LOCK – Tarnished Coast
I would say part of the reason forum etiquette has taken a turn for the worse is the return of many to this forum who left when matchup threads were banned. The third party hosted matchup threads lacked any sort of moderation so bad behaviour was encouraged and now that that forum is near the end of its slow death, the people who find discord too much to keep up with are back here. All that time without rules will make it hard for those players to find that fine line of what is acceptable again.
Forums naturally breed conflict no matter how mature the theme is or no matter how old the people are posting. This forum for a long time benefited from having much of those conflict loving people voice their thoughts elsewhere. Unfortunately that time has ended and now the moderators are dealing with what is normal in an mmo community. Making scolding posts only fuel those sorts of people, whereas the best bet is to ban those who won’t stop and keep over moderation in check. It’s a tough job to balance it all, but in the end that’s the job of a community manager and their team of moderators.
At this point i wouldn’t even mind if all maps end up in an eotm style matchup system… They could randomise colours for the week and promote destacking home world’s to better balance the 3 colours. Since server identity would only be used to guarantee your guild is on the same team server identity itself is pointless so more will be willing to move
I play wvw because i love the RvR aspect of the game. There is nothing else out there at the moment that promotes this type of play. Also whenever i go back to another mmo it becomes apparent that they can’t top the responsive combat system of gw2 so they always seem clunky. So even with all their flaws in this game mode, they have still beat their competition.
Let’s not give people a tool for creating a toxic environment.
A multiplayer game with any form of communication is all that is needed for a toxic environment. As it stands you can jump on corpses and throw siege prints on the dead as the means to communicate your thoughts about the enemy
Have a person who is not leading create squad and set a couple lieutenants. Use a raid marker instead of a tag and have the raid leader quit raid and rejoin
The incentive is 3 bonus rank up chests a week. nothing more. Promoting more rewards for winning will just cause more stacking, and complaining that servers are full and people cant get in.
Anet probably looked at the population metrics During season 3 and after season 3 where the game mode probably lost half its players and put the tournies on the back burner. Now your incentive is gaining enough wxp to keep your reward track going. Whether you cap objectives, repair walls, or kill people, you will keep ticking away.
As for a server having incentive to win? There are quite a few servers who value that winning score, Blackgate, maguuma, NSP, Yaks bend for instance put great effort into PPTing and holding objectives. Mag is in denial of it, but their worship of the KDR and their recent love of completely destroying EBG and focusing the weakest server is evidence of it. Scoring metrics attract all sorts of players and give them enough drive
This begs the question, are there other classes that need to adapt their builds on the fly depending on the opponent? If not, then there still needs to be some work done for the Necro class.
you do realize this is an MMORPG, not an FPS. There should always be counter to classes in this genre. The standard for this many classes normally is 3:3:3, meaning 3 they are powerful against, 3 they the same against, and 3 they are weak against.
If you are facing a class that counters yours, and average player should be able to win. if you are very highly skilled, you can still win, but there should still be a risk to you losing by losing focus. Some may frown on this handicap, but its what rpgs has always been built around, its part of the genre. When you try to streamline classes to be on par with each other, it really waters down the flavour of a game, and many classes lose out on niche roles.
Now when you face those classes you are are on par with counter wise, changing utilities /traits can be a great way to find an edge. There is many roamers out there who will look at peoples food buffs to see what traits to swap out and what utilities to swap out, some even go as far as swapping weapon sets. Generally i’ll draw the line at one trait, one utility to switch out, but rarely do even that as its hard to find roamers who will keep on coming out to fight solo anyways.
Perhaps #3 was a bit much and instead Anet should be not giving kill death statistics at all and KDR should disappear.
I have edited option 3 to correspond with this
(edited by neven.3785)
You never know, he could want to stream Just so you know you can even settle for a i5-7600k for the slightly higher clock rates that timelord is pushing plus a costs savings. The advantage to going for an intel over amd at this point is you can delay buying a video card if you are cash strapped.
in the end though, go with what your wallet will let you. In the real world, there is little difference between the current generation amd (ryzen) vs intel (kaby lake) based systems aside from cost.
In the recent past, AMDs chips were no where near the benchmarks of Intel’s when it came to gaming, but the ryzen chips have put them back on parity with intels performance. The Cost savings would be in the number of cores you get for the price you pay, but as already stated, core count doesn’t matter in gw2 unless you are encoding video in the background as you play.
The nerf to PPK when outnumbered wasn’t enough. You often need 2 or 3 groups on a map just to split up guilds from running together, which causes that buff to disappear.
I’m still waiting to hear on what basis do you claim that PPK is out of balance with PPT.
Quite a few times i have seen Home BL in shambles, EBG down to a keep and a tower, and the other two BLs have almost no presence except for a tower and a couple camps, yet the server still wins the skirmishes with a significant margin through sheer number of kills.
If you are able to kill people at the rate where you completely negate the need to capture or defend objectives then its out of balance. You don’t see this happen in spvp… to ignore all 3 nodes and just try to kill the enemy for the win, it just doesn’t work, the points per tick are balanced with kills to entice people to move more or face a loss. Teams who run as one group often lose matchups as well.
In my opinion, if you can’t keep your 1/3 of EBG + your home BL Diamond + 1/3 of any where else in your control most of the time, you shouldn’t be winning the skirmish regardless of how many people you kill. Many do play for score (or statistics) not just the battle. I do not expect this to fix wvw, i just hope to pull thoe 5-10 people out of a blob who actually care about that score to actively play the map and find out theres more than just 1 1 1 1 1 through the skill lag in wvw
I always carry paper siege for when i find those anet devs
Basically OP doesn’t like that he or his group should be penalized for being bad at the game, and just wants the PPK system gone so they don’t have to worry about giving the enemy points becasue they are bad at playing the game.
What is being bad at the game? Unlike yourself, i play a more well rounded version of WvW. I’ve been in fight guilds during their prime and during the glory days. I respect that form of fighting, and i can do that myself, but back then we actually liked to fight skilled people more than just unorganized blobs. The numbers of groups ran 15-20 on avg and there were many groups across the maps, untagged. We even were in the same guild for years based around this principle after that first fight scene collapsed.
Nowadays, i play for fights, i play for havoc on active maps, i play defense, and i roam. I do not like to ktrain and i do not like to blob. You may call me out for being in CTH, but we get quite a bit of fights and we are willing to fight when we aren’t guaranteed a win. Sure we cap objectives and sure we put effort in sometimes breaking objectives or locking in a third, but that does not make us one of those dreaded PPT guilds you talk down on all the time. Sure we don’t comp up our raid, and force people to play, but who cares, this game is old, the competitiveness you want in a guild is long dead.
Your vision of what a guild should be failed, you left and moved on to VR. Of course you would disagree 100% with what i have said, your new guild lives for that KDR, lives for that spawn camp, and lives for constant abuse of the player base. My suggestions are very much based against your new homes playstyle, but also its based on wanting to give people the reason to defend again, wanting lesser skilled groups to keep running in at the enemy and improve themselves without having players like yourself yelling at them in team chat for tanking the score, or tanking precious KDR. People think its just a number, and many of us do agree, but there sure is a lot of people who take pride in that useless statistic.
The nerf to PPK when outnumbered wasn’t enough. You often need 2 or 3 groups on a map just to split up guilds from running together, which causes that buff to disappear.
Even high end desktop PC’s does poorly in WvW cause GW2 is so terribly otpimized towards todays standards. That guy who suggested AMD ryzen is way off, GW2 doesen’t utilize 8 core CPU’s. I can’t imagine any laptop do well in WvW heavy blob fights with max settings.
Perhaps you should read the persons comment better before referring to their post. They did not say anything about utilizing the chips full 8 cores. They spoke of price point by goin Ryzen, even without proper optimization their chips are in a few fps above or below the i7-7700k in gaming.
As for wvw blob fights, i have yet to have lag at all even with my i7-6700k igp, any lag i do get, is server based not client. Its not hard to find a laptop that can support gw2, but its the next generation of MMOs you will need to worry about.
As others have said, if you do not need portability, then stick to a desktop PC. The amount you would spend to make a laptop gaming worthy is not worth it. As a user of integrated graphics (i7-6700k hd 530 IGP), it does work with guild wars without a hitch, but you need to jump through a lot of hoops to get more modern engine based games running. I have to run modified config files for games and heavily tweak the bios in order to run anything current. I am holding out for VEGA to drop the price threshholds lower before splurging on a mid-high end card (im not an amd/nvidia/intel fanboy, its all about performance/dollar to me)
Give it a year or two more before seriously considering a laptop for gaming. AMD has their Zen/Vega based APU releasing this year, and that should drive the price of gaming laptops down thanks to not needing a discrete video card to get 1080p performance greater than a ps4.
At the moment PPK quite a bit out of balance with PPT. To solve this i think several things need to be done
1. Diminishing returns put in place for PPK. The more you kill someone in a time frame, the less they are worth. This is already in place for wxp, so i dont see how it cant be applied to this. PPK related to stomps w/ bloodlust should still award the full extra point since generally blobbed down people never get stomped.
2. Tie the loot table into Diminishing returns as well. This will remove the incentive to farming for bags at a spawn point. Increasing reward track tick could be a way to balance this out a bit.
3. Remove Kill and Death statistics from the API so KDR is non existent. It does not contribute to the gameplay in anyway.
Good WvWvW play is relative to what a player believes the game mode is about, whether its fighting, defending objectives, assaulting keeps, roaming, or havoc grouping a map. But most can agree that farming enemy players is not good WvWvW. Its great for the people getting the bags, and great for their egos, but not so great for the health of the game.
With the way PPT and PPK are balanced now, a large group hitting a smaller objective will often be ignored because people know that while you may win through attrition, you will still negatively contribute to your score in the long run. And several of those fight focused groups also are now afraid of losing and affecting their teams Kill/death ratios. I do miss the days when PPK was worthless and groups could dive right into the action with the only drawback being giving loot to your enemy. While i don’t think it needs to return to being worthless, i do think it needs to be greatly reduced so other play styles besides out blobbing are represented more.
(edited by neven.3785)
I am totally against the animation being changed from what it is. People paid gems for the mini the way it is, it is their fault for not previewing it prior if they are unhappy with it. Animal rights groups have no place in a game like this, as the whole premise is violence based. If you are upset about a flopping fish, what is next for you to want to change, remove leatherworking? Afterall, wildlife in this game was not killed in a humane way, be burn them we bleed them, repeatedly strike them and that is far from quick and painless.
In my opinion arenanet has already once gone too far appeasing these special interest groups when they changed whales from neutral to friendly. The fall out of not doing so would have been negligible. A few players quit, if they make a fuss, then a lot of free advertising. Afterall they were not actively promoting a whale hunt, most people avoid underwater neutral creatures like the plague. Just as in this fishy case here, anet is not telling you to go to the supermarket, buy a tilapia and have you throw it on the floor to watch it flop to its death. To even suggest they are is just ridiculous.
This was probably one of the more fun resets i’ve experienced on mag in a long time. it is very refreshing to run with a smaller guild and not deal with a blob w/ a qq pin snipe.
Except now the other servers have to deal with Magblobs all the time. I miss Mag during the time when PYRO and kitten were the main Mag guilds, at least then no one ran more than 25-ish.
A lot of us miss PYRO, i used to be in their group. There is not a lot of us left in the game, some of us still play together casually in TIE and CTH, others show up now and then and roam under the old tag :P
As for mag blobs, yea it sucks, a lot of people on the server are against it, yet at the same time they flock to the EBG blob since there is a lack of tags people will follow. There are a few groups who try to avoid the blob, but sometimes the blob shows up behind them. I know ASAP (<10), CTH (8-15), and TIE (4-12) are the common small mans. Normally theres 4-5 pugs hovering around each group who mostly Die on first push.
Aside from keeps and large enemy groups, normally these groups run independent, but when you hit a sieged objective, expect numbers, just naive not to. We would love for there to be little need to join up now and then, but when arena net nerfed crit damage and followed with the bunker meta much later, we just cant deal the bomb needed.
Other mag groups who run large, often with a dozen+ pugs would be RISE, VR, and hS for NA. There is a new group who fields 15-20 but i dont know who they are. Guilds we lost who were quite large were DOC, CCCP and KRTA, but that helped mag more than damage it. The downside is they were very pug friendly so the other groups were able to run smaller.
Sorry Maguuma, no one down here has your numbers.
To be fair, Mag did have a 13.3 KDR on EBG after the first skirmish and EBG had a queue for every server so you can’t pull the numbers excuse for that, I’m pretty sure YB/ DB are also outgunned.
Must be fight guild vs full pug to create that kind of difference.
That is also why I find playing for K/D kinda detrimental to WvW as well. Veterans stack on one server so they have no chance to lose whatsoever.
Not necessarily true, the EBG group for mag is normally 70% the roamer cloud not in comms, and 30% organized. The group on there tonight was also a second rate guild, who often got farmed in t1. Also keep in mind EBG hit a 99 man queue today, mag normally trolls the ebg people by inflating the queues with no intention of switching maps, so they were down numbers.
Just a little information, mag tanked for 2 weeks and people were itching to get back in wvw. Its 11 pm PST now, and ebg only has a 6 man queue and every other map has no groups running, just a small handful of roamers. So much for outnumbering everyone with our t1 numbers. For the first two skirmishes, there was only one short time where a second map was queued, DB BL, when VR switched to fight boo before CTH went to mag to defend garri.
This was probably one of the more fun resets i’ve experienced on mag in a long time. it is very refreshing to run with a smaller guild and not deal with a blob w/ a qq pin snipe.
Despite what others are saying here, i find there is 3 key elements that identifies a driver:
1. Position relative to group movements. Most drivers leap in front of their group. They fail to call the Leap to their group BEFORE they themselves leap in. Rarely do people take Comm delay into account.
2. Profession. Guardians the safest best, followed by Warrior.
3. WvW Rank. Generally people look for Gold/Platinum.
For a while, our commander was a Gold Rank, but we had several platinum ranks in guild. However, one person who was platinum was a guardian, and they got lit up all the time without going out of position, while our driver dealt with minimal focus. Now that our driver is platinum, he feels a lot more pain. Also keep in mind that even people running the game on a potato can use these 3 points to help pin point a driver.
Now when you face the same groups all the time, some people have ease using these secondary tactics to driver snipe.
1. Appearance. For some strange reason, most drivers i know don’t change their look and refuse to.
2. Guild tag. Some guild tags are often leading pugs, so it helps limit the choices for who is the driver.
A lot of people couldn’t be bothered to level their free alt account so they can even enter wvw.
While I can understand off hour guilds needing to xfer a lot, A prime time guild on a guest server shouldn’t need to xfer.
You benefit from having a changing player pool to recruit from, if tiers get locked you atleast have a chance to move on, and its cheap to xfer people to join your guild.
Too many people lack any patience to wait out a bad linking
While many focus on epidemic, mitigation and condi damage output, there is still one major factor at play here. condi’s remain uncapped allowing burns and bleeds to reach insane levels. imo a 3 part solution is needed
1, cap them to 20. while it still hurts a ton of you have full stacks of 2 of the damaging condis, it will force those wishing to coordinate condi bombs to at least play different builds.
2. have an overall cap to conditions. so start with Max 40 stacks across the board. blindly spamming conditions will weaken the strength of a focused bomb since it will take away possible stacks but still make it hurt. this doesn’t hurt small man play, but will hurt those groups that hide in zergs who focus on epi bombing alone.
3. highest stacked condition should be cleansed first. drawback is that the effect based conditions that don’t stack will remain on for longer putting you at risk to direct damage.
Even if #2 can’t be implented, #1 and #3 would help balance the playing field. the goal in my opinion is to make smart condition play be essential alongside power based builds. with the cleanse change alone, chills/weakness/crippled become more persistant, but vulnerability is cleared more often. torment and confusion will still be powerful as they are often low stacks of 5 and under, so coordinating cleansed will be needed to counter conditions.
if the group can sustain fine, i normally switch to a dps based staff build. Group still gets their fields, and i get my pew pew. Games are more fun when there is a risk of dying, and healbot took that risk away.
Just remember that self healing when not running a heal build is nerfed a bit, so i’d recommend getting your health pool to around 14.5k. Healbot made people lazy with positioning, so you’ll need to get used to it again. Always helps to be in coms too since you will get thieves training you after a few encounters
you also have a choice to get off the siege and actively play, but then you wouldn’t be protected by a wall.
When playing a power based build, i prefer vanilla necro over reaper. The downside is you don’t often have many friends helping to contribute to the well bombs since there is so much focus now to condition damage and epidemics.
In the past a small raid generally had 2-3 power necros and atleast one glass ele to help burst people down. Now your eles are almost always healbot, unless its a pug who dies on inc. Also almost every other class is running some form of bunker.
Anet nerfed it quite heavily, just need to blast the light fields
I have two staff ele builds myself, but ranged simply isn’t meta on any class atm in gvg’s and such. Sure when you have 60 and are just karma training but otherwise no one would want this in a 15-30 vs 15-30. Mara is good of course, but Valkyrie/zerker combo is nice as well for glass staff ele for max ferocity.
GvG is a dead fake game mode, any meta now is for zerging in wvw, not gvgs. If you watch a “GvG” nowadays its just 2 bunkered up groups circling each other and the spectators struggling to stay awake.
Additionally i’d like to mention that both of those updates I had seen on this actual forum as player based suggestions to enhance dbbl.
I like to pretend it was solely because of my suggestion, but im sure tons of others requested the same thing and the topics got long buried :P
Back on topic though, its great to see this much support for this suggestion
I for one am glad ele is taking a back seat as the perceived top classes to bring. Its tiring seeing 5-6 eles in a 25 man group. Most eles i run into do not know much of their class except for what they find on meta battle, they are unable to fine tune their builds to match the raid, and they assume them living when their raid wipes means they are good.
I wouldn’t say they are not viable now. I play 3 versions of eles and i am always prepared to switch between the 3 in a raid. Its fairly easy to play a brain dead auramancer, but i often see people not positioning themselves correctly to benefit the group, so this could be the percieved reason why they are seen as not as good. A lot of time those eles that live when their group dies is because they stay way too back even when they have all their oh crap buttons available. With meteors nerf plus this wetnoodle gearing, you also suck at clearing siege
More often then not, i find myself playing a marauders/zerker set, and you can still play extremely aggressive even without the best raid comp. You may not be top DPS, but the CC you bring is unmatched. With running a cantrip(lightningp flash), a stunbreak (eye of the storm) and burning retreat, you easily can get out of the heat if your tag isn’t a backpedaller coward. Now where this class fails, once again, its people playing them thats the problem. If you cant manage your dodges, you’re dead. If you are too aggressive without the proper means of escape available you are dead. It doesn’t matter how big the numbers you see are, if you are dead, you are useless. I see these more often then the wet noodle auramancers who don’t know how to position.
Another failure i often see is people running too hybrid. They spec as if they are pure support, then they kitten themselves with DPS gear. You are not being the best of both worlds, you are just being subpar at everything. Eles advantage is being able to specialize in many areas with he right gear/traits/weapon.
Third set i run is for when theres already a support ele and the guild is going for a more roam style night. A d/f burn ele that brings nothing to the group except more burn stacks to epi (burst apply 13-18 stacks of burn on a target).
This is not a match up thread, so please don’t turn it into one.
We’ve had this discussion already, anything else I say about this will probably get me banned, that’s how strong I feel about a change like that. If you want to see people leave wvw faster than 3 desert bl, go right ahead and replace ebg.
I guess Maguuma really is trying to destroy what’s left of wvw.
My server has no bearing on my opinion. In fact the people who most consider the problem type on mag only live in EBG and only leave it during off hours (sometimes). These sort of people complain about a stale game, yet they are the ones refusing to change things they are in control of. But i know enough that they are not just on Mag, they are prevalent throughout the top 6 servers.
Arenanet has made many changes to the desert BLs since HOT, and its actually a decent map now, its only flaw is people exploiting into keeps and a few siege placement spots that have no counter. The rest of the supposed flaws of the desert BL are player opinions based off the initial launch desert BL. Some of the best skirmishes i’ve had with the enemy have been all over this map, it really gives room to maneuver and use the environment to your advantage.
These people also whined for alpine maps back, they got their wish, but they remain on EBG anyways. They still wish to complain about that one map being desert BL though.
These people also whined for fights, but instead of fostering a competitive environment, they flock together on the same map and feed like sharks at the first smell of blood. It gets so bad that they will grief the enemy groups over and over again, driving out their will to play for the rest of the week. Then they complain later that no one shows up for fights.
Often times the solution is to spread out, go to different BLs and play wvw the way it is meant to be played, not just what you wish it to be. To me a good night in wvw isn’t running around in a blob running over unorganized or poorly organized groups. Its a mixed experience of finding fights of similar sized groups, taking objectives in hotly contested maps, and even showing up to defend the objectives you have taken. But that’s not always a guaranteed win, so many frown on it nowadays.
With getting rid of EBG, if only for a week at a time, we at least force these people to try other maps on all sides. Atleast these maps will have some life breathed into them, maybe even earn enough action to keep groups coming back. Back in the day most guild groups avoided EBG for a reason, and its about time for them to go back to it.
With EOTM, i really don’t know how it will turn out as a map thrown into the mix because with its size. I do think it would be an interesting Beta to try though. Respawns have difficulty getting back so enemy zergs really need to watch how deep they push because attrition will become a factor. What i’m really interested to see is how 2-3 tags on the map at once for each side would turn out.
For a long time now people have been yelling they’d quit over this change or that change. We are at the point now where those who would have left already did, and those of us left, have come to terms with the lack of innovation we’ve seen in our game mode. There still isn’t a better option for Realm vs Realm at the moment so arena net can afford to experiment more, just no more golem weeks :P
Eternal battlegrounds is ruining a lot of peoples wvw experience. Its mostly due to player generated issues, but its got to the point where anet needs to address this.
EBG is where the bags are guaranteed, so it lets people be lazy, they dont need to break objectives to get their enemy to come out as often. If they don’t come out, its easy to find people nearby an objective you can easily retreat to, so ‘roamers’ also flock there. People have forgotten the charm of fightig on the borderlands, where you don’t always have that third enemy on your tail and you can have a truly competitive fight.
Lately the queues of EBG have been getting longer and longer. I’ve seen this happen on several accounts i have across the tiers (i have six paid and one free account). at the same time the borderlands are just becoming a spot to idle in spawn while they wait for their queue to pop for ebg. What’s worse is the growing trend of people blowing emergency waypoints and spamming false information about incoming enemy forces. While the false information has been going on since season 2, the blowing of the ewaypoints have been happening for the last couple months. If you are queued for EBG, then you normally see it jump 5-10 spots everytime someone does it, and if a known commander is doing this, then you can see 25 spots clear out.
So what i am proposing is to remove EOTM as a seperate form of WVW, and alternate it weekly or biweekly with EBG as the center map in wvw. Unlike in traditional wvw, EOTM doesn’t suffer from a lack of pugmanders, so this will help spread out players on different maps and bring an influx of players in for guilds to recruit or reform with.
The only immediate map changes i see necessary in EOTM would be removing the auto turrets, and maybe toning down the transforms and buffs associated with some objectives. Edges to some cliffs/paths may be needed to balance things over time.
While it may not necessarily solve the queue for the center map, it will once again be a map primarily for militia rather than guild groups looking for easy unorganized bags. It will also allow for a more stable WvWvW activity stats as many groups flee to eotm if they do not like who they are matched against for the week.
On a personal level, i’ve never been an EOTM fan because of the lack of its integration into the current matchup and because it became known as a ktrain map vs a true wvw map. Whenever my guild did go there, the bags were too easy due to the level of unorganization there, so having it as a competitive map may change that outlook. It’s a beautifully done map, as is the desert BL, just lacks the people needed to make it more enjoyable. With it in place of EBG, i’d gladly go there.
My wife and i each have 2 accounts, and both my sons have an account. All paid by me, so credentials match. There are many others i know who have accounts for multiple members of their family and they tend to want to be on the same server.
As for idling, some people actually log in to keep tabs on team chat and guild chat, while doing chores around the house, sometimes i watch tv until something interesting happens. Its my choice how i play, and just because people like to blob up i shouldn’t be denied an opportunity to play when there’s other maps open. Even when i am active on a map, people still whine and moan to free queue spaces because their 35-40 on their tag “is not enough” (VR and KEK for instance)
I think what you should be calling for is more of a better enforcement on autocast scripts since there are always more than a handful around map idling casting the same spell over and over to stay in wvw. I at least manually move myself and am forced to requeue now and then when i get too busy irl (or alt tabbed)
I think a better solution would be to rotate eotm with ebg every week. eotm concept is a failed concept, combined with megaservered cities, has killed the casual player population of wvw necessary to keep up with attrition.
I do agree that perhaps the healing stat should tie in personal condi duration reduction. If it’s say 1100healing power it should at most counter the effect of food duration increases. When I healbot, it doesn’t take long for the enemy team to start trying to snipe me with condi spam, while I can take a few rounds of focus, it’s nearly impossible to keep up and I lose to attrition.
However that is a pipe dream and only solves a niche role in a raid, the issue still remains condi spam and the lack of optimization of traits and utilities to deal with burst condi spam. often times I find myself choosing based off of greater contribution. unless I’m facing qq, the self sustain traits aren’t juicy enough for me. A couple self condi cleanse utilities could use an added resistance boon at a short duration to help counteract sniping.
I have two suggestions
1) Donate button added to raid ui. It allows you to enter in the gold and send it to the raid leader. Those who are horrible wont get much, but those who the server see’s as essential atleast will get the added bonus. Sure we can mail it, but having it built into the raid ui will make it less clunky.
2) An algorithm that kicks back a minute percentage of the total silver/coppers looted by the raid to the leader every tick.
These could also help spread out people on maps as there will be a lot more people tagged up. There may be complaints by those who want those full 50 man raids, but they are part of the reason this game mode is suffering.
WvW ui panel sometimes doesn’t update during reset period.
Description: When waiting for reset twice now I have not seen the wvw screen update at all. matchup groupings don’t change to their proper colours/team, scores don’t zero. Opening and closing panel repeatidly doesn’t fix it. Ended up missing reset queue rush because of it the first time.
Date and Time: reset last week and week before
Reported in game: Nope
Additional remarks: I’ve also had the myself and 6 guild mates get the different bl waypoint bug. like previously mentioned it happened while way pointing to spawn on an enemy Alpine map from east keep area
KEK likely has the highest percentage of the ex-pyro players who still are serious into fights, the ones who went casual and still play, they are in a few guilds native to maguuma still (7 or 8 in CTH for instance). When PVE raids hit, i think the core crowd stuck to mostly PVE and much of the players scattered or quit at that point.
(that is after the TIE merger went sour, lost track after that point since they booted me due to my invidious remarks towards the leadership and my hatred of PVE)
I think the war score floaters are awesome, all that’s missing is a screen shake to accompany it
While i agree with the no use in combat, i am disappointed about the 5 second cooldown. My guild mates and i are very RP oriented and we would spam our kodan tonics before an engage and yell out in team speak as if we were powering up like in dragonball z. The light show was amazing and really immersive to what we were trying to achieve.
on a side note, i know whoever we live with will love this change.
I totally agree with the skritt tunnel suggestion, and I will do it every time it pops again.
I’d go farther : keep your options, and add a tunnel network between all 4 towers (have the tunnel make a square. No diagonals). That’d improve greatly mobility, and give a strong incentive to hold towers.
I like this idea, if it were to happen, then the tunnels under the southern towers to the oasis could actually end in the towers themselves and follow the same rule as the northern tower tunnels (one way and closed when contested). Also will allow for the oasis event skritt tunnel from red spawn to be not needed anymore since no one has a quick route to oasis. Really allows for some nice sneak attacks if the roamers dont do their job contesting towers.
Also makes sense to make blood lust more often, i’ll concede that point
Unlike many on maguuma, ever since the desert borderlands was revamped, i enjoy the map. The biggest drawback is the lack of people and i’ve heard over and over again its because of how slow it is to move across the map. So fixing mobility on the map should become a priority. Besides this i noticed that its mostly people being fickle and refusing to play on anything except eternal battlegrounds (major issue on maguuma).
Whenever i play on the desert BL, whether its with a group or roaming, there is a big issue reacting to enemy forces, by the time you traverse the terrain, you often miss them, or the objectives are nearly capped. Personally i think the solution is to try to reduce travel time slightly to be more in line with the alpine maps. A skritt tunnel system like in silver wastes seems like an eloquant solution that ties well into the map biome.
In the north we can have a skritt tunnel from red spawn to inside each of the northern towers. if the towers are contested or enemy controlled the tunnels are blocked. this will speed up access to the keeps to be more in line with Alpine maps but still let the enemy have a chance to counter this access. Placing the skritt tunnels much further waters down the need to waypoint ramparts so this is why i think they should be in the tower.
In the south the tunnel from each blue and green spawn leads to the oasis just under each of their corresponding spawn tower, these tunnels aren’t blocked by enemy control or contests since it puts them out of position to defend said objectives easily. Sentries will be needed near a couple oasis exits to help alleviate sneak attacks on ramparts.
This change also brings a lot more action to the rather dead oasis which is awesome for fights and small scale roaming. Another nice thing is the ability to fine tune where exactly the tunnel entrance/exits are to help balance the response time.
This next part is a bit off tangent but still ties into skritt tunnels. desert bl lacks bloodlust, but we can try a new format. every first half hour of a skirmish, a blood lust event starts. for the duration of this event a tunnel unlocks from red spawn to the oasis (rock outcrop just below the south gate) to give them a fair chance to compete if way point is contested.
Rather then go by holding 3 points for a set amount of time, tie it to ppk within the oasis. 4 nodes, one near each skritt tunnel exit and the fourth in the middle. If you kill an enemy in the oasis it’s worth an event point for each node your team holds at the time. highest score at the end of the event holds red bl blood lust for the duration of the skirmish.
here is a picture that shows what i’ve proposed
Personally I think if they made the skill blockable and made it ignore torment and confusion stacks it would be a more balanced trait. Still a lot of potential for hurt, but atleast cleanses have a chance now against a well hit epi.
Nothing is worse then seeing 15 stacks of confusion and torment on you at the same time.. can’t run due to torment, can’t stay due to enemies, all you can do is pop what cleanse/invulns you have left and hope you don’t down from pressing the skill.
From prelaunch till a bit into season one: Mag
the guild I was in moved to hod, I lasted around 10 days then left guild and moved back to mag
Stayed on mag until I got burnt out from trying to sustain mag in t2, ie. the great mag exodus
So our guild moved to tc and stayed until they proved they were unwilling to accept you can fight with 20 to 25 people.
Moved to ioj just as some of their guilds xfered off, this was during the time when there was 4 t2 servers and t3 got gutted. didn’t stay long.
Went back to mag to start “the hypening” pre HOT push out of the gutter and vowed to never leave my home server again.
I think option one is the most eloquent solution for this, however i do see a major flaw with it. Reset night and Queues when re-linking happens.
If you dont know who you are with, and you dont know the name of your alliance it will cause confusion on that reset night. Not a lot, but a simple mishap or taking too long to figure it out means you are locked out of wvw for 30-40 minutes.
I would like to see option 1, but paired with an earlier announcement of what the new links/alliance names are so people can better coordinate that rush to get your guilds in a map. I think it can be paired with a transfer lock out for relinking days to prevent people moving last minute to stack a pairing
i think the previous way they did it was double supply delivery from north camp. This way with the yak going north camp >>> tower >>> Garrison >>>Tower. I dont think it will allow for much quicker bunkering in the north towers, it will still be a slow process as a single yak snipe can stop 2 deliveries.
As it stands now, its ridiculously slow. East and west keep both have 2 camps feeding them, and the southern camp is often recapped slowing them down, yet they still beat the northern towers in time for upgrading, and yes, i know they only have 1 camp feeding them, but in the past anet saw this folly and corrected the supply amounts to the towers
Im sure anyone who is stuck upgrading their home borderlands will know the pain it is to get a northern tower upgraded now since alpine was reworked. It takes longer to fortify the towers than it does to fortify an east or west keep.
I think the best solution would be to have the yaks supply delivery drop supply on the way back from garrison.
Since arena net has finally removed crafting stations from wvw (freeing up a handful of queue slots), I feel the mystic forge is more of a culprit for people idling in wvw.
It really has no place in wvw, no one caps a garri over mystic forge access, instead those people go to lions arch. the forges presense is more of a quality of life thing for people converting soul bound karma gear into base materials without needing to way point and travel back and forth to vendors in tyria.
It can sometimes lead to queue space taken up, but mostly it allows for the out manned mechanic to be inaccurate which many scouts rely on in off hours
Through the years I’ve played most of my time late na or in sea hours when I worked graveyard shifts. play style has been varied: fight guilds (not the blob ones), small man havoc, roaming and even defense. in all of these instances scores had little impact on how much I enjoyed my play experience.
It baffles me that people are shouting down this change as if their sole enjoyment in the off hours relied on it. they are ignoring the key point, the multiplier or lack there of is dynamic. rather then yelling neigh, push for more clarification. in the end I want people to play against and I want people to outmaneuver. both of those require population in all sides. these changes promote glicko balancing for the majority of total hours played on NA. even if my time slot is dead in maguuma (an eu to est server) compared to those servers above us, im still a fan of this.
Now for specifics I hope the dynamic off hour victory point multiplier is based off a weekly average of total population in a slice period for a given server on all bls and ebg (not eotm). compare server averages to dictate multiplier.
Ie. say a if it’s 1:1:1 +/-0.25 then it should still be a full multiplier for that slice. if one server is 2:1:1 then it should be *2. if a server is 3:1:1 then no multiplier
In the end the server with off hour coverage still has an advantage, people are ignoring this point. they are still scoring points, still getting rewards for capping objectives, still able to pvdoor, they just don’t lock in a win guaranteed and negate the other 18 hours a day.
With luck some of the upper tier groups will disperse to competing servers to the point the multiplier will always be 2 or 3 for most of the days time slices. ie a healthy wvw environment.
(edited by neven.3785)
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