Miranda Zero – Ele / Twitch Zero – Mes / Chargrin Soulboom – Engi
Aliera Zero – Guardian / Reaver Zero – Necro
I think the point was to prevent players from free trebing from the safety of keeps. At least that was a complaint often laid forward about the old BLs. I got the impression, the idea there was to for e people out of keeps in order to siege another keep. Thus creating more organic open field fights.
The more I read threads complaining about the new borderland, the more funny in an ironic sort of way it gets. Anet should just stop listening to players because clearly the new map does some things that attentive readers remember players asking for, such as breaking up zergs, encouraging fights in open field, and an end to upgrade costs.
It hasn’t done either of those thing in T1. As has been mentioned before the multiple paths make it very easy for groups to bypass one another.
I played many hours Sunday and Monday night (I am in T1 myself) and my experience is different then your. After a large fight on the event in the middle, we had to set trebs and rams out to attack the walls. Thier options were let us get the walls down or come out and fight. Where as before, we could bunker in a keep in safety while doing those siege attacks. Which offers both sides to bunker, or one or the other to bunker while trebing. This options offers a better value in drawing both sides out into the open . Both in the event, and the siege attacking.
I’m on JQBL same as you but play during ocx. In your example yes you literally have an open field fight but as a replacement for 1 that would occur at NE or NW tower on Alpine BL. Except now the strategic importance of NE or NW as an objective is gone.
Saying servers have no identity is twiting the reality to make it fit the concept.
Vizunah went down when it’s leader stepped down and went back up when he came back. Jade Sea was below AR and did manage to reach out to it’s populaiton despite the megaservers, to enroll them and to get them fighting around the clock.
My server, AR, has for a long time been around 9th position. We lost people because we were not able to motivate our troops – because we arean individualist bunch.3 servers, 3 identities. 3 national servers, should I add.
I wouldn’t say Vizunah has much of a server identity from that. It just has a leader that can rally people.
They’ve been talking about building upon and learning from things for the future for 3 years… And I will give credit where credit is due, they learned how to deliver good story
I thought they’d learned with LS2 being an improvement on LS1 but if anything the HOT story is worse than LS1.
I think the point was to prevent players from free trebing from the safety of keeps. At least that was a complaint often laid forward about the old BLs. I got the impression, the idea there was to for e people out of keeps in order to siege another keep. Thus creating more organic open field fights.
The more I read threads complaining about the new borderland, the more funny in an ironic sort of way it gets. Anet should just stop listening to players because clearly the new map does some things that attentive readers remember players asking for, such as breaking up zergs, encouraging fights in open field, and an end to upgrade costs.
It hasn’t done either of those thing in T1. As has been mentioned before the multiple paths make it very easy for groups to bypass one another.
All good suggestions except I’m unsure whether 4 is a good idea. Just re-introduce manual choice and interaction into the process without any cost to players.
Nope. Hate it.
It would mean that new people coming into the map are left out. It would force people to join guilds if you want to compete.
No it doesn’t. There are proposals around that deal with this issue.
Care to outline them then?
You have to repetitively do events to get all masteries (for HOT). That even meets the traditional definition of grind.
(edited by morrolan.9608)
Nope. Hate it.
It would mean that new people coming into the map are left out. It would force people to join guilds if you want to compete.
No it doesn’t. There are proposals around that deal with this issue.
So long as the rewards properly reflect the difficulty.
I have found the Tempest is HORRIBLE for breaking bars.
Also asura’s Technobabble is OP for breaking them (asura still need to be purged).
Staff ele is pretty good for breaking them, necros are fantastic and engis are great as well.
(edited by morrolan.9608)
Don’t care about gold, I care about good gear drops. If we don’t get at least a 50% chance of ascended piece per boss then it won’t be worth beating my head against a raid boss for hours and grinding raids weekly. This is the accepted standard for raid rewards in other games anet should not think they can deviate from this.
(edited by morrolan.9608)
Its just clearly unfinished, its quite unbelievable that they launched with it in this state.
One of two possible explenations for this:
1) Anet was lazy and didn’t bother finishing the class before the expansion released
or
2) Anet doesn’t care about under water combat anymore and won’t be making huge use of it in the future, thus felt no reason to “complete” the Revenant class by giving them a full set of underwater abilities and weapons.
1 is obviously bad and 2, while I don’t like underwater combat at all is bad in it’s own way because it ignores the fact that under water combat is still a thing in vanilla GW2.
I’m not sure which of those two scenarios is worse.
I think its a combnation of both.
So, what you are saying is, while the mob is immune to CC effects, we should use CC skills on them?
Sounds like using CC at any time is a good idea. =)
No, when the bar turns orange cc speeds up the regeneration.
The absolute biggest ball they dropped is not incorporating the specializations into the story.
Thats big but I would say the actual story being so rushed and poorly done is the biggest issue.
Have you set your underwater legends? Skill sets for non-revenant are different for out of water and under water, so you may not even have a legend selected.
For revenants underwater legends are the same as on land, if you change them under water you have to change them back on land. Its a ludicrous situation, the class is clearly unfinished. Not to mention the idiocy of glint not having underwater skills despite being mainly just passive buffs.
What I want to know is…what happened to Garm?
Braham mentions not knowing if he was with her in the crash, so no one’s sure.
If they wanted to kill a member of DE for drama that ends up not going anywhere, I don’t know why they killed off Eir instead of Zojja, who’s hardly done anything and never shows up because of issues between ANet and Felicia Day.
Interesting, what issues?
It is funny how YB was very high with all 4 BLs queued a few months ago and is now full with EBG + maybe 1 bl queued with the total sum of the queues < old EBG…. The old queues were horrid, but I would thiNk there should be something in between….
Either way, OP missed your chance last week when the servers BG, YB, and TC were briefly not full.
I think that IS rly weird. How can so many servers be full while at the same time ppl in all tiers say that their maps are empty and even at primetime only EB gets a queue.
1. The servers gamed the system to get open, at least 1 or 2 of them did.
2. The server caps are too low. JQ queues at most 1 BL how can it be classed as full? Its idiotic considering the desert BL has clearly been designed to work properly only at or near map cap.
To be fair, they did add Flax seeds and fibers to the gathering nodes. Granted, they made the nodes give less mats overall, but at least it’s possible to inch towards one’s flax needs at a reasonable WvW pace.
Have you seen the flax seed requriements?
Like I wrote, I think there’s a subset of players that are asking for a stripped down and casual fights environment, one that doesn’t have game aspects that can interrupt your fights. They are claiming to be “true WvW players”, but I think they’re really some open world PvP players because “true WvW” is about managing the activity that goes on across all four maps like an RTS, not “hey we’re having an open field fight over here.”
I think the guild hall arenas were developed specifically for these players.
The part of your quote that I bolded is so true, and it amazes me that so many posters on this forum complaining about “PvE” don’t seem to realize it. It’s almost as if they have made themselves oblivious to WvW’s fundamental design. WvW is an open world objective-based PvP game mode. It has always been about managing environments and objectives. Often that means fighting other players over those objectives, but not always. .
And you seem oblivious to the difference between artificial environmental obstacles and natural/organic obstacles and that when people object to the former it doesn’t mean they are also referring about the latter.
Aha, now we’re getting down to the meat of things a little. So which are the artificial obstacles, and which are the organic ones?
Would have thought it was pretty clear, pop up rocks are artificial, something like a swamp affecting movement is natural.
Got it, so rocks are artificial and swamps are natural. Never mind that WvW has no such swamps (I was hoping for some actual examples from WvW). What are walls and gates then, artificial or natural?
OK then so you are not willing to debate it honestly, cya. And so much for wanting better criticism than just some of the bashing that goes on here.
Like I wrote, I think there’s a subset of players that are asking for a stripped down and casual fights environment, one that doesn’t have game aspects that can interrupt your fights. They are claiming to be “true WvW players”, but I think they’re really some open world PvP players because “true WvW” is about managing the activity that goes on across all four maps like an RTS, not “hey we’re having an open field fight over here.”
I think the guild hall arenas were developed specifically for these players.
The part of your quote that I bolded is so true, and it amazes me that so many posters on this forum complaining about “PvE” don’t seem to realize it. It’s almost as if they have made themselves oblivious to WvW’s fundamental design. WvW is an open world objective-based PvP game mode. It has always been about managing environments and objectives. Often that means fighting other players over those objectives, but not always. .
And you seem oblivious to the difference between artificial environmental obstacles and natural/organic obstacles and that when people object to the former it doesn’t mean they are also referring about the latter.
Aha, now we’re getting down to the meat of things a little. So which are the artificial obstacles, and which are the organic ones?
Would have thought it was pretty clear, pop up rocks are artificial, something like a swamp affecting movement is natural.
I’m not the type to complain often, but shouldn’t this story misson have checkpoints? Spent over an hour restarting and restarting the last fight, either because of a bug that blocks progress (tears spawning midair) or because I get hit by a bouldert midair and instantly die from falling damage. The mission’s not that hard, but recquires pure luck and a lot of time to get to the end of it. Surely checkpoints couldn’t make the fight exploitable in any way and make this story step less of a chore to run through after 5-6 retries. Open for tips on how to get through the fight.
Yes it definitely should I have been arguing for exactly this in the other thread. Not to mention when you die and go back into the fight it should be where you left it like all the other fights in previous quests.
What happened to the way they did story quests in LS2, each quest had multiple stoppage points which you could resume from, in the fights you came back at the point at which you died.
The lack of save points is probably due to this being the final stage. It’s intended as a gauntlet. When the bugs are gone, it should be more tolerable.
And hey, at least it’s better than the Zhaitan “fight.”
There are multiple natural stoppage points that could act as ‘save’ points. When you find trahearne, and after each of the companion fights.
Like I wrote, I think there’s a subset of players that are asking for a stripped down and casual fights environment, one that doesn’t have game aspects that can interrupt your fights. They are claiming to be “true WvW players”, but I think they’re really some open world PvP players because “true WvW” is about managing the activity that goes on across all four maps like an RTS, not “hey we’re having an open field fight over here.”
I think the guild hall arenas were developed specifically for these players.
The part of your quote that I bolded is so true, and it amazes me that so many posters on this forum complaining about “PvE” don’t seem to realize it. It’s almost as if they have made themselves oblivious to WvW’s fundamental design. WvW is an open world objective-based PvP game mode. It has always been about managing environments and objectives. Often that means fighting other players over those objectives, but not always. .
And you seem oblivious to the difference between artificial environmental obstacles and natural/organic obstacles and that when people object to the former it doesn’t mean they are also referring about the latter.
HoT would have been a perfect opportunity to change that system and design a new map that like EBG is symmetrical, to allow you to adjust the number of maps according to the population in the tier. But NO… I just don’t get it. Why would anyone willingly shoot itself in the foot?
This is a good point, they should have created the desert BL as a tri pointed map like EB, and then redone the alpine BL as a similar map. Then had 3 maps per game. BG is probably the only server that would fill all 3 maps in NA at least, so its not like they need 3 home BLs.
If people stop thinking of their whole Home BL as “theirs,” and instead consider a part of each map to be “theirs,” then people might enjoy the BL’s more in the current environment. Less running, less complex travel, and faster reinforcements are some of the benefits of splitting up.
This is why having tri pointed maps is arguably better than what we’ve currently got.
Amazing how out of touch they still are.
Just about had enough, this is beyond ridiculous, bad enough about the bugs and the fine timing needed which is much harder for those of us with high ping but if we leave to repair the whole quest starts again and even if we die in final fight and come back we have to start the whole kittening thing over again even if we have him at 10% AND THE FIGHT BUGS OUT as I just did, kitten that, not doing it again until they make it more reasonable.
What happened to the way they did story quests in LS2, each quest had multiple stoppage points which you could resume from, in the fights you came back at the point at which you died. Heck they’ve even seemingly made companion AI much worse with them much more disinclined to rez.
10:20pm est.
31 person que on JQ BL
edit – now 40+
And what about other BLs?
Yet rewards in PvE come cascading down like a waterfall. What’s his point?
Not to mention in EOTM, its a silly statement which has no basis in reality.
My biggest problem is not just the difficulty or the finicky nature of the requirements but that if you fail you repeat the whole quest again from the beginning. Its ludicrous, how can there not be a save point just before the final fight?
Honestly, you provided no substance, so i challenged you to try to squeeze it out. And i personally think many criticisms that have been posted are very shallow observations at best. I also disagree with some of them.
How about you just ask for more detail then.
You ask for more informed criticism rather than just shouting insults at the devs then when you get it you criticise that as well. Yes I could go into even more detail but I think the thrust of the argument is clear and this is a user forum not detailed test feedback.
I make no justification for stating facts.
You may not be aware but forum titles cannot be changed except by the Mods, who I am sure should they agree with your opinion will be more than happy to.
Just think next time mate.
Eir’s death was not wasted, and her death may not have been heroic but it had more meaning. Being killed Mordy infront of Braham has given him drive to defeat the Dragon and perhaps all Dragons giving a bland character more depth and forwarding his story.
Could have done the same in a way that made Eir’s death more meaningful and gave it greater emotional oomph. Poor writing and poor implementation of the cut scene.
I saw the connection, personally. If you’re taking the angle that Selwynn was specifically talking about the terrain, then even in Alpine BL, terrain was utilized when possible to provide an advantage. Standing on the roof of the entrance to SW camp, using stairs and walls in towers/keeps for strategize advantage, firing down from walls to harass those who are sieging your objective, gathering behind buildings then running a surprise push back at an enemy force when they get close.
GvGs take place in open fields to ensure a fair environment for two groups of players. But WvW has always involved utilizing everything, even terrain, to maximum effect. The Desert BL takes that to a bit of an extreme, but at the end of the day all it really represents is more toys. More chokepoints, more ledges, more environmental defenses.
It’s fine if you want to just run around on an open field, with sporadic buildings that have walls. That’s a personal preference. I personally prefer taking stock of my surroundings when faced with a fight, so I like an environment that is more dynamic.
You taking it upon yourself to answer every single post critical of WvW development? Or just trying to shout down the criticism?
Your final paragraph is as much of a strawman as the post I was responding. Its about the preponderance of artificial constraints placed upon players in the new maps. Natural terrain designed in a way that can be used as an advantage by 1 side is fine, the alpine borderlands had some of that. But in the new maps there are entirely artificial obstacles that are simply annoyances, everyone I play with agrees with that.
The core gameplay of WvW involves enemy players manipulating the environment to challenge you and get in your way. And your response must be to try and manipulate the environment back in your favor. Literally every objective in WvW works this way. Enemy players take keeps and towers, which erect walls and gates that get in your way. If they hold those keeps and towers for a while, the walls and gates get stronger and become even more of a hindrance. Players erect siege weaponry to deny access to areas, or to take down the gates and walls so the environment becomes more favorable to them. And then there are secondary objectives (initial the orb mechanic, then the ruins/bloodlust). This was all present in the core release of WvW.
That has got nothing to do with what s/he was talking about.
Maps are designed to split zeergs, because you can’t be everywhere
This only works with a decent population and at least even in T1 NA it doesn’t have the pop, the result is objectives just get ignored. Given that all 6 top NA servers are now capped I continue to question their server cap, it seems way too low to result in the population needed to properly populate these maps , especially across all servers.
Any expansions would be p2w by this logic.
Don’t play WoW but its certainly grindier than SWTOR.
You have this 100% backwards. If queues would drive balance they would have done so over the past 3 years. Top tiers have queues and lower tiers that don’t are open for transfers, yet here we are.
That is the mistake in your thinking, they do not have queues. No world has consistently full maps any longer….
Three years. Not talking about HoT driven queue drop right now.
You have blatantly contradicted yourself by claiming that queues will drive population balance and then arguing there are no queues to do so. I can only conclude this is a lame attempt to justify asking anet to open your server for more stacking.
T1 servers have been closed a lot of that time. Even before the change to calculations they were closed most of the time, only open at rare times.
Well about half the tiers in WvW currently have at least one server down about 50% from the leader. Something in the system isn’t working well when that scenario repeats itself with the same servers for weeks/months.
Well it doesn’t work when it allows servers to still game the system as they have.
Incidentally, I finally found a champ I can’t solo: that one in the Temple of Balthazar in Auric Basin. He ate me so fast I crossed paths with myself heading to go fight the champ in the Temple of Balthazar :P
You need to purely range him from the ledges.
Their system for tracking system upgrades appears shocking. I’ve worked with systems on software projects that track every bug and the progress and is able to provide a report on the progress at any time, would have thought anet would use a similar system and use a report from the system to base these release updates on with perhaps just reformatting being required.
It really doesn’t matter what anet does. You will always be crying in the forums. Jump off the hate train kitten .
This is my big problem. People say ANet isn’t addressing the “major” WvW issues, but no matter what they address, someone else will pop on and talk about how they haven’t addressed their own personal “major” issues.
But this wasn’t a major issue.
Seriously? This is what you are complaining about?
Many many many people cried that these nodes would just encourage PvE gathering instead of fighting. Tweaking those numbers surely didn’t take more than 5 minutes.It really doesn’t matter what anet does. You will always be crying in the forums. Jump off the hate train kitten .
So many people that I didn’t see 1 complaint.
I would say your best bet would be to maybe ask if you could get a server transfer ‘undo’ I highly doubt they can help you friend to move ‘up’ but might be willing to move you back ‘down’. Good luck either way, hope you guys can get back on the same server.
Yes I would think this is the best bet, they would probably be more likely to undo your transfer than allow your friend to transfer.
I’ve been trying to get into Blackgate for quite some time now but with no success. The server is always full. I wanted to transfer to BG because I heard they had a blob going almost all the time.
You can’t have been trying that hard because BG was open all last week.
Do you think 300ish people represent the entire population of pvp rangers? That’s an honest question.
It’s definitely statistically significant, and it was so overwhelmingly lopsided that it really says a lot. Anet got this one right.
Self selected polls are never statistically significant.
in Guild Wars 2: Heart of Thorns
Posted by: morrolan.9608
They’re insane for larger guilds as well.
Yeah it seems to me that everyone in my circles enjoyed bloodlust, and EotM is packed 24/7. I fail to see how either of those can be deemed as failures.
EOTM is a karma train, taking players away from actual WvW, ultimately it did damage to the mode.
Map caps and queues should ensure that players spread out with normal WvW.
“Should” yet not. It just doesn’t happen because players do not have good information prior to transferring or they just don’t do any good research beforehand. Player movement into and out of a server for WvW is completely non-transparent and is a primary reason for bandwagons. For example, I had a few friends who transferred early on to HoD back when that had free transfer. They had no idea that a horde would follow. They told me they never would have transferred if they knew. Likewise earlier this year, players had no idea that a large Chinese guild would suddenly appear out of nowhere on FA.
With no server caps and free transfers you and your friends could transfer off.
What action are they supposed to take?
Free transfers and drop all servers to very high. Let the players choose and figure it out.
Letting players choose is going to lead to utter imbalance in the end.
Only in tournaments if they ever have those again. Map caps and queues should ensure that players spread out with normal WvW. Plus servers are getting quite good at recruitment and if they don’t, well they slip down. I will say though that faster movement through tiers is also required.
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