Personally because of the susceptibility to conditions most mesmer builds have unless you use lemongrass food and/or melandru runes I try to make my vitality high enough that my hp breaks 19k, if I am not using lemongrass.
I would also suggest that in the future if you have a question to include the basis of the question in the thread topic to make it easier for others with the same or similar question to find.
I also can confirm this bug. Did it the same way as the 2 above also, events + leveler simultaneously for 5/5 and 6/5 led to no chest but it saying 5/5.
They’re not the same set of 10 or whatever options. The whole list will change every day. And no, you couldn’t do the whole list yesterday in WvW.
(FIRST)10 WvW invader kills
40 kills in ascalonian zones – can’t, no WvW maps are “ascalonian” maps
40 kills in Norn(?) zones – can’t, no WvW maps are “Norn” maps
1 fractal – Duh.
5 sidekicked events(you’re downleveled) – Can’t – there is no downleveling in WvW at all
(SECOND) 10 salvages
(THIRD) 3 skill points – possible, but I usually get about a skill point per 90 minutes in WvW
(FOURTH) 20 gatheringSo likely 3, max of 4 in wvw.
Not that I didn’t still go to PvE and finish it, but I’ve been doing the dailies in WvW only since their introduction, and only a couple times gone to PvE when it was slow in WvW and needed “healer”.That being said, it’s still not going to be hard to do them.
You only listed 8 total options when there are 9. My list matched the list the guy posted later with the kill variety and stuff, so I have no idea where this list came from or what the 9th is but I bet it can be done in WvW giving you a possible 5/5.
Large guilds will still save up to help pay for guilds that wish to transfer to their server and fill a time slot they are weak on.
It will stop on Jan. 28th when free transfers are shut off. At the point very few people will be transferring again and the rankings should be very stable in 3-5 weeks.
Although some server populations make take to the February WvW changes better than others.
Healers/support and to a lesser extent tanks have never been properly rewarded for their work in large scale pvp. This is a contributing factor to the lack of support players. It may also be partly due to how difficult it is to balance rewards for support against rewards for killing. GW2 has the slight out that going full support is not recommended in this game because every build should be half damage and half support.
I continue to love support for the fact that a team with good supports is far more likely to win the overall battle. The area based support spells such as the consecrations and wards can be used to control the point of collision of the battles in your teams favor. Most players will back up if they realize that the people they are trying to attack they can’t, they will also panic if they realize that their escape has just been blocked even if they are capable of standing their ground.
At least we get credit for standing in the capture circles, which are the largest rewards in WvW anyway.
Being partied with someone also makes them a priority in regards to aoe buffs/heals. When not in a party the closest 5, by distance, will be selected. When partied any party members in range will get the effects first followed by closest non party members.
Sadly there is not large group PvE content to bind a guild together and the same could be said of sPvP/tPvP because there are no large scale levels. WvW on the other hand is designed perfectly for large scale organized involvement which is why most active guilds focus on it.
A lot of active WvW guild still do their fair share of dungeons and sPvP/tPvP though.
The lower fractals are much more about doing the mechanics right than all the normal dungeons and as such a level shouldn’t be required. You have the right to not invite/kick if creating or request a kick or leave if joining a fractal run.
Deciding to not run fractals with a low level doesn’t make you n elitest, though refusing to run it with an non geared 80 does. However saying a minimum level requirement should be added is elitest. Why if a group wants to take a lowbie in should that be any problem of yours if you have the ability to leave the group and find another.
Just last week I ran a fractal 1 with my level 80 warrior, my fiance’s (who is not really a gamer) level 80 hunter, a level 80 mesmer (who had never been in fractals), a level 36 mesmer (who had never done fractals) and a level 26 guardian (who had done fractals a few times on his main). The whole 3 fractal run only took 1hr 10min, though we did use voice chat and were lucky on our fractal/path draws.
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The healing stat is intentionally scaled to discourage full support as is the reason we will likely never see a set with no offensive stats on it. This game is attempting to get rid of the healer role for better or for worse.
Personally I like being a basically full support and it can work to some extent in certain cases such as WvW(in specific grouping and situations). However the dungeons are designed so that a 5 man team that all have a good balance of damage and support (be that support heals, control, blind, blocks) will be the stronger team.
The new Giver’s armor is by all regards full support though Tou/Boon duration/healing so we may one day see more full support stat lines. However the boon duration is rumored to be bugged and not work on these new items.
i think im in a room full of GS guardians with berserker’s armor who don’t know what the hell are they talking about.
Or full with people that realize that you can actually support just as well in Berserker with a GS and you arent forced to gimp the dps just because you support your team.
Other than the fact that both the staff and mace/shield are better support weapons and healing power would give you a slight bonus to support I agree. A properly traited guardian can still be a strong support player with berserkers’s and GS. However most berserker wearers trait very little into support because they just want to see big numbers.
Because for most people character progression stops at the level cap; forget phat lewt and gear, I’m talking about character abilities and skill, the continued evolution of playstyle for the class you’re playing, gear generally just makes you more ‘powerful’ without changing the way you play.
The problem with this statement is that most of the people that want to increase the level cap are the same people who rushed to get there in the first place because they just had to be max, and then proceeded to complain that the cap should be raised.
Only builds using certain skills/traits get a noticeable benefit from healing power. The Regeneration boon should never be a reason to get healing power as it adds almost nothing to it.
I roll with level 65 exotics when I run P/D solo roaming so that is feels fair.
There is currently no way to have the game keep track of which character sold what and give them the gold. However there is a history tab that includes items I sold but you should know that tab lists the sold price before 10% is taken by the TP. The bank can keep gold and is shared by all characters on the account and is the most common way players transfer gold between their characters.
The GSCH community holds a community event on SoR to clear all of them that are contested on Sunday nights at 6pm pst.
Please explain to me how you “win” this game. Clearly we have a very different opinion on what winning means. If he rushed to level 80 then effectively paid to skip 80% of the game. Why would you be annoyed that someone can pay extra money to skip the fun and how is that winning?
As far as I am concerned the only thing that could make this game pay to win would be putting sPvP better stated items in the gem store or putting some super buff that makes you invincible in wvw.
Sounds to me like the moral of this thread is. Stop catering this game to many different people and cater is specifically to me.
I think you should take a minute to realize that there are other people playing this game. Some like to explore and try and find little secrets and things, others like to kill lots of monsters, some enjoy solving puzzles and having to figure out how to get to the treasure, others like pvp. When they developed this game they didn’t just want the GW1 population of super casuals and pvpers, they wanted a game for the masses. They wanted to make a game that pleases as many people as possible because the more people who like your game the more money your company makes and the more spending power you have on your next game.
I’m sorry that GW2 is not a direct reboot of GW1 but it never should have been. As great as GW1 was it was a game best left in the past because it was designed around technical constraints and cost efficiency that apply much more loosely to today’s game and to match or exceed its market shared it had to be upgraded.
Also as far as the bugs. Are there bugs? Sure, there are tons of them, but no system this huge is ever bug free, EVER. You may not have ever worked in the software industry or written a computer program but I can tell you if it does more than say “Hello World” it almost certainly has a bug of some kind.
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Culling is more certainly not bad for everyone. The game is optimized to load only a certain number of character entities (humans, npcs, mobs) and is prioritized based on importance (npcs, party members take precedent) and then distance. WvW just was updated to have a separate culling limit for enemies as it does for allies.
While this process is currently not configurable, so it over culls for high end machines, it prevents low to mid range machines from dropping to a crawl in high density areas. Without culling unless you had a super high end machine your framerate would slow to a crawl in large scale engagements.
ANet is constantly working on improving the system and I suspect it will eventually be a lot better than it is now and also somewhat configurable.
WvW is the closest thing your going to find. Find a build that gives you perma or near perma swiftness and decent 1 v 1 ability against mobs. Then go to WvW and do a little bit of following the zerg and a little bit of ninjaing enemy dolyaks and enemy sentries.
Also doing your story mode is great xp/time also.
I have been working on an engineer doing WvW often going into a borderlands and runnig around killing enemy dolyaks and sentries and running away from enemy players. I have been (with some effort) able to solo a sentry since level 11.
Supply camps where you can sneak up and pull the dolyaks without aggroing any other npcs are great experience because each kill counts as half the value of a world event and takes little time or effort and respawns every few minutes. Plus it helps your server in the long run.
I believe part of the problem here (and I don’t blame any of you because the way the class is designs its the obvious issue, especially the appearance of the two npcs for thieves guild) is that you treating thief = ninja/shinobi when in fact they are not the same at all.
Thieves commonly wear jackets that are big enough to hide extra money/weapons/etc. in internal pockets without their existence being obvious. Many of the outfits have this.
Also Pirates are a type of thief and there are a few piratey outfits available.
Lastly because 3 different classes use the same armor skins I feel ANet did their best to homogenize them slightly so that none of them look utterly ridiculous. This process is hardest for leather wearers because the 3 light classes are primarily robe wearers, the 2 heavy classes wear heavy armor but the 3 medium classes wear similar but sometimes very different outfits.
(edited by gaspara.4079)
I’ve looked around a lot and can’t find an answer to this. Does height and from that race have an affect on skill trajectory or targeting trajectory?
In other words are the “release” points of different size characters the same or adjusted vertically for height?
For example if I am the smallest Asura will affect the distance I must stand from a tower rampart wall compared to the tallest Norn when firing an arced skill such as Cluster Bomb to make it clear the wall and land outside the tower.
I’m not willing to let this die.
Aside from the pretty snide Mod actions (which are neither here nor there), it is clear from this thread and others that the majority of the player base is sick and tired of ANet half arsing things.
I’m sorry to inform you that a handful of annoyed forum users and trolls are not the majority, not even close.
Also to all of you complaining about how long it takes some bugs to be fixed, please go develop a highly complex game that is universally loved and s totally bug free, then criticize every game maker because you will be the only one.
And before you call me a fan-boy disagree greatly with some recent design choices but know that if they continue and I don;t learn to like them I can find another game, but for now I am still enjoying playing it.
Yojack, are you seeing anything erratic with shouts/horn abilities since last patch? I’ve been noticing that our support abilities have been randomly ‘missing’ people. For example, I tend to run in a 5 man group in WvW, and we can have all 5 people stacked, hit horn #4 with no other players around, and only two people will get the buff. The shouts are harder to test, but they appear to be doing the same thing.
Do any of the players have pets? The five-person limit to AoE heals evidently applies to buffs, too, and pets probably count. Rangers and Necromancers will be even more popular, now!
In the particular group I was in, we had a mesmer, but the tests were in a non-combat situation so there were no clones or phantasms up. Makeup was our standard zerg-buster group of Warrior, Guardian, Thief x2, Mesmer (for portal bomb and time warp).
I was also unaware of the 5 AOE limit. While I can understand a limit existing since healing 50+ people was gamebreaking; I do not understand why it would be that low. It is a direct sucker-punch to the WvW population which operates on a completely different economic of scale than dungeons or SPvP.
The limiting of healing was actually directly aimed at WvW because aoe dps was limited to 5 at a time which allowed tightly stacked groups to completely out heal aoe damage from an equal amount of people and even more than equal amount. It gave stacking on otp of one another the advantage of render issues and relative invulnerability.
All aoes damage, heal, boon or otherwise should now apply to only 5 things at a time. Things can consist of human players, pets and other npcs and are determined entirely by proximity to the casting point.
Shout healing builds are highly dependant on healing power as a stat therefore to be useful you are much better off with gear with healing power. S/S is highly dependant on condition damage because the /S part is mostly about condition damage and a lot of the Sword Burst is condition damage.
Lucky for you in the recent content update they added apothacary’s armor which is craftable and Passifloria jewelry with matching stats, also craftable. It has healing power main stat with condition damage and toughness minor stats.
While I can tell you nothing about how viable this build would be as far as overall damage and support since it was never really possible before, it sounds like a fun idea. However the cost of crafting this gear is probably going to be fairly expensive for a while.
Your build in my eyes is a very niche build. It lacks the survival stats/traits/slot skills to survive at close range with powerful mobs and large groups of mobs but has no ranged weapon. It would be effective for running around the open world killing normal mobs and some veterans but will be much slower than a direct damage build.
Where condition damage really shine is against bigger mobs in longer engagements because if the fight is longer than the duration of the longer bleeds they will do more damage overall than a crit build.
This build could have some viability in dungeons, but only if you have a much tankier guardian/warrior to keep the mobs busy while you jump in and out stacking bleeds.
Also if I was to play your build I would trade Adrenal reserves for quick bursts because there are so many ways to build adrenaline that even without that trait I am often (7/10 times) back at full before the burst cooldown is done. I would also trade heightened focus for Signet Mastery so that Signet of Rage is on a 48 second cooldown giving it a lot more up time of its buffs.
Also note that points down the Tactics line add 1% boon duration/point which further helps to keep fury and might stacks up longer increasing damage.
But at the end of the day if the build works for you and you enjoy playing it that is really all that matters, especially for open world PvE where no one else opinion matters.
I believe part of your problem is Badges are awarded to the killing blow unless a certain damage threshold is achieved by a single person. So normally the people doing the executions get the badges and healers and tanks get none.
I get a lot more badges on my glass cannon thief than my control warrior for this reason.
Any class can get up to 40% with 6 Runes of speed which adds an extra 7% when you have swiftness.
Also I think the Engineer might have something that lets them surpass 33% for a time.
+1. WvW is so terribly stale atm. Half of these ideas would bring alot more life into the game. Quite sick of having the biggest zerg wins with little to no strategy other than steamroll keep after keep.
If I may ask are you in a server in the bottom half of the tier system?
Since SoR has gone from the 3rd form bottom tier to second tier over the last 3 months I have gotten to see a lot of different tactics and the separation between tiers.
I have noticed that during peak hours when all 3 servers have a queue in middle tiers the lack of tactics and willingness to spend the time/money to upgrade often results in the biggest zerg winning due to many points constantly flipping.
However at the higher tiers I have noticed having too many players in the same zerg is actually quite harmful to your cause because a small 2-5 man team can take supply camps, sentries and npc nodes by themselves and absolutely cripple supply lines. At the higher tiers supply stockpiles are THE most important thing to winning because an upgraded tower can be a force to take but a recently flipped tower melts like butter under a couple of rams/catas.
Knowing what makes the swords appear on the map can also be used tactically to your advantage. A few times I have seen daggers groups ordered to go kill npcs near objective x, so that that swords pop and the main force can stealth attack objective y. I have seen it work more than once.
To be honest I have no idea how to remedy the large number of differences between lower and upper tiers as far as tactics and upgrade usage, but it is not as easy as the recommendations listed here.
Are you both engineers? My first thought when looking at it is that it might be a kit related bug.
gaspara why would you balance something that can get done once every 30-45 seconds? That is not the problem. The problem is the game and stats. You need to Nerf crit damage and that will fix all the problems for all classes doing over the top damage. Just like mesers and engies and warriors.
Because that is all the insta-gib builds that people are complaining about are, inst-kill on a squishy every 40 seconds. Based on the ANet posts they clearly feel that is too much so I came up with the way that would least ruin more balanced builds.
In my opinion (as a thief player), just adding a 5 ini cost to backstab would change a lot of things.. Sure you keep the initial burst, but then you REALLY do pay for it like people claim (oh I BS then I can’t do anything- BULL).. I can CND/BS repeatedly forever with my build even throwing a heartseeker in after every BS to keep gap closed. It’s a bit cheesy IMO / no I don’t use glass full burst build or use any stuns.
As others have mentioned making it so you can’t pre-cast CND then Steal would make a huge difference as well, it feels cheesy and gimmicky every time I do it.
Anyone who thinks the thief burst doesn’t need tweaked in some way is a poor player who is scared to adapt to a thief that would actually take skill to score kills.
When I can insta-gib a true 80 in wvw and I’m NOT berserker built, SOMETHING is wrong.
BTW – Those who scream oh just get some toughness.. My Mesmer is in FULL Knights gear armor/weapon/trinkets(exotic except for trinkets atm AND I have 25 points down the toughness trait line) and I can still be burst down in one venom by a glass thief.. If my Blink happens to be on CD when I get hit well GG, that is just lame IMO.
First off, but if you blink is on CD you will destroy them basically every time.
Honestly I feel that the only thing that needs to be done is put a .1 second cast on steal so that you can’t precast with it. This would hurt a couple of other precast usages but would force the thief to shadowstep in then have 1 second to cast and land CnD or would force them to use another mechanic to enter stealth or close the gap.
This would effectively force players using the all signets insta-gib combo to drop a signet for either a stealth or gap closer either of which would be on longer cool down than steal.
The main reason why CnD is paired is because the precast time for CnD is atrocious. Even if you shadowstep and hit that CnD it will never hit in time due to lag or miss half the time because the enemy dodges away. Makes me wonder why non-thieves are even trying to suggest solutions which will effectively cripple the thief class.
Wait…
And yet I am a thief ho has stated many times that balances aren’t necessary but if done well wouldn’t ruin the class. I have look at how this would effect the class as a whole and decided that this would cost thieves 1 slot skill which equates to 5% damage for signet builds which is some but wouldn’t greatly hurt other builds with the exception maybe of P/D because they would have to spend more time in harms way.
In my opinion (as a thief player), just adding a 5 ini cost to backstab would change a lot of things.. Sure you keep the initial burst, but then you REALLY do pay for it like people claim (oh I BS then I can’t do anything- BULL).. I can CND/BS repeatedly forever with my build even throwing a heartseeker in after every BS to keep gap closed. It’s a bit cheesy IMO / no I don’t use glass full burst build or use any stuns.
As others have mentioned making it so you can’t pre-cast CND then Steal would make a huge difference as well, it feels cheesy and gimmicky every time I do it.
Anyone who thinks the thief burst doesn’t need tweaked in some way is a poor player who is scared to adapt to a thief that would actually take skill to score kills.
When I can insta-gib a true 80 in wvw and I’m NOT berserker built, SOMETHING is wrong.
BTW – Those who scream oh just get some toughness.. My Mesmer is in FULL Knights gear armor/weapon/trinkets(exotic except for trinkets atm AND I have 25 points down the toughness trait line) and I can still be burst down in one venom by a glass thief.. If my Blink happens to be on CD when I get hit well GG, that is just lame IMO.
First off, but if you blink is on CD you will destroy them basically every time.
Honestly I feel that the only thing that needs to be done is put a .1 second cast on steal so that you can’t precast with it. This would hurt a couple of other precast usages but would force the thief to shadowstep in then have 1 second to cast and land CnD or would force them to use another mechanic to enter stealth or close the gap.
This would effectively force players using the all signets insta-gib combo to drop a signet for either a stealth or gap closer either of which would be on longer cool down than steal.
@sogeou, I am hardly glass cannon build, for one there is no such thing in guardian. my build has 3000 armor and -33% dmg reduction. Glass cannon infers you do not put any toughness or spec toughness in your build, I have both, full line of toughness and toughness in all my gear. But I guess its reasonable that I can still be downed in 2-4 seconds by a thief that I cannot see even with that much armor and damage mitigation.
You know he probably has that trait that rips 2 of your boons when he steals so that 33% is gone when he backstabs you right? Also if he sees you first and you do nothing but stand there in that 4 seconds he should kill you, yes you should not be able to face tank anyone for more than a few seconds. All you have to do is slap him and he will basically be downed and probably run away leaving you untouched. Carry a stun and you can have him on the ground almost every time he doesn’t see you first.
I have no idea what his point was and honestly I am happy with the class exactly the way it is. I was just trying to clarify what he was trying to say.
@sorrow I was talking more about offensive mobility like flanking strike
Hearseeker, Death Blossom, Flanking Strike, Disabling Shot, Shadow Shot, Shadow Strike, Ink Shot, Shadow Assault, Infiltrator’s Strike
You mean skill like those?
No, he means offensive as in closes the gap or puts you in a position to deal more damage. Only Heartseeker and Flanking strike really accomplish this. Mug traited steal also would count. You could maybe consider Death Blossom.
The rest you listed would be defensive because while they do damage they are designed to get you out of harms way rather than closer to it. Or they do no damage at all and they way they work seems more defensive.
most thieves use shadow step, 3 conditions cured every time, or they heal/stealth and conditions cured, they are probably up there on the best condition removal along with guardians.
You are quite wrong on this. They are about average as far as condition removal and they are the most effected by it in the game due to their low health pool. A single decent bleed can down a thief if he is using healing signet and shadow step is on cooldown. I can’t count the number of times I won the fight against a random PvE mob but was downed because a single bleed stack I couldn’t cleanse did 50% of my life.
http://wiki.guildwars2.com/wiki/Shadow%27s_Embrace
Combine this trait with Hide in Shadows and you have almost all conditions removed plus huge amount of healing in just one skill.
An insta-gib Backstab build is not going to put 10 points into shadow arts to get this. They will be 25/30/0/0/15 to get the damage they need.
@ashanor, how so? every thief that uses this build shadow steps back which cures 3 conditions, usually at this point they are stealth ed by one of many abilities.
Shadow step is a good thief skill, the formula insta-gib gank build doesn’t use it because adding another signet means 5% more damage and damage is everything.
@gaspara
Actually this is wrong, the good thieves stay with the zerg and use the zerg to the exploitative advantage, they are able to jump in kill and jump out without ever rendering.
The great thieves roam alone near supply camps with 1 or 2 other thieves and keep a zerg or small 10-15 group from capping supply camps due to WvWvW near infinite stealthing.
If they get in trouble they just stealth, which removes all conditions and run away. Honestly stealth should only remove 1 condition, not all.
Stealth doesn’t remove conditions at all, Hide in Shadows the healing skill does but that is the skill not stealth.
Also the good thieves do this yes, but good players of their class can do a lot of things. They aren’t the ones people are complaining about though because the good players should win. They all seem to be complaining about the lone thieves who just follow the step by step to gank other loners.
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Less damage and more durable less effective stealth will for sure make the thief way funnier.
You are basically admitting you want the thief to play like a crappy version of the warrior…
The issue I have with all this complaining is that 99% of the people complaining are doing it because they ran into a thief while running alone or with a single buddy in WvW and a 2/3orb buffed thief that is fully glass cannon speced killed them.
The problem with this argument is that the thief was designed to win 1 v 1 fights against players with low to mid survival and that its impossible to balance around a 10-15% difference in stats.
The simplest way to stop getting ganked by thieves is stop running around WvW alone. You running around alone is not helping your server, just like that 12 year old thief that killed you is not helping his server, he jsut wants lots and lots of kills to feel epic. In the end a single person can accomplish very little in WvW.
Some of the ridiculous nerfs people are suggesting would hurt the 2-3 second builds yes, but they would decimate any other thief build and force anyone who wants to play the thief to roll glass cannon max burst builds.
Everyone wants to be an invincible death dealing ganker in 1 v 1 fights but that is how the thief was designed (for better or worse).
Please go level a thief and try running with the zerg in WvW or do any PvE content and you will see that a glass cannon thief is a 1 tricky pony, they will kill you if you have low to mid defense and they see you first.
TLDR: Find a group and stop running around WvW alone if you don’t wish to be ganked.
-A Main Thief who now runs a Hammer Warrior in WvW because it is 1000 times more useful to my server because I play a pivotal role i taking objectives and breaking enemy zergs.
I searched the forums and could not find an answer from someone who has tested it themselves so I decided to make a topic.
For the sake of the defense tier 2 major trait Merciless Hammer – Hammer damage is increased when a foe is disabled.
What conditions count as disabled. Stun and knockdown are the obvious two, but are immobilize or dazed counted as well?
After a slow start due to a couple new talented WvWvW guilds trying to fit in with the SoR mainstays, we obliterated the competition on Sunday to the point of surrender for a lot of them. After that we had on influx of the owning server of the week people that enjoy spawn camping which just made the lead grow and grow. Hopefully with the help of these new guilds we can find a good match up in tier 3 against a couple of servers that continually steamrolled us in the daily match ups.
dry toast pvp, harcore pvpers from daoc/warhammer bored. couple of ideas
in WvW
Posted by: gaspara.4079
I’m not sure if any of you have ever been in a medieval battle but you aren’t usually on a first name basis with your opponent unless you are the king/lord/commander of one of the forces.
I would be cool if having the command icon active would display your name to the enemy, but otherwise it would just be one more field that would have to be reported and rendered separately and would just add to the current rendering issues.
Having to get as little as possible about the other players specifically on other servers means less reporting between servers and faster loading.
Also the downed state servers to slow down zergs as you must ensure that all enemies are dead. Though I feel the kill animation should be sped up.
If you are playing WvWvW to be able brag about how many kills you’ve got then you are doing it wrong. Killing the most makes you no more important than the guy dishing out boons, heals and shields, or the guy soaking up the enemy fire and definitely less than the commander providing the on the fly tactics.
(And for the record I run a high burst Thief so I am not saying this just because I don’t get a lot of kills)
Though I would think it cool if for personal and server viewing you could level up a WvWvW rank similar to sPvP, but I would want it based off of events not kills.
(edited by gaspara.4079)
One simple thing that could improve WvWvW is just switching the outmanned buff with the 3 orb buff. This would still make the orbs valuable in the form of more xp/karma/mf but would keep the playing field equal between individuals so that if the two losing servers do gang up they can greatly push back the leading server.
My other thought is that having WvWvW be a single instance combining the current populations of the 4 as they are currently would allow for more balance. If the winning team controls the whole world and is spawn camping EB pick a borderlands and overload it. Force them to pass between them via the portals still which means if you need more help on a specific map call in people from one of the others. Just like moving soldier counts around to different fronts in medieval combat. An orb holding garrison will not last long if a server devotes 80% of its population to taking it down and would force commanders to decide whether it will last long enough to call for reinforcements or if they should instruct groups on other maps to push hard.
I would be game to be able to have racial or guild skinned siege weapons but don’t want them to be different in application. A sylvari treb made of giant trees and vines vs a charr metal treb would be cool but they should both still be trebs.
The burst thieves that everyone is complaining about tend to run around alone looking for enemies running around alone. Simple solution for you, stop running around by yourself and and use some teamwork. WvWvW is meant to be a team endeavor if your getting bursted by thieves its because your running solo.