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Korgov.7645

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  1. So after years and years of developing WvW Restructuring as the top priority we reached this beta. The 8th and final 3 week long marathon beta to truly showcase and rub it in how each goal has been reached and exceeded. 1. Balanced teams 2. Preserve communities 3. Reward winning matchups How did we do on these 3 goals? The matchups have been lopsided. I have no idea who were assigned to my team. Even less so who were in the enemy teams. All I got was inventory micromanagement chore in form of +25% more "reward" boxes.
  2. We can assume the already reported bugs are somewhere in the backlog. Publishing a vetted list of reported bugs takes effort, too. Which would be away from development.
  3. Source: https://www.guildwars2.com/en/news/wvw-world-restructuring-beta-4-begins-on-august-12/ The scope of the Beta 4 event is very limited. Do not expect anything beyond the listed items.
  4. I hope that by content design they realize WvW is a PvP environment where players provide the content. No megalasers, no new NPC mechanics, no Golem Rush events, no new types of siege, no vertical progression, please. Yes, for glory rewards, for combat related achievements, for more visible guild representation, leaderboards, bounties, level playing field for new players (warclaw, gliders, siege masteries, shied gen locks must go), easy access to BiS gear/consumables and all traits/skills for new players (if you enjoy a gear grind, PvE is for you).
  5. haha, you scared anet is actually dumb enough to do this? Portable Cannons, Golem Rush Event, Toxic Alliance Event, Repair Hammers, Megaservers, World linking, Warclaw, Gliders, Jumppads, Megalaser, Barricades, vertical map design, Shadowportal... I'm scared.
  6. Repeatable currency only reward track. That would do away inventory micromanagement and clean up the user interface. It is a drag opening those boxes, some containing even more boxes, ultimately containing meaningless items that end up being salvaged or sold to get to the currency. Those dancing boxes and popups in the UI are pointless - not even PvE players would be excited about them.
  7. What else would condi player have on their gear? Critical chance that would turn conditions uncleansable? Ferocity that would multiply condition durations?
  8. Condi is nigh useless against large groups due shared cleansing. Perhaps cleanses could be made self only, which would give room tuning down condi damage in overall. Even in small scale conditions rarely get all their ticks. This makes Expertise less valuable and drives condi builds to use Dire only - the tankiness wins due attrition. Toning down the sigil and rune would be a no brainer. Then looking at how most cleanse skills have power creeped to cleanse multiple conditions. Making them cleanse only a single condition would allow to make each condition more significant and allow reducing the rate of condi applications. The choice of what and when to apply/cleanse would make the condi gameplay more dramatic over the current spamfest.
  9. If you invest points, the third improvement is to give a speed boon to nearby allies who go walking.... Well they follow me at a similar speed than my mount, and this has no sense. The pve devs who came up with the silly idea of adding mounts to wvw never thought it through. When Warclaw came out, players without the expac or those who hadn't done the steps get the mount would trail behind the main group. Warclaw mastery #2 was added to allow those players to keep up. Warclaw should never had been added to WvW. The whole thing has consumed way too much resources from the real WvW issues like population imbalance, skill lag, profession imbalance, lack of glory rewards, and real competition.
  10. There aren't that many. Taken from Wiki: And this sigil grants Aegis if you are very lucky:https://wiki.guildwars2.com/wiki/Superior_Sigil_of_Luck
  11. There has been some good development, too:SkirmishesTier pips on map objectivesUse All option on reward track boxesScourge shroud skill delay and visual tellVisual tell on friendly vs hostile AoE skillsOptions to reduce name plate visual clutterOptions to reduce characters' visual detailRevealed mechanism (exception DE)Stability removal protectionResistance conversion to Chill instead of Immobile All of those are good. But tell me, what, other than skirmishes and tier pips, is WvW specific? Only those two are exclusive to WvW. The others can be enjoyed outside WvW, but they were targeted at WvW issues. And... that’s my point. The first person you quoted is.... let’s just say a one trick pony. But to claim WvW has seen a lot of development? I just can’t agree with you on that.There has been decent amount of development. Unfortunately it has been missing the real issues in WvW. Or even made things worse in WvW. Like guild upgrades, Watchtowers, world linking, 1-up-1-down matchmaking, gliding, Warclaw, DBL movement gimmicks, portable cannons, repair hammers, shield generators, Golem Rush event, no downed state events, thief portals, detection pulse removal, and most recently the food power creep. Imagine if all that effort was put into world restructuring instead. Clearly it has not been the top priority.
  12. There has been some good development, too:SkirmishesTier pips on map objectivesUse All option on reward track boxesScourge shroud skill delay and visual tellVisual tell on friendly vs hostile AoE skillsOptions to reduce name plate visual clutterOptions to reduce characters' visual detailRevealed mechanism (exception DE)Stability removal protectionResistance conversion to Chill instead of Immobile All of those are good. But tell me, what, other than skirmishes and tier pips, is WvW specific?Only those two are exclusive to WvW. The others can be enjoyed outside WvW, but they were targeted at WvW issues.
  13. There has been some good development, too: SkirmishesTier pips on map objectivesUse All option on reward track boxesScourge shroud skill delay and visual tellVisual tell on friendly vs hostile AoE skillsOptions to reduce name plate visual clutterOptions to reduce characters' visual detailRevealed mechanism (exception DE)Stability removal protectionResistance conversion to Chill instead of Immobile
  14. The commander is wondering why nobody uses the siege he just built. :P
  15. When pugs follow a guild raid commander they can see on the map, they will get told to kitten off. That's even worse for the morale, isn't it? Not only your contribution is ignored but downright not wanted. Someone being rude in chat doesn't stop someone from playing. Now I never tell people how to play or what to do with their squads, but I see this as bad for the game mode for both sides. If pugs have nobody to follow, they will lose interest and leave. This leaves less recruits for guilds to keep themselves active, and leads to less fights for everyone. It would be good to look at the reasons public commanding is so unpopular. Not only commanding but also scouting and PPT roaming. I would argue on lack of a common goal. It got removed when world linking was introduced. ANet decides the outcome of matchups, not players. With no reason to win a matchup players make goals of their own: top KD ratio, wipe that other guild group, defeat someone in duel, guild missions, ganking stragglers, whatnot. When those side goals are the only content other players feel unwanted. server pride died with seasons. with the exception of BG. everyone else figured out we lost cuz we didn't buy enough off hour guilds or guilds in general for server pride before player hour caps were implemented. For me the world identity lived on until the linking started. Some, like you, saw it coming even earlier. Before linking I did hate whenever large guilds migrated to my world. They stayed for month or two while the low rating allowed them to steamroll the opponents. Which boosted the ratings making matchups harder at which point the large guild would migrate out. The linking and continued lack of migration controls made it even easier for some communities to maintain unhealthy population. The 1-up-1-down system also allowed quick tanking down to stay in unchallenging matchups.
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