds can change and grow. As well, “holding” builds are weighted heavily to the point where other types of builds that do other things, even if well made, simply do not have a place. So, you have the same strategies over and over, the same types of builds over and over, and then you have a small selection of the same four maps over and over.
I was already tiring of it at the end of beta. It’s simply mind numbing after two weeks of launch play.
2. Balance isn’t ready. – Downed skills, Underwater Combat, AI behavior and how so many classes have pets/AI dependency. It’s really frustrating. PVPers want more direct control over what they’re doing, not secondary control through AI, and they want to fight other players, and not their pets.
2a. Downed State. – It has never felt like it belongs. It adds new strategies and points of contention, but it is basing those things around someone losing. The fact that the player killed* becomes the most important player goes against the heart of PVP.
*Yes, according to GW2s rules, the player is not killed, but the player has been defeated, and is otherwise dead in any other game. Downed is the same as Killed in this respect.
3. No good option for solo queues and no real ranking system. – I wonder if I should title this point “Hot Join is a Hot Mess.” From what the ANet developers have said, they saw hotjoin as their public play option that would give people a chance to play for fun, and a chance to learn the pvp game, and then form up with other PVPers they meet.
That plan has absolutely failed.
Hot Join may be capture point, but its nothing like Tournament Play. Hot Join is a zerg, where playing like you would for Tournament play is actually less effective than just going around killing. All the things that matter in Tournament, don’t have a place in Hot Join. It’s just an unfun mess. It’s not even useful for build testing because of this.
Free Tournament mode should be the spot between real team tournaments and Hot Join, but its plagued by pub stomping and people grinding for Glory to rank up in a system that doesn’t even matter. If there’s matchmaking being done then it’s being done poorly. My rank seems to be a reflection of attrition and not in line with any sense of where you are in the game’s level of competition.
4. It looks and feels like it’s in Beta. – The Hot Join server selection screen is jarringly basic in comparison to the menus and features of every other part of the game. It’s a plain list of games going on, with minimal info, minimal flourish, and little purpose.
Meanwhile, tournament rewards are delivered to you by crippled turtles if delivered at all.
Just so much of the sPVP part of the game feels unpolished and rudimentary. There’s a lot of detail and touches in the rest of the game. sPVP feels more cheaply made in comparison.
There has been a lot of changing of numbers in regards to the cost of karma armor and weapons pre-80, but right now the costs have risen to a point where everyone is hording karma and not buying any of the leveling gear along the way.
For example, I just hit level 60 and have been hording karma since around level 30. I have 12-13k Karma. A single lvl 60 Cultural Weapon costs 35k Karma. That’s almost three times the amount of karma I’ve earned in 30 levels for just one weapon. Needless to say, though I’d like a level 60 Cultural Weapon, I won’t be getting any nor will many others.
This also means that all that gear sold by heart vendors is going untouched as well. That’s a lot of content going unused due to karma cost versus karma gain. It doesn’t seem wise to put pricing so high that it discourages people from spending karma, while shocking them with karma cost once they want to spend karma.
Karma should be a valid currency choice for making selections on upgrades as you level. Currently, I can get equivalent gear on the Trading Post for 10 silver. I can make 10 silver pretty easily at level 60, but 35k karma is hard to come by while you’re leveling. Gold gain is also strengthened by the ability to make gold on the Trading Post. The ways to acquire karma are far more limited, so the costs need to be lowered.
Otherwise, untouched Heart vendors and gear that gets outleveled before you can afford it just creates wasted assets.