LOCK – Tarnished Coast
https://forum-en.gw2archive.eu/forum/game/wuv/Guide-Maximizing-WXP-Gain-for-Rankups/
I’ll just ignore these DR Jerry springer trash posts and bring up some points that are being ignored.
Low tiers suffered from constant player attrition. this is the first attempt to at least allow people to keep their communities intact while trying to do major population imbalances.
The big bad host servers don’t only blob. I generally run in a guild of 10 to 12 people on weekends and 8 on weekdays max. we play wvw how it’s meant to be played, we take stuff, we fight groups, we defend and we roam and sometimes well join a bigger fight. we can still do this with these higher pops no problem. in fact tier 3 suffered, having our opponents on more than just ebg has greatly improved our enjoyment out of the game.
Roaming wise I can still take a southern tower with 2 people, 4 people and northern towers can be possible. there are plenty of people around map not blobbing, but solo roaming has become more difficult due to more duos and trips out there.
Despite being on a host server, especially with one as notoriously obnoxious as mine, I wouldt mind if anet changed the names to match eotm to make our guests feel less taken for granted.
I also enjoy having these Dr folks on server to clog the ebg queues even more so msg can be less lazy and actually play on the BLs
These guest servers are getting more xfers now probably than the last 4 months thanks to being guaranteed active maps now. there are a lot of people in tier 1 who wanted off but didn’t want def game. in time sent will figure out glico for guests and they coukdnposisbly rise in ranks again orlower.
Also I am a big fan of bl defense, you don’t get ranks for that, you got crap all. before got I spent the majority of my game time doing this and still haven’t broke 2k ranks so op bsing about just how much they ktrain and eotm.
While i agree with Anet’s want to progress players forward at an expedited rate from the lower leagues, i however do not see why such a punishing system is needed to achieve this. I personally have no problems with losing, but i want a somewhat even match, that means score differentials less than 200 by end of match.
So the changes i would suggest are pretty simple
1) if there is a score differential of 400 points or over (ie a single player wont turn the tide of the match) the losing team should not lose a pip. The winning team still gets their point and moves on. Look at it as an error matchmaking.
2) if the score has a differential of less than 50 points The losing team will once again not lose pips, but thanks to a hard fought match rather than a matchmaking error.
These changes will not impede progression through the ranks for those who deserve to be the higher tiers, nor do i feel it will let people who dont deserve it progress further than they should. The divisions are supposed to seperate people by their skill level, not whether or not you should play unranked instead. The way if feels now is very elitist, and waiting for a third of the season for the system to settle is a slap in the face to those of us who arent horrible, but keep getting teamed with people who have no idea what spvp is.
So now, quartz crystal has hit 26 gold a stack, which is outrageous, considering many guilds are at their 100 leyline tool stage, it will still go up probably.
I think the best way to alleviate some of the upward price pressure would be to change the home instance node to a rich node, if that is not enough, perhaps make crash site 1’s node a rich as well.
While i dont agree that quartz should be worthless, i think keeping it in line with the pricier t5 maps would be a good balance.
Yes some of them worked fine, but others did not. So nodes had crowds of people next to them taking advantage of a minute or so respawn, so makes sense they disabled them rather than risk the games economy further.. Overall I must say I really like the new nodes vs the old ones. I find my self stopping more for gathering in wvw because there’s a chance of getting more valuable resources with every node, including bulk herbs
I do not see this change affecting much of the people i play with. Guilds will still rally their roughly same times, they will still go out and fight generally the same opponents, whether its open field, objective skirmishes, pvdoor, havoc or roaming. It seems to me that most of these naysayers are from guilds who play wvw for the score only, rather than really appreciate the sandbox of playstyles wvw can be.
First off, i hated the time of reset as it was, it was too EARLY for me still. I am a PST player, with a family, i got dinner to make/eat, kids to put to bed, then gaming time for my wife and I. So the 6pst time was an inconvienience because it was still attainable to attend at reset. The way i see it now, who cares if i dont make reset, i will log in and play on roughly the same schedule i always had. More people need to realize that reset being the time it was only generated massive queues and frustration. With it being earlier, queues wont be as bad on reset night, gives a chance for them to normalize and not be false queues.
Now im sure if you fall into that guild category i pidgeonholed as being the majority of those who think its a horrible idea, then im positive you will retort with “BUT THE QUEUES WILL BE HUGE.” Here is the solution. DESTACK. Your NA presence is too big. Your massive guilds shouldnt rely on the boon of a reset time to actually get your whole guild in a map at once, you should be able to feel the drawback of overstacking both guild and server wise.
For years, every tier except tier 1 was asking for anet to think of innovative ways to entice players out of the top tier. Perhaps denying their NA players the oppurtunity on a PPT jump start and desyncing their guild raid start times on reset AND making them fight the EU players playing late for queue space that night will do it. Im pretty sure that most of the complainers whining about quitting over this will still log on saturday and play on with their ppt addiction regardless.
Just to put my opinion in context to my playstyle: solo/duo roaming, Havoc (on active maps, more about breaking objectives than PPT), HomeBL defense/upgrading, and open field fighting (15-25v???). The only styles i really cant stand are blob v blob and k-training.
in Guild Wars 2: Heart of Thorns
Posted by: neven.3785
A lot of people complaining because they are simply greedy. While i was hoping for a character slot with the base package, it is their prerogative to choose what to include in their package. I have played this game since launch almost every day. Not a single cent to a subscription fee. WoW had 4-5 years of me playing two subscription fees, so there is a massive cost savings to me. As an avid player of real mmorpgs for the past decade, i expected this price range for an expansion.
So taking the fair price point fact, lets now include the “core included” issue people seem to be having. We play MMOs, you need people to play with, especially in wvw. Including core game into their base cost was a brilliant move to capitalize on the expac marketing to bring new people in. A new player being drawn into an MMO when theres an expansion or two to buy to get the current content sees that huge cost hurdle as a deterrent, they will usually settle on the newest game instead. The argument that you already paid for it is a moot point, you dont get retroactive refunds for price reductions in old games and you shouldn’t expect the value of new content to be lowered because you feel a sense of entitlement.
Also a game dev doesn’t care if you cant afford it. Have a few less starbucks drinks then take another look at the cost. I live in canada, the expansion isn’t cheap for me either, deluxe cost me $95 after exchange, plus my wife’s copy too. Now for my son’s account, he will need to pay for it himself, or he will need to earn it for me to buy his copy. At the end of the day, i will get my money’s worth out of the game, even if i don’t play it for another 3 years, it will still give me lots of hours of entertainment, and be cheaper than most other forms of entertainment.
I found it very hard to watch personally mainly due to the streamers, and didn’t appreciate their audio feeds being on during the actual official stream.
Your best bet would have been to choose a server not currently full, as DB has been full for a while now, probably before your guild decided to move there. Your only way on now is to camp the log in screen during off hours, hoping for a slot to open up, any other way is violating your terms of service and could result in an account ban, ie not worth it.
I am a fairly well rounded wvwer. I belong to a fight guild, but still spend the majority of my time in game roaming and small man ppting since I know that it is necessary to retain a competitive environment.
My server history is maguuma, with a two week stint in tier 7, back to maguuma, just before implosion I went to tc since maguuma was having coverage issues in its current tier and people were burning out. Tc was not the answer for us, so I went to the t3 on ioj. After beating out heads against the wall to both greater coverage and very lopsided populations from the top seed of the tier, I went back to maguuma to rejoin my old guild that started back up.
What this has showed me is that tier 1 I’d the place to be for very large fights that the server itself can’t even handle. When this doesn’t happen, its a massive zerg plowing over objectives. The sheer number of unorganized players impede the organized groups from properly defending objectives. Coverage off hours was indeed nice though.
Tier 2 compared to what it was before mag dropped to now is very different, it is too similar to tier 1 except the unorganized pugs have a higher ratio of skilled players. Tier 3 has major coverage issues. Tier 7 well it sucked to put it lightly, there was little to do in an for a competitive player, and too much opportunity to ktrain, bit I was there before eotm, so I can imagine the ghost town it is off hours now.
For tier 4-6 it’s looking to get fairly competitive, I think the glicko placement is pretty accurate, but some people on servers like anvil rock are suffering due to a server revival. They want matchup change now, but fail to see that when anet allowed for more fluid variations, it made people even more angry, so they just need to be patient as the glicko moves mag up to where it settles.
Now for changes, Im pleased to hear a about a reward track, since consumables for roaming and various gear sets is very costly, you rarely make any gold doing the grunt work of wvw.
I think any does need to either drop the bottom tier, Or the top tier, with lowered pop caps during the redistribution process. Leave it up to the players where to go,just have off hoht coverage pop caps lower. The lower tiers do queue a msp or two only on reset so they can handle the influx of na players, without forcing blobs IMO.
I think soft caps in n a are a stupid idea for many reasons already listed, but perhaps could be a solution to off hour coverage. Forcing only 6 servers is also not wise. I think removing tier 1 may be the best solution personally since it will impact the least communities compared to if getting g rid of the bottom 3 was not enough
Although i am probably reiterating points previously made, i will state my opinions on this.
1. Population on servers should only be represented through WvWvW population.
to achieve this, anet needs to be logging time based WXP gains on accounts. Weekly WxP gain can determine if a player is PvX or WvWvW based, a pvx player to wvw balance should be 2:1 imo.
2. The biggest issue is time zone imbalance, So have the overall wxp gains for the realm seperated into timezones, TC forum defines them as this:
OCEANIC 4 hours
AEST | 6:00 PM – 10:00 PM Canberra
SGT | 4:00 PM – 8:00 PM Singapore
PDT | 1:00 AM – 5:00 AM Los Angeles
EDT | 4:00 AM – 8:00 AM New York
UTC | 8:00 AM – 12:00 PM LondonEARLY SEA 4 hours
AEST | 10:00 PM – 2:00 AM Canberra
SGT | 8:00 PM – 12:00 AM Singapore
PDT | 5:00 AM – 9:00 AM Los Angeles
EDT | 8:00 AM – 12:00 PM New York
UTC | 12:00 PM – 4:00 PM LondonLATE SEA 3 hours
AEST | 2:00 AM – 5:00 AM Canberra
SGT | 12:00 AM – 3:00 AM Singapore
PDT | 9:00 AM – 12:00 PM Los Angeles
EDT | 12:00 PM – 3:00 PM New York
UTC | 4:00 PM – 7:00 PM LondonEU 3 hours
AEST | 5:00 AM – 8:00 AM Canberra
SGT | 3:00 AM – 6:00 AM Singapore
PDT | 12:00 PM – 3:00 PM Los Angeles
EDT | 3:00 PM – 6:00 PM New York
UTC | 7:00 PM – 10:00 PM LondonLATE EU 2 hours
AEST | 8:00 AM – 10:00 AM Canberra
SGT | 6:00 AM – 8:00 AM Singapore
PDT | 3:00 PM – 5:00 PM Los Angeles
EDT | 6:00 PM – 8:00 PM New York
UTC | 10:00 PM – 12:00 AM LondonEARLY NA 3 hours
AEST | 10:00 AM – 1:00 PM Canberra
SGT | 8:00 AM – 11:00 AM Singapore
PDT | 5:00 PM – 8:00 PM Los Angeles
EDT | 8:00 PM – 11:00 PM New York
UTC | 12:00 AM – 3:00 AM LondonLATE NA 5 hours
AEST | 1:00 PM – 6:00 PM Canberra
SGT | 11:00 AM – 4:00 PM Singapore
PDT | 8:00 PM – 1:00 AM Los Angeles
EDT | 11:00 PM – 4:00 AM New York
UTC | 3:00 AM – 8:00 AM London
So figure out what the WXP gains are for these time zones server wide, then normalize them to a weekly basis and see how they reflect to queue length on maps. You can judge what is full and what is not from that point on for those time zones. SEA and OCX players greatly imbalance servers, so these zones status will be tricky to figure out the thresholds for what is full and what isn’t depending on tiers. The biggest reason for normalizing week long, black outs cant be organized to cheat the system to get guilds in
3. A player should be flagged with what time zone they play in for the majority of their wxp gain, and only see that time zone reflected in the server listing for transfers.
4. Remove tier 8 worlds, force them to transfer up, or merge them into the third tier of servers. Reason for this is it will create a highly competititve middle tiers to help entice fighting guilds back down from tier 1 that is overstacked. If this is still not enough to address lack of population, remove the bottom two tiers, with the t8 merging into going tier 3, and tier 7 merging into tier 4. During this period, reduce cost to transfer to tier 5 and 6 so those few who just like to roam empty maps can transfer there after the mergers. DO NOT MAKE IT FREE, half the gem cost should do it.
5. Tournies should match up against EU counterparts, theres plenty of people playing from across the pond on either side, Have Home BLs run on servers in their region, and EBG alternating between the continents every two weeks to normalize lag delays, tournies within region cause the lower tiers to be drained to stack the already full servers.
TL;DR summary
Log wxp gain statistics, and use them to base servers full status. players accts flagged to time zones, and kill off servers.
Since Launch, i’ve read about people complaining about soulbound on acquire runes from the dungeon runs. While i agree its useful using these runes as an enticement to run said specific dungeons, it does leave them a pain to acquire for those who refuse to run dungeons.
I’ve personally stuck to my no dungeon policy and just buy 2500 runes and hit the mystic forge for a couple hours until i get my 2-6 runes im looking for but others wont be able to do this because of the initial gold investment needed. So for this i have a suggestion that keeps these paths open.
1. Account bound on aquire, been asked before, not technically addressed even with the latest rune reworkings
and/or
2. Black Lion Rune Unlocker (or another name) a cheap item that can unlock the rune to be account bound. With much of the TP products its an added convenience item, not a pay to win item.
or
3. State that it is your intention to leave these runes as is, rather than Robert Hrouda.1327’s comment about it being odd to be soulbound in 2012 being the only dialoge given in regards to this
That is why you build your own PC and just buy new parts when something breaks
Congrats yaks on the win. You may not play like mag wants you too but you sure dug in and held the trenches. Its a shame that sbi quit early or this match would have been decided this morning. SBI and mag only have themselves to blame. Sbi quit after a weekend victory and never returned, mag got comfortable and skipped out on Wednesday.
So hats off to you yaks for capitalizing off it
Doing the I squish you routine from kids in the hall whilst idling a top a wall
Replace golem with cloudsong and I think we are equal in just how serious SBI is about their loss
SIGNET OF THE WARLORD
All-class utility skill. 200 skill points to unlock.Passive. Enables Blue map tag (shape set in Hero sub panel). AoE 5% wxp bonus (radius 2000; 30 second duration; pulses every 15 seconds; max 20 targets; does not stack).
Active. AoE 10% damage bonus towards gates, walls, & lords (radius 2000; 20 second duration; 90 second cooldown; max 20 targets; does not stack).SIGNET OF THE RAIDER
All-class utility skill. 200 skill points to unlock.Passive. Enables Red map tag (shape set in Hero sub panel). AoE 10% out of combat speed bonus (radius 2000; 30 second duration; pulses every 15 seconds; max 20 targets; does not stack).
Active. AoE 10% damage bonus towards dolyaks, guards, & mercenaries (radius 2000; 15 second duration; 1 minute cooldown; max 20 targets; does not stack).SIGNET OF THE WARDEN
All-class utility skill. 200 skill points to unlock.Passive. Enables Yellow map tag (shape set in Hero sub panel). Reduces your supply and coin cost to purchase camp, tower, keep, and castle upgrades by 10%.
Active. PBAoE Rez up to 10 NPCs (120 second cooldown; radius 1500; max 10 targets).SIGNET OF THE SIEGEMASTER
All-class utility skill. 200 skill points to unlock.Passive. Enables Dark Grey map tag (shape set in Hero sub panel). Reduces supply cost of incomplete siege build sites by 20% (radius 1500; max 10 targets; does not stack).
Active. Heals fixed siege sites for 50% of their base health, golems for 10%. Also refreshes all unoccupied siege decay timers. (90 second cooldown; radius 1500; max 15 targets; does not stack)If you have multiple Commander Signets slotted the color displayed is based on the Signet in the lowest numbered slot (i.e. 7 trumps 8 & 9, 8 trumps 9).
If this route is to be taken. Then there should be a 100 gold purchasable commander utility slot. Add a signet for open world pve commanding and it may just fit into gw2s gaming style
Although I’m probably reiterating past points made, I’ll give my two cents.
Short term expectations:
-Variety of icon colours
-maybe icons perhaps 3, for pug zerg, defense, small strike team can differentiate
-larger /say and supply info radius
-chat suppression tweaked
-promotion of using squads, making it easier to join, perhaps making it override /team chat since /map is used just as much
Mid term goals:
-Chat macros for /say, stack up, build siege on me, stack might/swiftness. Waypoint. Pretty much a half dozen or so macros that are needed in a pinch, defense related don’t need macros. They also could still require the commander to press enter in case they want to add a word.
Long term goals:
-Guild upgrades for commanders. Includes toggle to hide tag, squads becoming invite only allowing non guidlies to run with the group and see tag. Leuitenant tag linked to squad.
-Perhaps an overlay text option available for commander commands
What I do not want:
-Wow like raid features, it just doesn’t fit into gw2s interface IMO, the focus should be on the game itself not on a ui window besides health. Part of the game is not seeing behind you unless you physically do it.
-health status of squad, relates to above. Pay attention to your group.
-realtime supply counting and player counting. It should all require input of the command a macro window for commanders can help instead.
Now hopefully some other maguumans reported that necro exploiter. I hate playing alongside people who cheat.
Generally our main wvw guilds don’t count the pugs. What they say is a small handful generally is actually 1/3 the total number. Some of the guilds though will periodically purge their non voice comm pugs by feinting into an enemy zerg then pulling out leaving their unwanted pubbies to die. I’ve only seen that happen when the commanders are running tagless. But yes there’s a fair number of casual wvw guilds who prop up the major guilds numbers. I wouldn’t call it a queue zerg though, our maps are rarely queued except for ebg or a karma train run. We get a fair mix of havoc squads, small guild groups and two 30-40 zerg during primetime hopping over the various borderlands. Sometimes they converge together but mostly they part ways for more fun
Im an avid WvWvW player and normally play on my realms off hours. With Maguuma practically being a tier 2.5 server, it means we face massive coverage issues when playing tier 1 and 2 servers. I know the tiers are gone, but im just using it as a reference in man power. I am not complaining, i like facing greater numbers, higher skill servers and what not. I find it fun to hold off as long as possible against mounting pressure. Where i do have an issue, is not necessarily the points per tick, but the massive coverage differences between some realms causing all four maps being painted one colour.
So here comes my suggestion, why not tie points per tick into a small debuff, the more you control, the weaker your fortifications become. Like in the real world, you over extend yourself, the weaker your forces are at a given point. Have it optimized for anything above 350 or so PPT, it becomes very difficult to hold your expanded territory. The home BL could be omitted or it can be tweaked other ways. The whole goal is to allow the winning side to keep winning, but reduce their potential for a full map wipe and allow the PPT to be normalized a bit through off hours. I prefer to see it kind of like diminishing returns, a non linear based scaling of PPT vs Weakened fortifications.
No matter which balancing system is chosen, there will be complaints, there will be trolling and there will be people in team chat picking on people for doing other things they seem not fit. So i hope not to see a cop out response about friction created by someone capping 1 too many points like the one that was used in the wvw changes video in relation to outmanned. The goal of this is to be fluid changes in fortification strength, not a single line that once crossed the debuff will be too harsh. Thats why i prefer this change rather than tweaking outmanned. There is still fun you can have when outnumbered.
-neven
[TyE] Maguuma
Now for those of us who choose to not drop our professions to power level tailoring to take advantage of this new gear, what would you recommend instead? currently im trying 3 cavalier and 3 zerker, with celestial off pieces and zerker daggers, but just a tad bit too squishy for my liking, so will try getting my toughness above 1600 (1524 atm).
Also im running 2 Sup Water runes and 4 melandru since i refuse to dungeon run for monks.
i tried the s/d but after a few days i settled back to my dagger dagger since the play style suited me better. Im very much a front liner.
build i’m using is the 0/10/10/20/30, roaming in wvwvw with group. I play almost exclusively for wvwvw, but prefer smaller groups over a zerg.
i am open to trying different gear combos out, as with runes and tweaks to my build, but i wish to remain a dagger dagger and not have to resort to dungeon running for gear, just having trouble finding the balance between too tanky im wasting stats and too squishy. Any help is appreciated.
Contrary to the DB matchup, i had a great time facing TC tonight, Our commanders did a great job pulling what forces we had together to atleast make it fun for us regardless of the score. Hope to see more of D-rp and pyro leading together! Despite the badges and profit, i much prefer this gameplay vs karma training
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