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Riba.3271

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Posts posted by Riba.3271

  1. They will most likely use whole alliance period for activity, with more weight towards the end, rather than just the last week.

    Anyways don't think guilds want more players on their side, rather on the enemy side, so they have something to do.

    And yea, alliances won't be stable population wise. Commanders/guilds that run servers go on vacations some weeks and the server is on a graveyard duty, same goes for alliances.

  2. NA WvW is more dead than EU, 16k average deaths per server in all tiers when EU t1-t4 all have 23kish. Everybody knows NA servers has been promoting more casual 4-fun derpstyle longer than EU thus they died.

    Back to the topic; unfortunately server organisation is necessary, everybody can't be casuals. Each server needs about 2 popular commanders that run organised groups 4ish times a week to a total around 15 hours/week per commander. This punishes the most active 24/7 servers on their home/eb map because they will get queue easier with random roamers on map.

    Good commander effects extend to times when they are not leading because people will log-in to follow commanders more often and most importantly, learn things from the good commanders.

    Anyways GH+Dzagonur aren't even that great of a servers, filled with casuals, you literally just need 1 active pugging guild and you can take anything from them. Yes rank 1 servers have more WvWers logging in at all times of the days, but if they lose 1 matchup or get 1 bad linking their server is dead. They just have lot of people waiting to def things even when no coms so you think they're organised.

  3. @DeadlySynz.3471 said:

    @Strider Pj.2193 said:Well done @Slick.7164 making this into a matchup thread.. just needed to pop that in here..

    People and their hate ‘__’ posts...

    Blackgate. /thread.

    D:

    This was a match-up thread awhile ago. What's more concerning is that Anet hasn't closed it yet.. like they don't even bother to look at the WvW forums anymore lol

    Nah they shouldnt close the thread. Just delete some comments.

    Also mentioning actions of certain servers isnt always matchup related, but rather state of WvW. If there are ways to play the game that break it, not just hacks and bugs that single players can abuse, ANET should aim to fix it. Its similar to how they nerfed banners because groups were abusing them. By mentioning a server can mean that actions done in unity of 99% of the commanders on that server is causing some part of WvW to malfunction.

    BB will always be part of discussions about nightcapping (that they fixed with scoring system), bg overstacking and wsr (or any overstacked bandvagoner server) ebcamping (which they partly fixed by addingback 2 alpine maps)

  4. Just add cinematic guides in game including complex scoring and simple description of strategies.

    ANET cant really promote any particular builds but they can bring awareness of what is team responsibility and power of supporting your teammates. Just 1 guy promoting metabattle or some other WvW build site on teamchat every 30 min, can reach dozens of newbies every day.

    New players will get more help if they improve the state of game mode in general because consious people, that can perceive things from other perspectives than their personal gain, don't autopilot and dislike monodimensional stale metas. So they play other games. This includes the commanders that taught all of us how to play.

  5. @Rednik.3809 said:

    @"Threather.9354" said:Nah this has barely anything to do with flipping things being too hard. It has with attacking and defending not having enough variance and meaningful decisions.

    Nothing I said in my comment said t3 keeps full of supply should be easier to flip, just the journey there should require more time and player/group effort. More linear progression from t2 keep to t3 keep full of sups rather than just "it is done".

    You might be surprised but things arent black and white, more of in gray area. Currently WvW changes have pushed WvW to too much of an comfort area where one doesnt have to challenge themselves as a human. If the game was for sloths, Id agree with the direction the gamemode has been going. For competitive gamemode to reach lasting level of fun, you should have alternative of using brain and alternative playstyles instead of just combat mechanics, this is true to any top PvP game like OW, LoL, pubg regardless of genre.

    Yes you can still reset towers and upgrade keeps, but your efforts towards it hold almost no importance because the current WvW system. There is no substance behind ones actions up to a point where doing those actions feels unrewardings. WvW is currently running on nostalgia, habits and group spirit but has lost the emotions that arise from feeling of accomplishment and failureYet, I cant see how forcing people to do more dull work will make WvW any better. Running supply and protecting/upgrading structures is STILL unrewarding, especially when it takes hours of such work to see it upgraded, and then it can be flipped in 5 minutes if help will lag.And then you realize that you had wasted half of the day for nothing while could just 111111111 in blob for like x10-x50 reward in terms of WXP and loot.

    It isnt dull work. There are countless roamers you have to def camps against, siege the keep up, repair and communicate with allies. The fact that you think defending camps doesnt give you 1 fight per 5 min in average, way more than blobbing, just means you havent done it in meaningful manner.

    You might not realise but using mount to run to a keep to order upgrade is very minimal effort for removal of passive upgrade mechanics. Also yes blobbing will still be materically more rewarding but tbf having 10 more people in a blob should be considerably less rewarding pointwise than having 10 scouts.

    Yes these scouts also need tools to counter blobsieging to buy time to gather defenders which is why I suggested nerf of shield gens in another thread. Yes you would most likely lose 1 t3 keep/tower on map still but that objective bought you enough time to defend the rest.

    I am not against autoupgrading idea that much, just speed of how fast things upgrade and the abundance of incoming supply. Anything that would improve state of these 2 things, I will support.

    Also @Sovereign.1093 argument that the player population is lacking isnt towards reducing small group player interaction but rather increasing it would be better direction so that single players and small groups can flourish. Small guild andnew commanders are provided the environment to grow. You are right that manually ordering upgrades is not impactful enough change to fix the major issues within the system, but it would be step in the right direction, increasing the value of objectives and active scouting.

  6. @Rednik.3809 said:

    @"Threather.9354" said:Yup. Auto upgrade system that doesnt take supply has lot of negative consequences for depth of WvW decisionmaking.Lot of these arguments for it only see things as black and white, ppt or ppk, but you have to take into accord off-prime and small groups

    WvW shouldnt be reliant on having commander up always which is exactly what current system promotes; everything upgrades too fast without anyone around.

    Having supply in keeps/towers ALWAYS is another offender that simplifies priorityordering up to a point where decisions become monodimensional.

    I hope I am not one of the last few that find decisions, individuality, small groups and using your own brain fun alternative for everytime following an open-field commander with brain off.

    Small groups, like ~10ppl, are already quite able to take undermanned T3 stuff via golem rushes or even just ramming, if you mind your supply and use guild rams. Everything below that would be quite unreasonable, you are NOT supposed to easily run around flipping T3 keeps with just 5 man party.

    Nah this has barely anything to do with flipping things being too hard. It has with attacking and defending not having enough variance and meaningful decisions.

    Nothing I said in my comment said t3 keeps full of supply should be easier to flip, just the journey there should require more time and player/group effort. More linear progression from t2 keep to t3 keep full of sups rather than just "it is done".

    You might be surprised but things arent black and white, more of in gray area. Currently WvW changes have pushed WvW to too much of an comfort area where one doesnt have to challenge themselves as a human. If the game was for sloths, Id agree with the direction the gamemode has been going. For competitive gamemode to reach lasting level of fun, you should have alternative of using brain and alternative playstyles instead of just combat mechanics, this is true to any top PvP game like OW, LoL, pubg regardless of genre.

    Yes you can still reset towers and upgrade keeps, but your efforts towards it hold almost no importance because the current WvW system. There is no substance behind ones actions up to a point where doing those actions feels unrewardings. WvW is currently running on nostalgia, habits and group spirit but has lost the emotions that arise from feeling of accomplishment and failure

  7. Yup. Auto upgrade system that doesnt take supply has lot of negative consequences for depth of WvW decisionmaking.Lot of these arguments for it only see things as black and white, ppt or ppk, but you have to take into accord off-prime and small groups

    WvW shouldnt be reliant on having commander up always which is exactly what current system promotes; everything upgrades too fast without anyone around.

    Having supply in keeps/towers ALWAYS is another offender that simplifies priorityordering up to a point where decisions become monodimensional.

    I hope I am not one of the last few that find decisions, individuality, small groups and using your own brain fun alternative for everytime following an open-field commander with brain off.

  8. There are new players to WvW. Any commander who thinks they're entitled to only people that contribute to the group with "100% meta never theorycrafting" despite not being able to provide these pugs the incentive to run WvW builds over 3-4 commanding sessons (It is not realistic to think it would be instant), should just stay at guild raids.

    The reason why leading sucks for you magically now is not because people attitudes changed, it is because meta changed to favor only defensive gameplay. Also "fight" commanders thinking fightcommanding means never capping/defending anything, just open field blobbing, despite all Legendary open commanders having done "The ppt", are obviously wrong. There is no surprise that you sitting at keep waiting for enemy strong blob to show up once every 2 weeks and then tagging up to realise other "meta" people on your server didn't feel like waiting 2 weeks will make WvW suck for you.

    Yes, the Legendary commanders hated the WvW changes as well so they quit already. Every change to upgrade/scoring system, shield gens to boon overcap specs made WvW lose reasons for players to communicate and coordinate between each others, which unfortunately was the endgame that defined the best groups.

  9. There is 2 ways of playing really, simplified:Semi-pirateship

    • Complements having zerky eles and revs, 1200 range classes.
    • Not so reliant on superspeed/perfect comp
    • Focuses on winning at least 1 side, right or left, and bombing enemy melee when they try to engage
    • Relies on open field or defensive positioning.
    • Only viable at blobscale or against unorganized groups
    • Push in when enemy is losing ground or is low on cooldowns, but don't yolo, peel them like layers on an onion.
    • 1 mistake can lead your whole melee dying.Melee ball
    • Simply stack on tag and stealthbomb enemies, then train around through the enemy ranged. If you keep moving you take less AoEs.
    • Requires lot of superspeed/sustain on every melee, so scrappers/melee tempests
    • Complements having Scourges, 900 range class, and spellbreakers
    • Perfect at guildscale and closed spaces
    • Easier to learn/follow, harder to make errors/big plays on, as you just can just run with the tag regardless of class.

    Most compositions want to be able to do both with exception of some servers that hold stonemist and camp eb all the time (defensive positioning). So 5-man party comp is usually:

    1. Firebrand for stab, heals, cleanse, boons
    2. Off-healer/condi cleanser with superspeed, tempest/scrapper. Note: these classes cleanse way more than firebrand.
    3. Scourge for boonremoval, extra sustain, burst damage and area denial
    4. Revenant for Dwarf elite (50% dmg reduction for pushes & counter-pushes), boons and long-range reliable AoE burst
    5. Some spellbreakers, extra scourges and maybe weavers.
  10. @Dawdler.8521 said:

    This is kind of self moderated.

    For starters if you have a 20 man pug then why
    wouldnt
    you want those sweet 3 pips? Its just a blob.

    Secondly if you are invisible... How do you get people for a blob?You get guild mates?That are running compatible builds and arn't just rally bot.A pug with a bad build doesn't help, it's a nuisance for organized groupsIf I could just ask my guild mates to come and always get a 50 man blob I wouldnt need to run hidden either - I'd zerg every map openly.

    He wasnt talking about guild raids. And with the premise of "it should only be for 20 or less" in the quote, 99.9% of guild runs wouldnt be affected by a limitation.

    Nah people in general don't care about pips that much, at least on EU. I suggested different possible changes:either:1) Make invisible squad available to only normal guilds (20 or less)or2) Make the problems pugs cause away (stealth blasting)

    Unfortunately you think about this too straightforward, some blob commanders have such a big ego that they don't care about new players and only want people on discord. Thus they run invisible tags on public discords. They lack the reasoning between cause and effect. They're the same people who transfer the moment they don't get more than 40 people in squad, meaning bandvagoners or, if I may say, leeches that lack leadership qualities.

    And yes, it is daily occurance for EU servers to have 40+ on discord, sometimes even 100.

  11. I think invisible tag should be limited to less than 20 people squads.

    Nothing good will come if blob commanders start running discord-only invisible. People won't stick on maps (or join discord) after checking there is no commander.

    I mean invisible tag is great and all but it also causes problems like not knowing if someone is coming to defend and if another guild is already fighting at battlemarkers. It is not that big of a deal since guilds could already run invisible with the catmander trick but I feel like communication between groups is never a bad thing. Not to mention open tags might start causing queues on maps with guilds, which causes some unnecessary toxicity because lot of people don't understand cause and effect.

    Tbf another reasonable fix would have been just removing long-duration stealth this is the biggest issue guilds have with pugs. Visible pugs ruining a jump on someone. Just increasing veil duration by like 1 second and making long-distance stealth impossible would change attitudes a lot.

  12. Sorry but I played the WvW past 4 years in multiple different servers including NA (FA, FC, Kaineng (when dods was there)) and EU (Piken, Vabbi (when it was blobby, I was the last off-prime regular comm), FSP, Gandara, Deso, even some french/german servers). This has nothing to do with just Deso, which is my main server. Adaptation of the community is not the problem, rather the siege/defense/point/blob balance that insued from HoT. And I played a lot gaining like 6-7k ranks in this time.

    And yes, I do mostly off-prime commanding (daytime) these days but I did do nightcrew for a couple of years while tagging up primetime often when necessary. Scouting, camp flipping, small-scale, dueling etc also. I am fine with the numbers I get rn, it varies from 10 people (offensive desert map) to 70 people (good mu, eb/home bl) while I am getting a multiple good close fights each time I tag up.

    You might not realise this but the gap between constantly wiping because bad decisionmaking and being able to have fun commanding is way too large right now. I already adapted to all the WvW changes by reaching top level in PvP and failing at multiple objectives etc. but it shouldn't take that much for a simple new PPT commander to tag up. Scouts have almost 0 impact regarding how the game plays in large-scale outside screaming for help. I'd prefer if a single player, that isn't a commander, could feel like he has some importance in this gamemode. It just pains me to see how bad time new/unpopular commanders/scouts/camp flippers are having just because they happened to start the game later than others.

  13. Yup EU needs 1 tier removed as well. Germans always played with superior numbers inefficiently but with the linking system they don't know how to play with so few people. Currently 3 (2 main, 1 link) servers out of 5 in T5 are German.

    But yea, reducing tiers doesn't fix the issues of why the WvW population is declining. They need to promote small-scale importance and decision-making so small groups/commanders can grow slowly into bigger ones, currently most of the people just log in when theres a blob because any unorganised open commanding group between 15-40 people is just pretty much getting farmed. There is a reason active people are stacking on blob servers just to sit in SM waiting for enemy/commander instead of doing anything on the maps.

    Community is also to blame for the inactivity off-prime, majority of the existing commanders on the servers don't tag up unless there is an enemy group already, because they don't want to be labeled as PPT commanders,. As if there is such a thing, there are just commanders that let enemy dictate when they play the game and commanders that don't. They fail in simple logic; you tag up more, enemy will tag up more, the non-guild, and even guild because recruitment is necessary, WvW will die if all servers wait for the enemy groups to show up first.

    ANET can't do much about this ego stupidity but they can promote new commanders, that have different motives for tagging up than veterans, by giving smaller numbers easier time by making long-duration attacks/defences a thing by nerfing shield gen attacks and rework of watchtower tactic so their movement within the map isn't that hindered. This would also give blobs something to do, circumventing siege, while enemy gathers up over just "oh we took the 2 enemy t3 keeps in 5 minutes, nothing left to do". People don't all log-in at the same time. Like if you can literally everytime walk to same gate of bay while building 3 shield gens, 5 rams and get in on the first try, because defensive siege doesn't matter against shield gens, there is something wrong with lack of decisionmaking.

    Like I am all for more fights instead of less siege-camping inside keeps but pace of the WvW can't handle this blob-favored braindead balance that actually isn't even good to build up more blobs.

  14. @"Pagan Highlander.5948" said:lol try being on a wall trying to defend when you have 25 scourges bombing and clearing said wall. their ability to hit over and through walls is insane. This person obviously must be from a T-1 server and has no idea how hard it is to defend anything on the lower tiered servers where the attackers have all the advantages unless the have a map blob. Fix and remove advantages and flawed abilities of the attacker plus give back some of the unique abilities like Mesmer being able to hide and then you can take away the defender advantages

    If you read the thing carefully, not just the first sentence:

    • There are nerf to shield gens, so you can actually take the attacker siege down as your ACs, trebs and ballistas would work. This would nerf your attacking blobs massively and actually allow you to do other things than watching them from the walls.
    • The nerf to defending would be reducing the extra stats so that the attackers actually have a reason to attempt attacking something when enemy has equal numbers on the map . As a defender (or attacker) you should be enthuastic about increase of epic long-duration defence battles rather than being like "only my server will lose keeps because this nerf".
    • Upgrade times should be nerfed, I mean they don't affect you much because you only focused on the defending aspect, but stuff upgrades too fast. Up to a point where if you don't have a commander for 1.5 hours, enemy has a full t3 border. This is terrible for all open commanders and guilds, primetime and offtime. Single groups and guilds have almost no impact to outcome of scoring even if they crush their opposition during the time they're active. Same affects even camp flippers that like to cap camps to slow enemy upgrade times.

    So there are nerfs to both attacking (making attackers have to be smarter/making offense take longer) and a nerf to defender stats (equal fighting grounds)

    Maybe you didn't play the game pre-HoT but back then you could hold back blobs with trebs and acs for a while. Thus your defending style of hiding on the walls, which obviously isn't viable, would be actually buffed, so your complaining is irrational.

    My opinion regarding if you could just freecast from top of the wall to below without attacker being able to retaliate, it would be super unfun and unfair for the attackers. You can literally build an ac if you want to hit from safety of a wall. Or just jump off the wall and pewpew at them (you obviously have range since you were planning to cast on them from walls) and as soon as they come close, you run away with your superior defending build against immobile blobbers.

    Don't forget that the game offers tools like Burning Retreat + Meteor Shower combo for eles to clear offensive sieges and cast. How does it work? Well you click 4 and double click 5 fast while you have Lock skill range at maximum range enabled (necessary setting for WvW) and you can channel meteor from safety of the wall. There are also other classes that can still cast from safety of the wall, for example necromancer can easily cast his wells, he just doesn't pop the stab before he goes on the edge of the wall, but rather for the stunbreak so he can dodge away. Unfortunately you have to play around the combat mechanics, you cant just brain afk cast on the enemy, unless you place an ac smartly to a position where it doesn't get instantly taken down. Of course you can use stab skills before you man it.

    But yeah, these changes would mean you can actually you siege to defend (shield gen nerf), so you should be happy about the suggested changes.

    And my intention with these changes is not to make so that you and your 2 friends can hold off the fun of 60 people by standing on the walls pewpewing, it is just making WvW decisions more relevant, for both defenders and attackers, and making it more clear what your server/timezone WvW strength is instead of it varying by both location and colours.

    Also if you read my signature, it says Desolation. Desolation is not a T1 server, it is T2. So don't be rude and use your observation talent.

  15. Nah FB/scourge is a must. So is superspeed (scrapper usually). This is talking about any group that is above 10 people. Obviously you want to have some spellbreakers and revs too.

    I do believe that existance of guardians and scourges is necessary for WvW group fights to work (stab/mid range boon removal), so I don't mind too much about their necessity. Just make them have higher skillcap somehow. I recommended making scourges have 3 small shades (so they need to aim better) a must, removing the larger shades option completely.

    Anyways 7 classes are really good in WvW, so there really isn't any major group comp issues. Some are just more necessary than others, f/e you want only a few chronos for grav/illusion. Thief/Ranger could use some weapon changes to be viable in WvW groups. Ranger has 0 impactful weapons for WvW groups, thief has 1 (staff). Like 1 necro landing axe/scepter 3 is worth more towards outcome of the battle than what a ranger can do with all the skills on both his weapons. Similar reworks to what happened to guardian shield would be nice; Minor AoE boons/heals, more mobility.

  16. My experience regarding staying T1 is that winning itself doesn't matter that much, but it provides you lot of tools to build the server if you actively push for better builds, activity, communication etc. People are more motivated about speaking and listening about these things when winning. And discussing with and teaching other people can be fun as long as you keep the toxicity out of it (even though it can be hard regarding builds). Basically you need to see visible improvements within your server each week, not just empty talk and dreams about how things should be. Include guilds in it, they already have necessary structure to push certain things forward.

    But you really only need to focus on one thing that you like; f/e if you prefer scouting, try to improve scouting within the server by forming a group of inviduals that share ideas and play together. Some people prefer just running around drunk, win or lose, and get better slowly. Really, just don't burn yourself out by reaching to the skies too fast.

    Regarding source of the issue you're having;

    WSR only doesn't care about PPT when they have desert map as homelands.

    And they have too many people to stay in T2.

    There's no actual reason other than having fun fighting to play WvW in T1 (but other tiers there should be) half the weeks as long as there is 2 different borderlands or this player mentality exists. It is unfortunate but your options are either to not play half the weeks or turn your strategic brain off those weeks.

  17. @nthmetal.9652 said:Not at all. But little rebalancings around objectives won't do a thing. Maybe they are even detrimental (already explained how I see defending objectives few posts above).But ArenaNet should examine the reason why one certain group composition is the go-to way for zergs in WvW. They should take a look at what scourges actually do - not as in the mechanics of the scourge, but as the result - they should take a look at the damage numbers, the amiunt of conditions. They should take a look at why certain strategies get executed over and over again, and others do not get used, and they should address that. More diversity should be the goal!The problem with these things are, that they are huge. Raids, Fractals and PvE content might be affected if you tune down the damage numbers. Changes to one class (Scourge for example) might not lead to a change of the meta, as area denial is still very important. One class mgiht end up simply being replaced by a different class. A change of the underlying mechanic (stacking of AoEs) on the other hand would be huge.I also think ArenaNet should make a few things more uniform. When you stack beneficial fields, only the last deployed field can be blasted, when you stack detrimental fields, they somehow all tick. Why? Does it have to be that way? Could the game benefit from diminishing returns of AoEs instead of trying to nerf and rebalance every single class that does AoEs?

    They are not detrimental, they follow good game design for a strategic PvP gamemode, which WvW is. Meaningful decisionmaking and there being some/more equal ground for PvP fights are necessary. Desert border is only a slight design issue regarding balance but the bigger issue is that playerbase reaction to it is causing WvW to lose its purpose and making it the server internal activity overly complicated.

    Yes, I didn't want to suggest many changes for class balance, only a few trait changes to make classes that are troublesome regarding WvW class diversity; Too much condi conversion and boon duration (WvW specific nerf) and classes being too deadly while too reliable (big shades). None of these would affect PvE where you fight mostly static targets.

    Surely one could make different thread regarding how they should change AoE fields, but for me any feedback that doesn't go in detail and just circlejerks same issues everyone shouts about is just crying to wall. For this, I would make a completely different thread. This threads suggestion purpose was different, Bringing out solutions to WvW problems that are not too large to implement, rather than striving for perfect meta. My suggestion to anyone that wants certain things to be changed in meta, need to provide answers, not more questions, considering the same questions have been around for years.

    And my opinion is that if you cast a new field on top of existing field would cancel the possiblity of blasting existing field (that can be blasted by only 5 different people anyways), would open possibility to in combat trolling by teammates. Current system where 1 blast finisher blasts 1 field is fine. Solution to your problem would be rather be increasing cooldown of blasts/fields or reducing radius of AoE fields in terms of good game design.

  18. @XenesisII.1540 said:Man if only Mag had alpines this week, we woulda showed those BeeGees./shakes fist

    Seems you misunderstand what I am wanting here. I don't want to win more matchups, my server plays red map, I play red map. What I want is for each matchup to be meaningful, not only for fights, but for points. And for scouts and players to have better understanding how the server activity is between weeks instead of it changing massively from one week to next just because the homeborder servers receive.

    Also I play on EU, not on NA, the issues here might be escalated up to a point where something needs to be done, try to understand them. I tried my best to explain, I will answer to any reasonable question you have about what is different here compared to your region.

  19. @XenesisII.1540 said:On the map topic, changing out desert for 3 alpine isn't going to change the outcome of matches, the weakest team which is usually red always gets double teamed for points (other than the first couple weeks after relinks when servers are adjusting to proper tiers), even before desert was even an idea. It's not going to change the mentality of servers not wanting to go to T1 because of BG blobbing. The game requires other changes to encourage players to go after the winning team, also more even population, and that ain't happening till alliance system which also isn't going to fully fix that problem either if they are still only going to count total activity hours, and not also time zones for population distribution at recreations.

    One of the biggest problems with the wvw system is it encourages going after the weakest for easy points, not going after and constantly applying pressure to the one winning the match, which is usually the one with the most coverage or population.

    Well I checked the kills on NA red map compared to other maps, and the situation seems definitely to be slightly better there. Red map only has about half the kills of 1 alpine, compared to EU matchups where it is third of it. Pretty bad still on NA, but even worse on EU.

    There are lot of commanders/guilds/servers that refuse to play desert map. And as I said, it isn't EU T1 red side losing currently because they're getting double-teamed, but because they don't play desert map. T1, where the winning servers go, completely meaningless regarding points from the day of matchmaking. It isn't just 1 full server, it is some commanders, guilds and people from every server.

    Seems like the only solution for people who play for points is to transfer to T5 and climb up to T1 with the server, then transfer again to T5, if they want their actions to matter every week instead of every 2nd week. Ah wait, that doesn't seem very fun, huh. Also should I decide to scout this week because commanders won't defend red home border, or should I wait until next week? Hmm, decisions, decisions, so fun. Maybe player just doesn't play his preferred style of WvW for half the matchups just because there exists 2 different kind of borderlands, seems like completely reasonable thing to do.

    I am sorry but as long as the existance of 2 different borderlands brings so much variance to how servers play from one week to next, it is a major issue within the system. And the system shouldn't have such flaws. Players will always have flaws so you can't blame them for causing some part of the system to fail.

  20. @Sovereign.1093 said:tldr. guild rankings (true to its name: guild wars 2)Yea I think guild rankings would be nice QoL, it could list the total kills, active total hours in WvW, members, objectives captured (maybe only representing people included?). It could have 3 leaderboards for different sized guilds like (1-20), (21-100), (101-500) and update every 2 hours. Obviously it should show ridiculous amount of guilds, like top 100, and your own guild compared to them, so that each server could have their most active guild in there.

  21. @nthmetal.9652 said:

    @"Threather.9354" said:I am sorry but you are putting words to my mouth, I never said defensive sieges are the problem, I said inequal fighting grounds and monodimensional attacking are unfun and unfitting for competitive gamemode. I never suggested nerf to defensive sieges or that they're too strong. Shield generator, the only siege I talked about, is 90% an offensively used siege at higher level of WvW. Not a single time did I mention that any of the defensive siege does too much damage or fend defenders off too well.

    I obviously used a wrong word there. I didn't mean "siege" - I meant "objectives", as in structures. I am telling you, those stat points, in reality they don't make a difference. See my examples. And I have countless of these examples, when objectives are lost despite these buffs. I have countless examples when objectives are lost, despite the use of siege. I have countable memories from the last three months, where we had huge fights (1h+) inside an objective we held or an enemy held! According to you this cannot happen, because the siege and objective buffs provide so much of an advantage. How then are we able to hold out inside an enemy bay for two hours? How can enemies keep attacking and fighting in our own home bay for two hours? How is it possible ff the advantage is soooo overwhelming?

    Or maybe that is your issue, that
    some
    fights take so long? Well, I can assure you that
    most
    fights do not take nearly that long. Usually you walk up to an objective and take it, no matter what tier it is. If it is sieged up and defended, most objectives can still be taken in a few minutes. Obviously well-armed and defended enemy keeps take longer, but even those rarely take over half an hour from start of the assault to the point they are taken. And it's a keep! A defended keep should take longer!If a fight takes really long it is typically, because both sides decide to bring a full blob. And even in this case it isn't the structure or the siege that makes the process of taking a keep so long and tedious. Rather it's simply the presence of an enemy zerg.

    If both zergs facing in and around an objective structure are of equals strength, all these thigns do make a difference of course - as they should - but usually the bigger factors are ability and size of the zergs facing each other. If the presence of the buff and defensive siege is an issue for you and your server, maybe you and your comms need to play the game differently. Maybe you need to attack at two places at the same time. Maybe you need to be more mobile. The same tactic that works against one server, might not work against another one. I have never had real issues in taking enemy structures, once we get our stuff together. Getting it together traditionally is the bigger issue for my server.

    Sorry but I am still going to believe that these 5 changes will make WvW a lot better place by giving access to more meaningful decisions to all groups while reducing variance caused by fighting location and fixing server activity between matchups.

    For you they might seem like small changes that don't do anything but if you look at any other competitive game, small changes like these are actually huger than seem at first glance. I mean the shield gen change would be huge no matter how you look at it.

    I mean for you these changes don't seem to be bad either...? Just you don't seem to think they do anything. Maybe you're just in an outlier group for which changes within WvW doesn't matter. I mean it isn't perfect obviously, so what would you like to be changed? What do you think are perfect stats from the claim buff, more or less? Would you like blobs to not be able to rush in objectives with shield gens while immune to any siege defender can build? Would you like certain tactics to be changed because they're useless/overpowered? Do you think anet should stop working on WvW balance and focus only on big updates instead of small balance changes like these they can do with snap of fingers?

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