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  • nativity.3057nativity.3057 Member ✭✭✭

    @Strider Pj.2193 said:

    @nativity.3057 said:

    @Strider Pj.2193 said:

    @Swagger.1459 said:
    @Ben Phongluangtham.1065 Would be really sweet to have a +25% movement speed enrichment!

    There are skills and/or traits for each class that provide this. Build for it.

    Movement speed is mainly an issue for two classes, Necro and Guardians.
    Some classes have passive traits (Chrono, Warriors, etc) while other classes have excess skills that can stack swiftness (Soulbeast, Herald, etc). These classes have the means of increasing movement speed from the core game that can be applied to the expansions, while having more versatile skills that help them get around the map without sacrificing much.

    While I don't play Necro, I do have more insight on the Guardian class.
    Core guardians have only two ways of stacking swiftness that is relevant to WvW: Staff 3 and the skill "Retreat".
    To get the max value of Staff 3, a guardian must constantly stop, cast the symbol, and wait for the symbol to expire to get the full swiftness amount. Even then, the cooldown is higher than the swiftness amount. Also, roaming guardians (solo of course) don't use staff since staff is currently in a bad spot.

    Retreat has not been used by solo roamers, and its time as a zerg skill has long past. The cooldown of the skill is greater than the duration of swiftness (trying to use the decreased CD trait means going into a traitline specifically for one skill, and that traitline is not good for solo roamers).

    Currently the optimal way for Guardians to stack swiftness is to run Firebrand and spam the 1st skill in Tome of Courage. Core and DH will have to settle with Traveler's Runes.

    While I don't have an issue with a 25% movement speed enrichment, I think the better option is the add more Runes that give the same final bonus as Traveler's Runes.
    This would give every class a means to movement speed, so players can pick which specializations they want to run (Revenants won't be forced to run Herald, but then again, Revs have much greater problems than movement speed).

    @Strider Pj.2193 said:

    @Felipe.1807 said:

    @GDchiaScrub.3241 said:

    @Felipe.1807 said:

    @Strider Pj.2193 said:

    @Swagger.1459 said:
    @Ben Phongluangtham.1065 Would be really sweet to have a +25% movement speed enrichment!

    There are skills and/or traits for each class that provide this. Build for it.

    My guardian still waiting for his passive 25% movement speed...oh well, maybe next elite spec

    Was there not enough emphasis on SKILL? Why did that imply passive? Learn to use swiftness or/and "build for it"...

    D:

    Swagger was talking about 25% movement speed...also, dont think its fair make me waste a skill slot for retreat or any other skill that give swiftness while other professions can take an actually usefull skill, put me on a huge disadvantage, and traveler runes suck too lol

    Then roll a class that does. They have disadvantages too. Negating those with an enrichment?

    Well, give thief and Mesmer +25% damage enrichment, or +25% armor enhancement.

    "Just roll another class" isn't a great argument. So Guards and Necros should just swap off their favorite toon?

    Necro has a signet they can 'choose' to run. Just like the traits or skills others have to choose to run.

    Guard? I've got nothing.

    And I don't feel peoPep need to move off their toon. But if they feel they want speed, them either switch toons, or use the skills that give it. Which guard has symbol of swiftness and Necro can use war horn. Again, not ideal, but a choice.

    The problem is the difference in "usability" of those skills. Blink/teleport of Mesmers/Eles are great movement skills that also break stun. So players aren't really sacrificing much to run those skills. Same for Thief's Shortbow. Sure, they could run other weapon sets, but Shortbow is viable for range poke and the movement skill is just too strong to not take (kind of like Guardian's Staff in zergs; the staff skills are subpar, but Empower still has its uses).

    If all the skills were balanced, there wouldn't be this issue, but unfortunately they are not.
    Again, I think more Rune variety would resolve this issue without requiring the manpower of a balance team.

  • Musty.3148Musty.3148 Member ✭✭✭

    One of the reasons that I roam in desert mainly is the passive speed buff from the earth, air and fire ele camps. I'd love more speed options.

  • Strider Pj.2193Strider Pj.2193 Member ✭✭✭✭

    @nativity.3057 said:

    @Strider Pj.2193 said:

    @nativity.3057 said:

    @Strider Pj.2193 said:

    @Swagger.1459 said:
    @Ben Phongluangtham.1065 Would be really sweet to have a +25% movement speed enrichment!

    There are skills and/or traits for each class that provide this. Build for it.

    Movement speed is mainly an issue for two classes, Necro and Guardians.
    Some classes have passive traits (Chrono, Warriors, etc) while other classes have excess skills that can stack swiftness (Soulbeast, Herald, etc). These classes have the means of increasing movement speed from the core game that can be applied to the expansions, while having more versatile skills that help them get around the map without sacrificing much.

    While I don't play Necro, I do have more insight on the Guardian class.
    Core guardians have only two ways of stacking swiftness that is relevant to WvW: Staff 3 and the skill "Retreat".
    To get the max value of Staff 3, a guardian must constantly stop, cast the symbol, and wait for the symbol to expire to get the full swiftness amount. Even then, the cooldown is higher than the swiftness amount. Also, roaming guardians (solo of course) don't use staff since staff is currently in a bad spot.

    Retreat has not been used by solo roamers, and its time as a zerg skill has long past. The cooldown of the skill is greater than the duration of swiftness (trying to use the decreased CD trait means going into a traitline specifically for one skill, and that traitline is not good for solo roamers).

    Currently the optimal way for Guardians to stack swiftness is to run Firebrand and spam the 1st skill in Tome of Courage. Core and DH will have to settle with Traveler's Runes.

    While I don't have an issue with a 25% movement speed enrichment, I think the better option is the add more Runes that give the same final bonus as Traveler's Runes.
    This would give every class a means to movement speed, so players can pick which specializations they want to run (Revenants won't be forced to run Herald, but then again, Revs have much greater problems than movement speed).

    @Strider Pj.2193 said:

    @Felipe.1807 said:

    @GDchiaScrub.3241 said:

    @Felipe.1807 said:

    @Strider Pj.2193 said:

    @Swagger.1459 said:
    @Ben Phongluangtham.1065 Would be really sweet to have a +25% movement speed enrichment!

    There are skills and/or traits for each class that provide this. Build for it.

    My guardian still waiting for his passive 25% movement speed...oh well, maybe next elite spec

    Was there not enough emphasis on SKILL? Why did that imply passive? Learn to use swiftness or/and "build for it"...

    D:

    Swagger was talking about 25% movement speed...also, dont think its fair make me waste a skill slot for retreat or any other skill that give swiftness while other professions can take an actually usefull skill, put me on a huge disadvantage, and traveler runes suck too lol

    Then roll a class that does. They have disadvantages too. Negating those with an enrichment?

    Well, give thief and Mesmer +25% damage enrichment, or +25% armor enhancement.

    "Just roll another class" isn't a great argument. So Guards and Necros should just swap off their favorite toon?

    Necro has a signet they can 'choose' to run. Just like the traits or skills others have to choose to run.

    Guard? I've got nothing.

    And I don't feel peoPep need to move off their toon. But if they feel they want speed, them either switch toons, or use the skills that give it. Which guard has symbol of swiftness and Necro can use war horn. Again, not ideal, but a choice.

    The problem is the difference in "usability" of those skills. Blink/teleport of Mesmers/Eles are great movement skills that also break stun. So players aren't really sacrificing much to run those skills. Same for Thief's Shortbow. Sure, they could run other weapon sets, but Shortbow is viable for range poke and the movement skill is just too strong to not take (kind of like Guardian's Staff in zergs; the staff skills are subpar, but Empower still has its uses).

    If all the skills were balanced, there wouldn't be this issue, but unfortunately they are not.
    Again, I think more Rune variety would resolve this issue without requiring the manpower of a balance team.

    Necro has been one of my three mains, and have never liked guard..

    I agree on the rune variety. I would be very much in favor of the buff being centered there. It allows for maybe better balance.

    Thank You for the {MEME}

  • OriOri.8724OriOri.8724 Member ✭✭✭✭

    @Ben Phongluangtham.1065 said:

    @Ragnarox.9601 said:
    can we get similar rewards like pvp ? 10 gold for chest tier completition? or something like that, or at least better reward track. Or at least grandmaster marks for armor or weapons.....wvw rewards are luckluster and non rewarding now.

    In PvP you can get 3 marks every 12-13 weeks, depending on off-season length. Since WvW has no off season, it's a bit harder to balance. I'd probably have out another currency to make sure they are given out at the same rate. But I'm open to it.

    If timegating is an issue, I would rather you guys look into putting the actual reward track granting the marks on a timegate (eg only once per month or something, which would equal out to 3 marks every 12 weeks if you did it monthly) instead of simply giving it a ridiculously large grind just to slow it down. I think the former is significantly more fun to play with as a reward structure, instead of slogging through something designed just to waste your time in order to slow down the rate of earning it.

    Eyyyy I unlocked signatures

  • EnderzShadow.2506EnderzShadow.2506 Member ✭✭✭✭
    edited March 31, 2018

    @Swagger.1459 said:

    @Strider Pj.2193 said:

    @Swagger.1459 said:

    @Strider Pj.2193 said:

    @Swagger.1459 said:
    Oh @Strider Pj.2193 I wanted to share something with you because you used the word “additive”!

    https://wiki.guildwars2.com/wiki/Movement_Speed

    “Movement Speed increases do not stack with each other—only the greatest value takes effect. For example, a character under the effect of Signet of Air (+25%) and swiftness (+33%) will only move 33% faster. Maximum movement speed is universally capped at 400 units per second; this translates to 136% of base out-of-combat speed, but 190% of base in-combat speed. As such, the capped movement speed can be achieved out-of-combat with a mere 40% movement speed increase, whereas in-combat this requires a 100% increase i.e. Superspeed. Superspeed only makes use of its full 100% increase while in combat.”

    So a +25% movement speed enrichment is not “additive”, it’s just makes your character move that amount as baseline!

    I believe you missed my point. I definately understand 'additive', and what you wanted would be 'baseline'. Point simply is, if you allow every class to have a passive speed buff they don't have to trait for, then those traits and skills should be 'additive' on top of your new baseline. Which, as you could see, would effectively negate the enrichment bonus for people that are unwilling to adjust their build like others for speed.

    The point was adding in an additional option to movement speed, to open up build options in a movement heavy mode... Was ridiculous for you to even compare it to a 25% global damage buff or 25% global armor buff...

    What you call ridiculous I can't argue with. But effectively killing the need for traits...

    Again, all classes have access to these via traits or skills, sacrifice something for it like the people who do. Or build differently.

    Having more options doesn’t negate anything. It’s just that, more options... If we follow your thought process, then we should remove food and utility buffs too, and let all bonus stats come from traits and buffs.

    You are treating my suggestion as if I were asking for some super speed enrichment... Was simply bringing up an additional option for an individual player to not move around at the base sloth speed... And the effect doesn’t stack anyway...

    Moving slow is annoying as all get out in wvw, but at least it was really cool to get stuff like https://wiki.guildwars2.com/wiki/Leader_of_the_Pact_III to make our trips to the crafting stations less annoying in cities!

    What does this have to do with the thread?

    mhm, ok, sure, whatever you say, no after you, I insist, no really, please, be my guest,

  • Swagger.1459Swagger.1459 Member ✭✭✭✭

    @EnderzShadow.2506 said:

    @Swagger.1459 said:

    @Strider Pj.2193 said:

    @Swagger.1459 said:

    @Strider Pj.2193 said:

    @Swagger.1459 said:
    Oh @Strider Pj.2193 I wanted to share something with you because you used the word “additive”!

    https://wiki.guildwars2.com/wiki/Movement_Speed

    “Movement Speed increases do not stack with each other—only the greatest value takes effect. For example, a character under the effect of Signet of Air (+25%) and swiftness (+33%) will only move 33% faster. Maximum movement speed is universally capped at 400 units per second; this translates to 136% of base out-of-combat speed, but 190% of base in-combat speed. As such, the capped movement speed can be achieved out-of-combat with a mere 40% movement speed increase, whereas in-combat this requires a 100% increase i.e. Superspeed. Superspeed only makes use of its full 100% increase while in combat.”

    So a +25% movement speed enrichment is not “additive”, it’s just makes your character move that amount as baseline!

    I believe you missed my point. I definately understand 'additive', and what you wanted would be 'baseline'. Point simply is, if you allow every class to have a passive speed buff they don't have to trait for, then those traits and skills should be 'additive' on top of your new baseline. Which, as you could see, would effectively negate the enrichment bonus for people that are unwilling to adjust their build like others for speed.

    The point was adding in an additional option to movement speed, to open up build options in a movement heavy mode... Was ridiculous for you to even compare it to a 25% global damage buff or 25% global armor buff...

    What you call ridiculous I can't argue with. But effectively killing the need for traits...

    Again, all classes have access to these via traits or skills, sacrifice something for it like the people who do. Or build differently.

    Having more options doesn’t negate anything. It’s just that, more options... If we follow your thought process, then we should remove food and utility buffs too, and let all bonus stats come from traits and buffs.

    You are treating my suggestion as if I were asking for some super speed enrichment... Was simply bringing up an additional option for an individual player to not move around at the base sloth speed... And the effect doesn’t stack anyway...

    Moving slow is annoying as all get out in wvw, but at least it was really cool to get stuff like https://wiki.guildwars2.com/wiki/Leader_of_the_Pact_III to make our trips to the crafting stations less annoying in cities!

    What does this have to do with the thread?

    I asked a question from Ben earlier and it’s being discussed... Not hard to find out by looking at post history or the first page of the thread.

  • Ragnarox.9601Ragnarox.9601 Member ✭✭✭

    @Ben Phongluangtham.1065 said:

    @Ragnarox.9601 said:
    can we get similar rewards like pvp ? 10 gold for chest tier completition? or something like that, or at least better reward track. Or at least grandmaster marks for armor or weapons.....wvw rewards are luckluster and non rewarding now.

    In PvP you can get 3 marks every 12-13 weeks, depending on off-season length. Since WvW has no off season, it's a bit harder to balance. I'd probably have out another currency to make sure they are given out at the same rate. But I'm open to it.

    Don't get me wrong, its not for me, I have already full legendary armor from wvw, legendary weapons, lots of ascended stuff..., but lots of new players don't have that and we are seeing fewer and fewer of players there cause of many imbalances of many classes and lack of real rewards. We could use some wvw mount skins also, or something new....something great to work for.

  • EnderzShadow.2506EnderzShadow.2506 Member ✭✭✭✭
    edited March 31, 2018

    @Swagger.1459 said:

    @EnderzShadow.2506 said:

    @Swagger.1459 said:

    @Strider Pj.2193 said:

    @Swagger.1459 said:

    @Strider Pj.2193 said:

    @Swagger.1459 said:
    Oh @Strider Pj.2193 I wanted to share something with you because you used the word “additive”!

    https://wiki.guildwars2.com/wiki/Movement_Speed

    “Movement Speed increases do not stack with each other—only the greatest value takes effect. For example, a character under the effect of Signet of Air (+25%) and swiftness (+33%) will only move 33% faster. Maximum movement speed is universally capped at 400 units per second; this translates to 136% of base out-of-combat speed, but 190% of base in-combat speed. As such, the capped movement speed can be achieved out-of-combat with a mere 40% movement speed increase, whereas in-combat this requires a 100% increase i.e. Superspeed. Superspeed only makes use of its full 100% increase while in combat.”

    So a +25% movement speed enrichment is not “additive”, it’s just makes your character move that amount as baseline!

    I believe you missed my point. I definately understand 'additive', and what you wanted would be 'baseline'. Point simply is, if you allow every class to have a passive speed buff they don't have to trait for, then those traits and skills should be 'additive' on top of your new baseline. Which, as you could see, would effectively negate the enrichment bonus for people that are unwilling to adjust their build like others for speed.

    The point was adding in an additional option to movement speed, to open up build options in a movement heavy mode... Was ridiculous for you to even compare it to a 25% global damage buff or 25% global armor buff...

    What you call ridiculous I can't argue with. But effectively killing the need for traits...

    Again, all classes have access to these via traits or skills, sacrifice something for it like the people who do. Or build differently.

    Having more options doesn’t negate anything. It’s just that, more options... If we follow your thought process, then we should remove food and utility buffs too, and let all bonus stats come from traits and buffs.

    You are treating my suggestion as if I were asking for some super speed enrichment... Was simply bringing up an additional option for an individual player to not move around at the base sloth speed... And the effect doesn’t stack anyway...

    Moving slow is annoying as all get out in wvw, but at least it was really cool to get stuff like https://wiki.guildwars2.com/wiki/Leader_of_the_Pact_III to make our trips to the crafting stations less annoying in cities!

    What does this have to do with the thread?

    I asked a question from Ben earlier and it’s being discussed... Not hard to find out by looking at post history or the first page of the thread.

    Ben answered your question, "The 2 enrichments currently on the list are a wxp bonus and a reward track bonus.
    I dont really want to make an enrichment that adds to power creep or suddenly becomes required for all WvWers to use. "

    mhm, ok, sure, whatever you say, no after you, I insist, no really, please, be my guest,

  • Swagger.1459Swagger.1459 Member ✭✭✭✭

    @EnderzShadow.2506 said:

    @Swagger.1459 said:

    @EnderzShadow.2506 said:

    @Swagger.1459 said:

    @Strider Pj.2193 said:

    @Swagger.1459 said:

    @Strider Pj.2193 said:

    @Swagger.1459 said:
    Oh @Strider Pj.2193 I wanted to share something with you because you used the word “additive”!

    https://wiki.guildwars2.com/wiki/Movement_Speed

    “Movement Speed increases do not stack with each other—only the greatest value takes effect. For example, a character under the effect of Signet of Air (+25%) and swiftness (+33%) will only move 33% faster. Maximum movement speed is universally capped at 400 units per second; this translates to 136% of base out-of-combat speed, but 190% of base in-combat speed. As such, the capped movement speed can be achieved out-of-combat with a mere 40% movement speed increase, whereas in-combat this requires a 100% increase i.e. Superspeed. Superspeed only makes use of its full 100% increase while in combat.”

    So a +25% movement speed enrichment is not “additive”, it’s just makes your character move that amount as baseline!

    I believe you missed my point. I definately understand 'additive', and what you wanted would be 'baseline'. Point simply is, if you allow every class to have a passive speed buff they don't have to trait for, then those traits and skills should be 'additive' on top of your new baseline. Which, as you could see, would effectively negate the enrichment bonus for people that are unwilling to adjust their build like others for speed.

    The point was adding in an additional option to movement speed, to open up build options in a movement heavy mode... Was ridiculous for you to even compare it to a 25% global damage buff or 25% global armor buff...

    What you call ridiculous I can't argue with. But effectively killing the need for traits...

    Again, all classes have access to these via traits or skills, sacrifice something for it like the people who do. Or build differently.

    Having more options doesn’t negate anything. It’s just that, more options... If we follow your thought process, then we should remove food and utility buffs too, and let all bonus stats come from traits and buffs.

    You are treating my suggestion as if I were asking for some super speed enrichment... Was simply bringing up an additional option for an individual player to not move around at the base sloth speed... And the effect doesn’t stack anyway...

    Moving slow is annoying as all get out in wvw, but at least it was really cool to get stuff like https://wiki.guildwars2.com/wiki/Leader_of_the_Pact_III to make our trips to the crafting stations less annoying in cities!

    What does this have to do with the thread?

    I asked a question from Ben earlier and it’s being discussed... Not hard to find out by looking at post history or the first page of the thread.

    Ben answered your question, "The 2 enrichments currently on the list are a wxp bonus and a reward track bonus.
    I dont really want to make an enrichment that adds to power creep or suddenly becomes required for all WvWers to use. "

    So what? That’s how conversations go.

    You asked. I told. Go enjoy the forums and leave this be.

  • Assic.2746Assic.2746 Member ✭✭✭
    edited March 31, 2018

    @Ben Phongluangtham.1065 said:

    @Ragnarox.9601 said:
    can we get similar rewards like pvp ? 10 gold for chest tier completition? or something like that, or at least better reward track. Or at least grandmaster marks for armor or weapons.....wvw rewards are luckluster and non rewarding now.

    In PvP you can get 3 marks every 12-13 weeks, depending on off-season length. Since WvW has no off season, it's a bit harder to balance. I'd probably have out another currency to make sure they are given out at the same rate. But I'm open to it.

    Do you consider changing the WvW reward track progression into being more dependant on active play. There may be no such problem on high tier servers, but my experience comes from low tiers... and it's really bad. There are players constantly afking in keeps and on spawn. They don't need or want to roam nor to participate in bigger fights because it won't speed up their reward track progression.

    Current implementation of reward tracks in WvW really favors behaviours like this^. What is more people are more likely to let enemy server take their objective so they can retake it and bump their reward track timer back to 10:00.

  • Sarrs.4831Sarrs.4831 Member ✭✭✭

    Hi Ben!

    RE WvW Enrichments; have you thought about having XP gains affect WXP gains, so we could use a +XP enrichment to get ranks faster?
    Also, having the +XP account bonus affect WXP maybe?

  • X T D.6458X T D.6458 Member ✭✭✭✭
    edited March 31, 2018

    @Ben Phongluangtham.1065 said:

    @Ragnarox.9601 said:
    can we get similar rewards like pvp ? 10 gold for chest tier completition? or something like that, or at least better reward track. Or at least grandmaster marks for armor or weapons.....wvw rewards are luckluster and non rewarding now.

    In PvP you can get 3 marks every 12-13 weeks, depending on off-season length. Since WvW has no off season, it's a bit harder to balance. I'd probably have out another currency to make sure they are given out at the same rate. But I'm open to it.

    You could add a weekly token for completing the commitment bonus/wood tier. And require like 3 or so per mark. Or just create a repeatable achievement track in the WvW panel instead of a new token/currency.

    Somewhere chasing bags....

  • XenesisII.1540XenesisII.1540 Member ✭✭✭✭

    @Sarrs.4831 said:
    Hi Ben!

    RE WvW Enrichments; have you thought about having XP gains affect WXP gains, so we could use a +XP enrichment to get ranks faster?
    Also, having the +XP account bonus affect WXP maybe?

    You no longer get regular exp in wvw, it's all wxp, so no point mixing.

    ^ Another derailing post - Anet
    Perma stealth is needed to outrun zergs - Thieves
    A skill overpowered? just nerf their dodge, balanced. - Anet
    There's no power creep you just don't recognize more people hitting you - Flat Earther

  • Vova.2640Vova.2640 Member ✭✭✭

    @Ben Phongluangtham.1065 said:

    @Ragnarox.9601 said:
    can we get similar rewards like pvp ? 10 gold for chest tier completition? or something like that, or at least better reward track. Or at least grandmaster marks for armor or weapons.....wvw rewards are luckluster and non rewarding now.

    In PvP you can get 3 marks every 12-13 weeks, depending on off-season length. Since WvW has no off season, it's a bit harder to balance. I'd probably have out another currency to make sure they are given out at the same rate. But I'm open to it.

    Hello!
    While you are on this topic.
    Pvp has 3 currencies:
    pvp tickets, shards of glory and ascended shards of glory.
    The only time gated currency is the pvp tickets. Shards of glory can be bought of tp and ascended shards of glory can be farmed by repeated the pvp chests.
    https://wiki.guildwars2.com/wiki/Ascended_Shard_of_Glory
    What does this mean? -currently in pvp, the ascended armor (the precursors) are NOT time gate, as they require ascended shards of glory
    BUT the legendary gear is time gate as it requires pvp tickets which are time gated.

    Can wvw get a similar system? add a new currency- (I thought maybe Memories of War?) Make it so the ASCENDED (precursor) armor does NOT cost wvw tickets anymore, and instead, let it cost this new currency which wont be time gated. Make this currency only obtainable from wvw PIP chests AS WELL AS from the repeatable diamond chest.
    In return increase the price of the gift that can be bought for wvw tickets can be increase to compensate.

    Why am I suggesting this?

    • In pvp: Legendary armor = time gated BUT ascended armor is NOT time gated
    • in wvw: Legendary armor AND ascended armor are BOTH time gated (behind wvw tickets)

    That is all. Thank you.
    p.s: gold in wvw pip chests when? :anguished:

  • Hitman.5829Hitman.5829 Member ✭✭✭✭

    Don't forget to include more items purchasable with WvW tokens. We need to spend those 40000 + Badge of honor on WvW exclusive items just like the PvP and PvE have their exclusive items. And if you have time, create new (visually appealing) gear and weapons for WvW only!
    Thank you!

  • Solori.6025Solori.6025 Member ✭✭✭✭

    @Ben Phongluangtham.1065 said:

    @Ragnarox.9601 said:
    can we get similar rewards like pvp ? 10 gold for chest tier completition? or something like that, or at least better reward track. Or at least grandmaster marks for armor or weapons.....wvw rewards are luckluster and non rewarding now.

    In PvP you can get 3 marks every 12-13 weeks, depending on off-season length. Since WvW has no off season, it's a bit harder to balance. I'd probably have out another currency to make sure they are given out at the same rate. But I'm open to it.

    But in PvP you can also get the gold to craft more. ( Which is what Ragnarox was getting to)
    Since the reward tracks in Spvp give gold and the gold rewards are repeatable through-out the season.

    That's a huge problem in WvW especially trying to craft legendary gear.
    It is expensive, and WvW does not help very much at all cover that expense.
    I had suggested that more rewards be given at the end of diamond. Similar to Spvp ,you would need to be active enough to repeat the final chest.

    Tingle my stingleberry

  • Kovu.7560Kovu.7560 Member ✭✭✭✭

    @Ben Phongluangtham.1065 said:
    The 2 enrichments currently on the list are a wxp bonus and a reward track bonus. I dont really want to make an enrichments that adds to power creep or suddenly becomes required for all WvWers to use.

    You could add an enrichment that grants a single additional pip. The lower ranked wvw players in particular could use the boost.

    ~ Kovu

    Ranger, Necromancer, Fort Aspenwood.

  • Sojourner.4621Sojourner.4621 Member ✭✭✭✭

    To add to the move speed enrichment idea... there seems to be this idea that it has to be 25% or none at all. One half is right, it's pretty rough on certain classes the amount you have to sacrifice for a usable speed buff, where others get it without any effort or sacrifice at all (I'm looking at you chronomancer). The other half is ALSO right in that a 25% enrichment would become baseline for everyone and would invalidate the classes that do build for extra mobility and move speed to an extent. So don't do either. Make the speed enrichment lower than the normal baseline; at 15% movement speed increase you neither invalidate building for higher move speed nor do you leave classes without easy access to speed boosts sacrificing large amounts of other damage or utility to get anything more than baseline.

  • @Ben Phongluangtham.1065 said:

    @Ragnarox.9601 said:
    can we get similar rewards like pvp ? 10 gold for chest tier completition? or something like that, or at least better reward track. Or at least grandmaster marks for armor or weapons.....wvw rewards are luckluster and non rewarding now.

    In PvP you can get 3 marks every 12-13 weeks, depending on off-season length. Since WvW has no off season, it's a bit harder to balance. I'd probably have out another currency to make sure they are given out at the same rate. But I'm open to it.

    Could you look at this post please?

    Its about the Value of the Reward Tracks and how bad the actually are.

    https://en-forum.guildwars2.com/discussion/29187/wvw-reward-track-value-update#latest

    Thanks for the hard work.

  • XenesisII.1540XenesisII.1540 Member ✭✭✭✭

    I don't really agree with the speed enrichment either.
    Builds long ago had to sacrifice either using utilities or runes to get 25% run speed, I think that was part of their overall balancing and needing to rely on other classes for certain things. Remember when mesmer had no access to 25% run speed? then chronos got it as a trait, and then their signet got 5s swiftness, now most classes have 25% run speed somewhere, cept guardians(which makes it funny when they have access to just about as much quickness as mesmers, so apparently they can swing their arms really fast but not their legs) :lol:

    Sojourner idea seems good for a compromise, if you put the enrichment at 25% then everyone will have to get it no question and at that point you might as well just do a full 25% boost to running for everyone in wvw, but if you put it at 15% then it isn't necessary to have if your class can give you 25% or 33% from swiftness, but still helpful in some builds.

    ^ Another derailing post - Anet
    Perma stealth is needed to outrun zergs - Thieves
    A skill overpowered? just nerf their dodge, balanced. - Anet
    There's no power creep you just don't recognize more people hitting you - Flat Earther

  • With chest renewing every week in WvW unlike PvP that only renews each season, would be hard to balance out grandmaster marks. Maybe have them as a random drop for those doing wvw. Would be nice if even the last couple of chest had some gold in them. Esp. the repeating chest at the end. It would help keep people in WvW after maxing out their pips.

  • XenesisII.1540XenesisII.1540 Member ✭✭✭✭
    edited April 1, 2018

    If the time gate is the problem for the grandmaster marks then have a sub currency to collect with the chest each week, and then exchange like 4 or more of them to get a mark from skirmish vendor. More or less if they feel like the time it's enough to get like last diamond chest, since some people can get it by saturday, while some can't finish it. Although those people finishing it on saturday can already buy ascended with tickets since they most likely have high enough rank for faster pips.

    ^ Another derailing post - Anet
    Perma stealth is needed to outrun zergs - Thieves
    A skill overpowered? just nerf their dodge, balanced. - Anet
    There's no power creep you just don't recognize more people hitting you - Flat Earther

  • Klypto.1703Klypto.1703 Member ✭✭✭

    @Ragnarox.9601 said:
    can we get similar rewards like pvp ? 10 gold for chest tier completition? or something like that, or at least better reward track. Or at least grandmaster marks for armor or weapons.....wvw rewards are luckluster and non rewarding now.

    I can agree to that as long as it was rank based. Not some repeat of the afking for pip stuff we had when that started. Another idea with rewards to do as well to sort of polish or fine tune the game mode is there are lots of different roles a player can take on. They said no mastery but they could do something like the chart they had with pvp that acquired info on how you are playing. To reinforce it too being able to assign players when sharing participation on what they are doing so that under the role they are playing everyone would have their own play style tab where they could pick regardless of rank or the current one with the vendor.

    Also gemstore and/or black lion chest could start having items put in it geared toward wvw. I could just imagine the keys being used to win an endless guild cata blueprint. Badge of honor nodes for home instance just stuff like that doesn't make it pay to win but still valuable things out there with those who play wvw game mode where currently the only thing ever was finishers.

    As well one thing I've noticed over time was the more my magic find increased there has been a dramatic decrease in bag drops for quite some time so someone playing next to me has gotten 2 stacks of them and I get like 20 for every stack that person gets. Would be nice if with that reward that something were to balance that out for a chance to make that better rewards as well. Plus a chance to get rid of this theme of just sitting inside an objective waiting for someone to attack it. Get them out and fighting if they want rewards imo.

  • Mysteriax.6049Mysteriax.6049 Member ✭✭✭

    @Kitta.3657 said:

    WvW Enrichments

    What does this mean exactly? Is it meant to be a catch-all word for fixes of anything WvW related?

    Enrichments are infusions you place in ascended amulets. They are going to add an infusion that boosts World XP gain and Reward Track gain.

  • I really hope the repeating reward tracks is an option that can be toggled rather than a forced change across the board.

    It'll be great for everyone who's farming repeatable reward tracks and want to keep farming the same one (which is probably most people), but I'm still in the ongoing process of working through a variety of them, and being able to leave a repeatable reward track in its filled-out state helps me identify which ones I'm done with at a glance. I'd much rather waste a few track points in a random uncompleted/manually restarted track than in a repetition of a track I have no further interest in.

  • Grim West.3194Grim West.3194 Member ✭✭✭
    edited April 3, 2018

    You forgot one:

    • Make KDR more important.
  • Deth.1698Deth.1698 Member ✭✭

    @Ben Phongluangtham.1065 will sPvP also get the auto-repeatable reward tracks?

  • Strider Pj.2193Strider Pj.2193 Member ✭✭✭✭

    @Grim West.3194 said:
    You forgot one:

    • Make KDR more important.

    For what purpose? Those who like to 'fight' will blob more, and those that like to PPT will hide more.

    And since when did winning matter?

    Thank You for the {MEME}

  • trixantea.1230trixantea.1230 Member ✭✭✭
    edited April 3, 2018

    For the pips afk farming I think the tickets should be given according to the amount of objectives captured and players killed during a certain period of time.

    I also hope that Anet will do something to change the purpse of Veteran creatures, remove them of make them a harder group content which gives a small buff to the server in that map instead of being just a boring meaningless PvE daily filler which does not fit into the game mode.

  • Shining One.1635Shining One.1635 Member ✭✭✭

    @trixantea.1230 said:
    For the pips afk farming I think the tickets should be given according to the amount of objectives captured and players killed during a certain period of time.

    This only promotes blobbing down smaller numbers and k-training. I'd be supportive of kills for pips if partial pips were implemented: If 20 players run down a solo player, they get 1/20 of a pip each.

  • Grim West.3194Grim West.3194 Member ✭✭✭
    edited April 3, 2018

    @Strider Pj.2193 said:

    @Grim West.3194 said:
    You forgot one:

    • Make KDR more important.

    For what purpose? Those who like to 'fight' will blob more, and those that like to PPT will hide more.

    And since when did winning matter?

    Making KDR more important would go along with making winning matter.

    The point of PvP is to win. When you design away from that point you get what we have now, and it sucks.

    The whole PPT thing is garbage anyways imo. It's not PvP or WvW if you are only attacking doors. It's only boring.

  • Strider Pj.2193Strider Pj.2193 Member ✭✭✭✭

    @Grim West.3194 said:

    @Strider Pj.2193 said:

    @Grim West.3194 said:
    You forgot one:

    • Make KDR more important.

    For what purpose? Those who like to 'fight' will blob more, and those that like to PPT will hide more.

    And since when did winning matter?

    Making KDR more important would go along with making winning matter.

    The point of PvP is to win. When you design away from that point you get what we have now, and it sucks.

    The whole PPT thing is garbage anyways imo. It's not PvP or WvW if you are only attacking doors. It's only boring.

    But then there is nothing to fight over. Why cap and hold an objective. By that logic get rid of doors and walls. Oh.. that's right. That's PvP.

    Thank You for the {MEME}

  • Grim West.3194Grim West.3194 Member ✭✭✭

    @Strider Pj.2193 said:

    @Grim West.3194 said:

    @Strider Pj.2193 said:

    @Grim West.3194 said:
    You forgot one:

    • Make KDR more important.

    For what purpose? Those who like to 'fight' will blob more, and those that like to PPT will hide more.

    And since when did winning matter?

    Making KDR more important would go along with making winning matter.

    The point of PvP is to win. When you design away from that point you get what we have now, and it sucks.

    The whole PPT thing is garbage anyways imo. It's not PvP or WvW if you are only attacking doors. It's only boring.

    But then there is nothing to fight over. Why cap and hold an objective. By that logic get rid of doors and walls. Oh.. that's right. That's PvP.

    So you like PvD? That seems to be what you are arguing for. If so, wouldn't raiding be more to your liking?

  • LinhZeri.6412LinhZeri.6412 Member ✭✭
    edited April 3, 2018

    Movement Speed should be made baseline increased by 25% or just give everyone 33% and remove swiftness as there currently overused anyway... like who doesn't have swiftness or the 25% speed anyway... its gameplay requirement only for moving and playing correctly (half the time you cannot even perform right at the base speed).........A lot of redundant stuff in the game such as the reason resistance existing instead of protection just reducing dmg or duration by 33% for condition damage..

  • Shining One.1635Shining One.1635 Member ✭✭✭

    @Grim West.3194 said:
    Making KDR more important would go along with making winning matter.

    No. Making KDR more important will only make people more selective about fights than they already are. Many players avoid unfavorable or even equal fights right now with KDR being meaningless.

  • Strider Pj.2193Strider Pj.2193 Member ✭✭✭✭
    edited April 3, 2018

    @Grim West.3194 said:

    @Strider Pj.2193 said:

    @Grim West.3194 said:

    @Strider Pj.2193 said:

    @Grim West.3194 said:
    You forgot one:

    • Make KDR more important.

    For what purpose? Those who like to 'fight' will blob more, and those that like to PPT will hide more.

    And since when did winning matter?

    Making KDR more important would go along with making winning matter.

    The point of PvP is to win. When you design away from that point you get what we have now, and it sucks.

    The whole PPT thing is garbage anyways imo. It's not PvP or WvW if you are only attacking doors. It's only boring.

    But then there is nothing to fight over. Why cap and hold an objective. By that logic get rid of doors and walls. Oh.. that's right. That's PvP.

    So you like PvD? That seems to be what you are arguing for. If so, wouldn't raiding be more to your liking?

    No. I like small group engages. Truly.. what part of what I said suggests I like PvD, or was that just an attempt to invalidate an argument?

    @Shining One.1635 said:

    @Grim West.3194 said:
    Making KDR more important would go along with making winning matter.

    No. Making KDR more important will only make people more selective about fights than they already are. Many players avoid unfavorable or even equal fights right now with KDR being meaningless.

    This^.

    Absolutely this.

    Thank You for the {MEME}

  • Strider Pj.2193Strider Pj.2193 Member ✭✭✭✭

    @LinhZeri.6412 said:
    Movement Speed should be made baseline increased by 25% or just give everyone 33% and remove swiftness as there currently overused anyway... like who doesn't have swiftness or the 25% speed anyway... its gameplay requirement only for moving and playing correctly (half the time you cannot even perform right at the base speed).........A lot of redundant stuff in the game such as the reason resistance existing instead of protection just reducing dmg or duration by 33% for condition damage..

    People who don't build for it don't have it. They have to sacrifice something for the speed. That's why it shouldn't be baseline.

    Thank You for the {MEME}

  • Grim West.3194Grim West.3194 Member ✭✭✭
    edited April 4, 2018

    @Shining One.1635 said:

    @Grim West.3194 said:
    Making KDR more important would go along with making winning matter.

    No. Making KDR more important will only make people more selective about fights than they already are. Many players avoid unfavorable or even equal fights right now with KDR being meaningless.

    Lol. Which would be much better than what we have now. The "winning server" hugs doors all day and all night. Sooo much fun. That isn't victory, it's pathetic. We have servers running from T1 to get to actual fights. Yeah hugging doors is such a winning design.

    Obviously KDR shouldn't be the only component in winning. So should kill counts, number of fights, etc. They all should matter. Everything that is about actually fighting each other should matter. And should be encouraged. That means making KDR, etc matter more than it does now.

    What we have now sucks. In fact it is so horrible that ANET is blowing it up.

    Encouraging people to hug doors is boring, and it shouldn't be rewarded.

  • Eremes Guile.1480Eremes Guile.1480 Member ✭✭✭

    "Remove current worlds and dynamically create worlds."
    I hope this really is the right move and not something that will lead Guild wars 2 losing alot of players. Good luck.

    imagine caring about this game lmao

  • msalakka.4653msalakka.4653 Member ✭✭✭

    Speaking of enrichments, bring back Golem Week, complete with that 200% power bug you never bothered to fix. I want to see what it feels like to eat a 60k burst from a Deadeye.

  • Strider Pj.2193Strider Pj.2193 Member ✭✭✭✭

    @Grim West.3194 said:

    @Shining One.1635 said:

    @Grim West.3194 said:
    Making KDR more important would go along with making winning matter.

    No. Making KDR more important will only make people more selective about fights than they already are. Many players avoid unfavorable or even equal fights right now with KDR being meaningless.

    Lol. Which would be much better than what we have now. The "winning server" hugs doors all day and all night. Sooo much fun. That isn't victory, it's pathetic. We have servers running from T1 to get to actual fights. Yeah hugging doors is such a winning design.

    Obviously KDR shouldn't be the only component in winning. So should kill counts, number of fights, etc. They all should matter. Everything that is about actually fighting each other should matter. And should be encouraged. That means making KDR, etc matter more than it does now.

    What we have now sucks. In fact it is so horrible that ANET is blowing it up.

    Encouraging people to hug doors is boring, and it shouldn't be rewarded.

    With your concern for winning you must be on BG or SoS. It's ok. When they redistribute servers, you should be placed with like minded people. Have no fear.

    Of course, with alliances, and 1 up 1 down, and with 'winning mattering' again, I am sure that people won't stack.

    Thank You for the {MEME}

  • Shining One.1635Shining One.1635 Member ✭✭✭

    @Grim West.3194 said:
    Lol. Which would be much better than what we have now. The "winning server" hugs doors all day and all night. Sooo much fun. That isn't victory, it's pathetic. We have servers running from T1 to get to actual fights. Yeah hugging doors is such a winning design.

    Obviously KDR shouldn't be the only component in winning. So should kill counts, number of fights, etc. They all should matter. Everything that is about actually fighting each other should matter. And should be encouraged. That means making KDR, etc matter more than it does now.

    How will making KDR matter encourage the "winning server" to not hug doors and come out and fight? As I said before, people avoid fights now when the cost of death is only 2 points. If you increase the cost of death by making KDR matter, people will go to further extremes to avoid uncertain fights.

    Just to be clear, I support any initiative that encourages fighting. However, I think anything that penalizes death, such as your suggestion of making KDR matter, will only serve to discourage fighting.

  • Grim West.3194Grim West.3194 Member ✭✭✭
    edited April 4, 2018

    @Strider Pj.2193 said:

    @Grim West.3194 said:

    @Shining One.1635 said:

    @Grim West.3194 said:
    Making KDR more important would go along with making winning matter.

    No. Making KDR more important will only make people more selective about fights than they already are. Many players avoid unfavorable or even equal fights right now with KDR being meaningless.

    Lol. Which would be much better than what we have now. The "winning server" hugs doors all day and all night. Sooo much fun. That isn't victory, it's pathetic. We have servers running from T1 to get to actual fights. Yeah hugging doors is such a winning design.

    Obviously KDR shouldn't be the only component in winning. So should kill counts, number of fights, etc. They all should matter. Everything that is about actually fighting each other should matter. And should be encouraged. That means making KDR, etc matter more than it does now.

    What we have now sucks. In fact it is so horrible that ANET is blowing it up.

    Encouraging people to hug doors is boring, and it shouldn't be rewarded.

    With your concern for winning you must be on BG or SoS. It's ok. When they redistribute servers, you should be placed with like minded people. Have no fear.

    Of course, with alliances, and 1 up 1 down, and with 'winning mattering' again, I am sure that people won't stack.

    With your love of PvD I assumed you were on BG. See how that works? I'm on JQ. Have been since launch. Did some hopping around for a couple of weeks when transfers were free to try and get away from queues but that was a boondoggle and immediately went back to JQ.

    But it doesn't really matter, don't play much WvW anymore. Don't like the design. PvD and zergs are ultimately boring. Which is why most RvR players left GW2 years ago.

  • Drinks.2361Drinks.2361 Member ✭✭✭

    In NA we've had servers moving up to T1 regularly with 2 deaths for every kill, lined up for this week too. Higher tier matches 'should' be harder opponents & going into a tougher match after being ran over the previous week doesn't give a server a chance to get organized & the confidence to come out & PvP. It just leads to avoiding players to fight NPCs when nobody is watching, it's a slippery slope to straight PvE from there 😨

  • Grim West.3194Grim West.3194 Member ✭✭✭
    edited April 4, 2018

    @Shining One.1635 said:

    @Grim West.3194 said:
    Lol. Which would be much better than what we have now. The "winning server" hugs doors all day and all night. Sooo much fun. That isn't victory, it's pathetic. We have servers running from T1 to get to actual fights. Yeah hugging doors is such a winning design.

    Obviously KDR shouldn't be the only component in winning. So should kill counts, number of fights, etc. They all should matter. Everything that is about actually fighting each other should matter. And should be encouraged. That means making KDR, etc matter more than it does now.

    How will making KDR matter encourage the "winning server" to not hug doors and come out and fight? As I said before, people avoid fights now when the cost of death is only 2 points. If you increase the cost of death by making KDR matter, people will go to further extremes to avoid uncertain fights.

    Just to be clear, I support any initiative that encourages fighting. However, I think anything that penalizes death, such as your suggestion of making KDR matter, will only serve to discourage fighting.

    The point is to give people points for having a high KDR and for having a high kill count and for having a high activity level (while fighting). Everything that is involved in fighting should be rewarded and encouraged. Engaging the enemy even if you lose should be rewarded. There isn't any need to penalize people.

    Right now people are penalized for fighting and having a high KDR if they don't go pound on doors ad nauseum.

  • Strider Pj.2193Strider Pj.2193 Member ✭✭✭✭

    @Grim West.3194 said:

    @Strider Pj.2193 said:

    @Grim West.3194 said:

    @Shining One.1635 said:

    @Grim West.3194 said:
    Making KDR more important would go along with making winning matter.

    No. Making KDR more important will only make people more selective about fights than they already are. Many players avoid unfavorable or even equal fights right now with KDR being meaningless.

    Lol. Which would be much better than what we have now. The "winning server" hugs doors all day and all night. Sooo much fun. That isn't victory, it's pathetic. We have servers running from T1 to get to actual fights. Yeah hugging doors is such a winning design.

    Obviously KDR shouldn't be the only component in winning. So should kill counts, number of fights, etc. They all should matter. Everything that is about actually fighting each other should matter. And should be encouraged. That means making KDR, etc matter more than it does now.

    What we have now sucks. In fact it is so horrible that ANET is blowing it up.

    Encouraging people to hug doors is boring, and it shouldn't be rewarded.

    With your concern for winning you must be on BG or SoS. It's ok. When they redistribute servers, you should be placed with like minded people. Have no fear.

    Of course, with alliances, and 1 up 1 down, and with 'winning mattering' again, I am sure that people won't stack.

    With your love of PvD I assumed you were on BG. See how that works? I'm on JQ. Have been since launch. Did some hopping around for a couple of weeks when transfers were free to try and get away from queues but that was a boondoggle and immediately went back to JQ.

    But it doesn't really matter, don't play much WvW anymore. Don't like the design. PvD and zergs are ultimately boring. Which is why most RvR players left GW2 years ago.

    Yeah.., cause JQ is more fights oriented than BG.....,

    Again, (which I note you have offered nothing) where do I state my love for PvD?

    You mentioned winning being important. Most of us that enjoy fights both on large scale and small scale don't care about winning. You seem to feel that your kills are being effectively ignored in the 'winning' combination this your post about KDR needing to be more important.

    It seems as if the logic being used here is running in circles...

    Thank You for the {MEME}

  • Diku.2546Diku.2546 Member ✭✭✭
    edited April 6, 2018

    Ben,

    In the history of Sports...Team Spirit is at the heart of what drives many players & fans to fanatically support them...this is what's missing from our current Match Making process for WvW.

    Players need & want an emotional reason to fight for...

    Without this reason...WvW will be like "meh"...it's another shoot-em up game mode with no deeper meaning to drive players to engage it.

    WvW could be the next eSport SuperBowl with the right design & vision driving it forward.

    Before investing heavily into coding this "Upgrade" to WvW...

    Consider this concept - Eternal Team Spirit & Ephemeral Guilds

    Team Spirit needs to be at the heart of WvW...while Guilds are the souls tasked with making this eternal heart to beat.

    Remove the Fixed 3 Tier structure in WvW...instead of re-designing Match-Ups to systematically destroy Server communities that in the past allowed players to enjoy a more stable & broader sense of Team Spirit in the "Long Term". WvW desperately needs a re-design of its Heart & Soul in order to make it properly thrive.

    Haven't you noticed that the current 3 Tier Match-Making design often encourages an 800-pound gorilla in the room scenario that consistently follows a boring pattern despite efforts to manipulate things through complex coding?

    Why not Change the WvW Match Making design so that it naturally leads All Servers into a King of the Hill type Match-Ups?

    Why not Reward & Encourage players to attack a higher ranked server in relation to their Home Server...while exponentially Reducing their Rewards for attacking any lower ranked ones?

    Why not Implement a Match-Up process that naturally balances itself out using a simple design?

    Why not Create a Competitive game mode that encourages a long term solution that actively engages players to be emotionally invested in their Server's Team?

    Why not Change the Flawed 3 Tier Match-Making into a simple King of the Hill design for NA & EU regions.

    How difficult is it to Re-purpose our existing "Server-Guesting" mechanic & let players pick for themselves which Server that they want to fight against using "Weekly Limits" on How Many & Which Servers (both NA and EU) to fight against?

    https://www.guildwars2.com/en/news/guesting-is-coming

    Server Guesting is already deployed....why not tailor it for WvW to use?

    Yours truly,
    Diku

    p.s.
    Any Vote for Helpful or Thumbs Up would be appreciated to help tell ANet they should re-consider their Work In Progress before it's too late.

    Highlander - MacLeod receives The Prize

    Yours truly,
    Diku

    Credibility requires critical insight & time.
    https://en-forum.guildwars2.com/discussion/89449/wvg-world-vs-globes/p1

  • trueanimus.4085trueanimus.4085 Member ✭✭✭

    @Ben Phongluangtham.1065 said:
    Hey folks!

    I've been meaning to get this up for a while. Most of this won't come as news to anyone, if you've been following our posts. But I wanted to get a thread that summarized it all.

    The following list contains a selection of changes that currently are on the WvW Team backlog. This list is not all-inclusive; it only includes features that have been started. Keep in mind that plans change, priorities shift, and projects always take longer than we’d like. Some of these improvements are many months from completion, and some may be removed if our priorities shift. If that is the case, we’ll update this post in the future.

    World Restructuring

    Siege re-evaluation

    • Review balance and usability of current siege

    Obsidian Weapon Set

    • Group 1 (Released 12/12)
    • Group 2 (Released 3/27)

    Quality of Life

    • Repeatable Reward Track Auto-Restart (If the reward track you have selected is repeatable, it will remain set upon completion)
    • WvW Enrichments

    does this mean we will be getting new maps.. or just the way the players are allowed onto the current maps that are available?

  • Shining One.1635Shining One.1635 Member ✭✭✭

    @Grim West.3194 said:
    The point is to give people points for having a high KDR and for having a high kill count and for having a high activity level (while fighting). Everything that is involved in fighting should be rewarded and encouraged. Engaging the enemy even if you lose should be rewarded. There isn't any need to penalize people.

    Rewarding people for fighting and dying will encourage fights. However, giving points for high KDR still discourages fights, unless fighting and dying is more rewarding than maintaining a high KDR. I think rewarding kills and deaths (to a less extent than kills) would be sufficient motivation. However, it can't be too rewarding or we would have kill trading.

    @Grim West.3194 said:
    Right now people are penalized for fighting and having a high KDR if they don't go pound on doors ad nauseum.

    How exactly are people penalized for fighting and having a high KDR?