How do you explain being pulled from a arrow cart that is out of LOS?
I can’t without seeing it myself. Where was the cart placed? If it was behind the doors, there is a slight possibility that the pull skill was cast through the tiny space between the door and the wall? Even if the colliders were allowing for that, it would be really quite a lucky shot, like getting a jade ticket The only pull I’m quite familiar with is the magnet and that get’s obstructed by the smallest thing.
I’m almost wondering if something like an Eyefinity setup has increased field of view to the point where it’s breaking LoS for Pull Skills? This is the 3rd time since patch that I’ve been pulled in some really absurd way.
Field of View is completely unrelated to Line of Sight. Even with a 360 degree omni view you still have to raycast a line from the player to the target – FoV does not affect objects in the world, only the way the 3D world is displayed on your screen.
If you stand on the small ledge at the edge (pointed by the arrow) of the wall I can (and will) pull you down with engineers Magnet, range 1200. If you stand behind that small ledge, the magnet will be obstructed. That is fully within design parameters. Just don’t stand there if you don’t want to be pulled Thieves can do the same with scorpion wire.
It is a trade off, you usually need to stand on that ledge to fire off LoS based Aoe skills on the attackers, but if you want that, you need to expose yourself to the risk of being pulled down.
(edited by zerospin.8604)
People are always whining about this class in WvW and too an extend I agree that perma stealth thiefs are just cowards. But how about whining about something more game breaking in WvW with the so beloved arrow cart’s. Why can these things shoot through impossible barriers like behind a gate and the arrows just pierce through thick solid wood ? yes makes sense!
Not too mention how noob friendly it is too use them, place about 10 and SM is just near impossible too cap even when you flank from different locations. Why not put a limit on how many AC’s can get in a wide area like only 3-5?
There is no reasonable counter counter to stealth.
There are many reasonable counters to AC’s. Put 100 AC’s, I’ll put a treb and they are gone. Or build 20 golems and laugh at the ac’s. And so on. Limit to siege placement is of course a good idea. Isn’t it already in place though?
Supporting this, added my replay there.
A big problem in WvW is that the maps are incredibly huge
Actually they are incredibly small considering its server vs server vs server, that’s why the zerg is such a problem.
But the idea sounds great. I’m imagining it a bit like Risk or Europa Universalis style provinces the map is divided into. It’s enough if these are defended by 1-3 veterans, enough to give a challenge to 1 player but not impossible to cap. These should also work like sentries, and take a fixed time to cap after cleared, meaning capping them with a zerg would be a huge waste of time. Instead splitting in groups of 3-5 would be ideal. Only taking towers and keeps would still favor zergs.
More importantly this idea actually enforces better balance between a small server and a big one. Just like in reality, the side that owns huge areas of land, will have huge problems defending it all efficiently. See – Rome.
It could be trenches, camps, towers, and so on, that guard each province. But it would be just a variant on the sentry. Each having only veteran npcs that can be flipped, to defend it, and a fixed cap timer of say 10 seconds.
There is a problem regarding the ‘Defend this tower’ event. It needs reexamining because it punishes single defenders in favor of zerg play. Here it is:
I was solo defending our entire side of EB early in the morning (/endpointlessbrag), nobody else on the map, etc etc. A group of enemies came to Wildcreek and put up a ram and started doing their thing. I had put 2 ac in each tower before that, so I went inside and started raining arrows on them. The group of ~8 retreated after taking some damage, but I didn’t kill any of them (obviously). I proceeded to take the ram out, and as it was at 10% health, my eyes noticed the ‘Repel enemy attackers event’ timer going 3..2..1.. puff. No credit. No new event started. Nothing at all. I killed the ram afterwards and that was it.
It was not a bug per se, it is a flaw in implementation. You have to kill something in order to get credit. But I did repel the enemy attackers and saved the tower.
The correct implementation should consider the damage the defender(s) deal to the enemies in the surroundings of the tower, including damage done to enemy siege.
Just thought Anet should know about it and fix the issue
Yeah I want them in blood red. We need more color options :S
Sorry to hear that, I got just one so far myself.. And you know what is the most outrageous thing in this system? That this RNG throws tickets at people who say they don’t want them at all. And they can’t trade/give them away. That is even worse than the RNG itself. Anet preventing us from sharing the tickets if we don’t want them.
Giving even more boosts for the outmanned is the way to go. Otherwise all you’d achieve is making players leave WvW, and that’s not what we want, we want more of them to log on, but on the outmanned side. The current buffs are silly. It should be at least:
200% MF (as we know from southsun, it really isnt that much at all)
no damage on death
+200% WxP, karma, gold from events
permanent protection buff (-33% incoming damage)
permanent swiftness (33% speed)
That would bring many people from EB to each battleground, and spread the forces evenly. And it’s not OP in any way, in a 20 vs 5 fight, you won’t notice the buffs anyway.
There should be food that makes you see the semi-transparent shape of a stealthed player, so that you can target him. No other buffs just that. It means you would have to use special food just to get on semi-equal footing with the thief, and loose any other buffs you would get from normal food. All decent games offer counters to stealth, especially in PvP. Food seems the only way to implement it in GW2, since you can’t really add new skills, and blueprints are very hacky. An OP thief will kill you while you click on the blueprint.
Sure that would hit the thief, but only in WvW. You have to nerf classes based not on the average player, but on the top OP builds and players, and there thief is just over the top. Compare that to an engi where all the top damage dealing skills have to be ground targeted, and often miss because of that, while the thief can directly deal 5x more damage in 1 hit than my best shots, without having to worry about any thing, just press 22222.
No. Totally not worth it. You should sell them asap before you loose all your money ^^ Preferable at under 1s please?
Yep they forgot to add the mandatory..
50% sale off!
(previously 1600 gems) NOW 800!
^^
The element should be beavers. A whirlwind of rabid foaming beavers chopping the tree like a horde of infected zombies on acid
Could call it the Beaverado.
~100 chests
1 ascended ring (that i didnt need, and cant sell)
under 5 rares (havent counted)
You have to be kidding me. Really? 15 badges + 525karma + 10sup just to be on the same level with one class? Hey, I want some uber abilities for my engi then, that will require people to spend 25 badges just to have a shot at killing me. Like, 2k/sec regen maybe?
This is inspired by the spy class from TF2 and the mesmers that hide in keeps.
A new blueprint – the Spy Suit. Cost – 25 badges + 1000 karma (for example)
Invented by the Asura, this suit lets you take the complete appearance, including the name and guild tag, of a target player. Just select an enemy invader, use the blueprint, and you will appear to the enemy team just like him. There are some limitations however.
- you can be attacked by the enemy, their attacks and aoe can damage you
- if you take damage from the team you are pretending to be with, your disguise is lost
- you can not talk to them, since you are still an invader
- enemy npcs attack you on sight
- you can’t use your skills while in disguise. The suit may give you some unique abilities though:
1) Cloacking field – become invisible for 10 seconds, but if you move, you become visible again. Static stealth, sort of.
2) Guard distraction – makes you friendly to enemy NPCs for 10 seconds.
3) Feign death – fall down on the ground and appear to be a dead invader. If you are damaged in any way during this, your disguise is lifted.
… and so on
So what can you do with it?
- you can have extra fun trying to pretend to be one of the enemy, and hide in the towers to help retake them and sabotage defenses
- the defending team will need to do the good old SPYCHECK on everyone, with AoE etc, to see if there are no spies inside
- compliments mesmer portals perfectly without being OP, its not hard to spycheck.
– adds a new level of complexity and richness to the gameplay without being too OP
– can’t be abused in numbers, because the more people try to be spies in a given tower, the easier to spot they will be. It really is a job for 1-2 people in a big keep at best. The counterdefence against this is really no different than the existing mesmer sweep.
– you can try to fool people camping in the jumping puzzle
– gives a little more importance to defending a keep, as opposed to just run with the zerg from tower to tower
– you can try to be a spy on the very edge of the enemy zerg, a new way of scouting
– gives a way for every class to be mesmer! every class can be useful as a spy, sure, mesmers will still be the best, but other classes can stay inside and destroy siege for example – or revive mesmers
– gives a unique opportunity to roleplay, to try to pretend to be on the enemy team, to blend with the rest, and try to avoid detection.
– lots of adrenaline rushes while being a spy
Yay or nay?
-1
Encouraging mindless farming, like Dolyak humping at release, without any strategic thought behind it, that even leads to severe siege imbalances, is rightfully discouraged. If the commander(s) determine that a huge, passive siege defence is needed that should be reward enough.
Not to mention that is actively damaging if there was a griefer who threw a thousand flame rams or generally unwanted siege in the proximity.
Not true to all points.
There is nothing more mindless than following a zerg and not sieging or scouting your own towers. This idea not only gives incentive to do IMPORTANT work for the team, but also rewards the people who don’t want to zerg on the WXP train. What’s your problem with that?
Farming this? Have you even thought about it for a while?
A. Spending loads of time, blueprints and supply to build the siege.
B. Waiting 45 minutes!! for the event to appear.
C. Praying that the enemy doesn’t swipe the tower in the meantime.
D. Being abused in the chat by your team because you’re farming.
E. After 45 minutes get small amounts of karma and silver…
Yeah right. Veeeery farmable…. as if people who have the time to farm in WvW need gold or karma Doesn’t anyone like that sit on millions already?
Your griefer argument is meaningless, it can be applied to anything. If someone wants to burn 1000 supply building rams, he will do it, with or without a small reward. He could go with the zerg and get 10x more in 1/10 of the time.
Everyone who placed and maintained siege surely knows the pain to log in a hour later and see it all gone, not because of the enemy, but because nobody from the team cared – or knew – to refresh it.
One reason for this is that many simply don’t know about it. The timers, the expiration, I’m talking about the casuals. Why should they do it, if they knew? I see no reason for a casual WvW player to do this boring task, instead of joining the fun.
Let’s give them a reason!
I propose a new type of defense event. It would count the number of siege in a tower that’s below, say, 15 minutes and if there are any, it would show as:
[Event]
Siege in the tower needs maintaining!
- 4 siege machines still need to be maintained
It would grant small amounts of karma and silver per siege ticked, and count as an event for deeds etc. Now when a new WvW player runs around, he will immediately see this event pop up, and will have reason to go into the tower and refresh all siege, without anyone having to beg in map chat to do it.
To make the event a bit harder and balance the gain of karma and gold, also for the sakes of realism, new requirements of maintaining siege could be introduced, mainly:
1. Placed siege expires after 1h
2. Siege can be refreshed for free just by ticking it, as long as the timer is >=15 min
3. Once the siege goes < 15min, the event is generated. All siege that falls below 15 minutes during the event, is added to the event total counter. This siege can no longer be refreshed by just using it. You have to spend 1 supply and use it, to refresh it back to 1h.
Now it is harder and more costly to maintain siege, but you give reason and a beacon to everyone and especially casual players, to do it, which should make it on the whole a lot easier.
Yay or nay?
Anet has all the data they need from the server farm that maintains their game.
Anet,“Hi server farm, can we have this weeks logs on server strain?”
Server Farm,“Sure. Hey, there are some serious slow downs during prime time on the WvW maps, have you considered upgrading the servers…”
Anet,“K, thanks, bye.”
Or:
Anet: “Upgrading servers for a few thousand people that play WvW? Good one, almost as good as your suggestion to create 121 skins of pokemon themed legendaries all in shades of pink. No, thanks, bye.”
The lag comes from the fact that too many people use too many AoE effects on each other. That info has to be transmitted to everyone involved, which, if everyone is in the same spot or closeby, means the servers just can’t handle it.
And they won’t upgrade servers as long as WvW is just a side game and a not a main focus as it should be. I don’t see how we can change that though, it’s up to them to realize that WvW is the best part of this game.
Hard to beat spammable AoE grenades.
Map hopping is no different than a zerg moving from tower to tower in one map. In both cases it can be countered by moving your zerg to the target, be it a tower, or another map.
I know it’s annoying, and usually not really countered because people don’t like to switch maps usually, but that doesn’t mean it’s not possible, if the commanders take their zergs to defend other maps.
Against most thieves, its not about having high vitality, its about having high toughness. Ever since I started carrying a little over 1900 toughness, thieves just cant kill me anymore alone. Do deal with stealth thieves I usually like to start by dropping box of nails then block against the inevitable burst attempt. If I get hit before I block its not really a problem sice my protection injection kicks in and I can heal back to full right after. Engies have plenty of traits that help them from getting burst so thats not a problem.
Afterward comes my offensive doing 2-4 on p/p before they stealth again. Run away for a second or two and land a glue shot behind you. Theres a good chance you might see a revealed thief by then and proceed to pummel with supply crate and what not.Thats usually how my encounters go.
Toughness doesn’t help against all thieves. I used a full sentinel set (vit toughness) at 30k health for a while, and still at least one thief killed me in seconds, and I couldn’t even scratch him. Some kind of tanky-dps-blind build I guess. Or a hacker.
Against other thieves (the ones that dont melt 30k in 8 seconds) I just spam grenades, block with gear shield, try to CC them with net shot, knock back, pull with magnet.. can’t do much more, needs a lot of luck considering blindness. If it’s a normal thief, they can be killed. Easy to know which kind it is :P If you’re at 40% health after seconds, and the thief not even scratched, it’s the OP kind and youre dead. They are usually perma-stealthed as well.
Worst downed state skill? NOBODY suffers like the thief in that aspect. A downed thief is under most circumstances, a dead thief.
Haha good one. I saw a thief downed after a long combat with multiple people, going perma invisible, porting around (while downed) and a moment later running away at full health He did all that while downed. Soon thieves will be able to solo SM while downed I do suspect some of the thieves out there are hacking, hard to explain the insane difference between the usual thief, that can be killed and the ultra dps, tanky, perma stealth ones with insane mobility.
Engineer downed skills are just horrid. 2 isn’t helping at all, and 3 is a joke – going out with a bang, I guess the devs thought it would be funny, but really isn’t. Why don’t we have a rocket boots jump towards a destination as skill 3 is beyond me. That way we could at least jump into keep portals like the mist form. And skill 2 should be merged with shill 3, pull in first, then explode with a knockback.
So time to start saving them and prepare to sell them after the event for infinite profit? :p
Good luck with that. There are over 4 million on the trading post alone. There are probably many more in people’s inventory/bank then there are all the unopened coffers.
So? Just need 1000 players open 4000 coffers each on the average, which, considering the ticket drop rate is not much at all, and you have 4 million covered. And in the coming months many more than 1000 will want the skins.
Every grenade skill on engi should be a blast finisher.
based on his response, I would say new maps are a year out
I doubt it. LOTRO devs have officially advertised a new PvP map with one of their expansions, and it never came. WvW in Gw2 is just like Monsterplay in LOTRO, a side mini-game, and as much as they may wait it, they will not have the funds to do it just like Turbine didn’t.
This is because 99% of the devs in general still haven’t realized, that the future lies in fan driven and fan generated content. There are hundreds fans out there far more skilled and capable than the devs, who would gladly make the maps for them, and let the devs do final testing and ship with the game, reducing the costs and time needed to release quality content by 90%.
Don’t believe me? Look at Morrowind, Skyrim, look at Sims, at GTA, what fans did with the games, far surpasses the original creation. All that is needed are tools/editor, a site to share creations, and the ability to load custom maps/content in game to test and rate it.
One step further is adding incentive to fan generated content, to give the creators a % of the cut, like Valve did with TF2.
Will the jade tickets still drop from existing coffers when DB ends? Could we get an official response please?
This is actually not a bad idea, getting more points or WxP for taking keeps belonging to the leading server, if the point difference is quite big. And easy to implement as well. Definietly a step towards balance and helping to form the correct alliances without forcing anything.
Double teaming maybe morally wrong
How on earth did you come to that conclusion?
Indeed, taken from the air :P There are as many versions of morality as there are people, so :P Pretty sure we have invented a few religions that say that killing the weaker is the greatest thing ever, in the past :P That’s the cool thing about morality, if you like doing something, just find some like minded people and invent a god that says its moral ^^ Anyways back to the subject..
WvW is designed for double teaming. It is what you are meant to do, otherwise you are playing the game wrong (yeah). Alliances are the core of wars. Just look at the history of Europe. Of course ideally the two weaker servers should team up, but if the servers have no clue about strategy, that may not happen, and usually doesn’t.
When you’re at it, add a pull all nearby people skill for the commander :P Come hereeee! xD In case they don’t listen.
I’d just tell them to leave because they are spoiling my event, then report them, /ignore them, and do my thing, if they behaved that way. In a MMO you have lots of tools to handle harassing people.
“We are working on it.”
There I saved ANet from having to post it :P You won’t get more than a reply like that I’m afraid.. in other words, it means it won’t be fixed in next years, if it was fixable they would have done so already. It means it would cost too much to upgrade servers and rewrite the entire event system.
If you play during a WxP train zerg that keeps retaking towers and going around the map, you can level really fast. Got my alt from 1 to 14 in 2-3 hours this way. I do feel useless on an alt this low though.
The WvW abilities should contain:
Faster finish of a downed enemy, up to 2x faster.
Take less damage while finishing someone off – up to 50% mitigation during the animation + immune to knockback etc.
And so on, not just useless + 1% damage abilities.
Already described and suggested an in-depth Server Diplomacy System many months ago. Ignored of course. Nobody is listening to the WvW suggestions.
so if you successfully defend your keep from an equal size force… you would’nt get honor? since you used siege against them you have the advantage… so you wont get given badges?
Yeah good plan. WvW is not about equal fights and 1v1s. It is warfare or some semblance of. Seriously…
You would get infamy, with the opposing server, obviously. The good thing about infamy is, it can cover both heroic actions and despicable actions, because a hero on your server would be very infamous on the other servers.
To be clear, I didn’t ask to introduce two kinds of badges, that can’t be done without a human judge. Just a rename of the current badges, they can be distributed then just like now, no change, but without the ironic aftertaste.
Right now calling them ‘badges of honor’ is as meaningful as calling them ‘badges of the rainbow unicorn’s second winter’ :P
I’ve deleted a stack of about 150 of them without even completing the ‘achievement’.
It takes 2 minutes to add either invisible walls to protect the spawn from the sides or a rock wall to do the same.. no need to nerf something this cool. Compared to mesmers portals or thieves stealth this is nothing.
Being able to knock a big charr mofo warior bouncing off a cliff makes the riffle a must have just as before Can’t imagine using the other weapons. The net is too good as well especially combined with the magnet for omnidirectional CC – knockback, net root, pull. The tool kit also gives you the shield block if you need it, and confusion. Grenades compliment it perfectly.
Where do you think all the supply in WvW comes from? All the forests in Tyria are being cut down to power the engines of eternal war – flame rams!
Don’t care bout raiding but housing sounds awesome! I hope it’s not just some amateurish put together pseudo-feaure like in LOTRO :S EQ2 perfected housing.
So, could we please just get a rename of the so called ‘Badges of Honor’?
I mean really. Honor? A much better name would be Badges of infamy – because you are getting more infamous in the eyes of your enemy.
Currently, the word ‘honor’ has a really funny sound to it when all it takes to get 2 ‘Badges of Honor’ is shooting an already downed enemy once, even if he was downed by the entire zerg while solo defending a keep.
Excuse me, but he should get the 2 badges of ‘honor’, not me, if at all. And all of us should get badges of ‘infamy’ ain’t it right? I know it’s semantics, but also a really simple thing to fix, change ‘honor’ to ‘infamy’ and all will fit the current system perfectly
At least 4 weeks in row being green is really really boring. What’s up with that? System broke? I’d like to play on the red side for a change? Or is this a new ploy to make people spend gems for server transfers to play in different EB corners?
Happened to me multiple times since the game’s release. Still not fixed. Usually happens when the winds push me off, and I fall from the puzzle onto the metrica map. Very annoying because I have to redo the initial part to get in. Sometimes you don’t even die from that giant fall. To hear that people have been banned for being a victim of a bug in the game is despicable. Looks like I too was at risk of being perma banned then? Not spending a penny more on this game.
It’s simple. Shoot a player once, even if he’s already down and almost dead, and you have a chance to get 0-2 badges. It doesn’t matter if you downed him or 50 ppl did. So just run by and tag all downed players for maximum badges
I agree, nobody ever goes there, that’s a large chunk of the map completely wasted. I wish they would just rework the map, and make 2 more maps, so that no borderland is the same. Or better yet – each server could have a map of its own! That is a lot of work though and will no happen. Unfortunately WvW is just a side game for ANet, something no bigger than say, the surprise box and they wont allocate the resources needed.
LOTRO had the same problem. Monsterplay in it was the equivalent to WvW here, and also a side game. And since release that single map was all there was. There were plans to release another map few years ago, and they failed. I fear the same fate will befall WvW. In 5 years we will still be playing on the same maps
.. being the server on the 2nd slot in reach of the first place for the week, and seeing people mindlessly attacking the weakest server on the 3rd place, over and over again instead of leaving them alone and letting them attack the 1st place holder.
Do people really not understand the rule 1. of strategy? In order to win, you attack the strongest, as soon as possible, in order to become the strongest, or risk them swallow smaller competition and grow so much, you will never reach them. That is the no1. reason of the unbalanced match results.
Just now, after our server getting closer and closer to server.1 over past days, I’ve seen us defend that server’s tower against the attack of the 3rd place holder. Our small zerg didnt even mean to take the tower, it just fought the attackers off, for minutes and minutes until I could not take it and logged out. Helping the winner, because their defenders instead of defending (we did that for them) went to retake the towers we took from them. Instead, we could have let the 3rd server cap and reset that tower while we attack another tower and split the defenders. Instead we play the defenders! Totally disheartening, I just logged off, feeling all my time spent capping camps, sieging towers, refreshing siege, building golems and what not, is wasted, because all the points that may have been gained are thrown away by such mob behavior.
Now you may say ‘then get a badge and lead if you know better’. I’m not a leader, nor do I care for leading.. I’m more of a solo player that loves WvW. I did raise the question of why we’re doing this, but of course to no avail. I just wish people would see such obvious mistakes that favor the enemies.
Were it up to me, I’d never touch the weakest servers towers, and only defend against their attacks on our lands, while focusing entirely on the winning server. But of course, victory means nothing in the current system, and all that matters is WXP so grander strategy and long-term plans are out of the question.
/rant over
Sorry just had to let it out :P