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New bags in today's patch , siege disruptors instead of disablers, lords heal people


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6 hours ago, jabber.6415 said:

I wonder if the change to the candy corn gobbler is bugged, or else has some internal limiter involved? I just bought 83 from it (~250 candy corn pieces) and got 1 hour of EXP buff, 1.5 hours of magic find buff, and about an hour of the others. PReviously, I would get 5-6 hours of XP buff alone using about 750 candy corn pieces. A guildie of mine reported buying 1k worth of candy corn pieces form it and got 1 hour EXP buff and 2 hours magic find buff. I know it's meant to be random, but that seems disproportionately weighted toward not getting the buffs I think.

Are other folks seeing a similar decrease in the exp buff gain or was this just a case of RNGesus not liking these two folks today? I usually get 2- 21/2 hours of the exp buff from 80 - 250 candy corn pieces. I won't be using the gobbler again until after my guild's next WvW run tomorrow and haven't used it since before the patch. So I don't know if Jabber's experience and that of his guildie were a fluke or if that's become the new norm.

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10 hours ago, Dawdler.8521 said:

Siege disruptor graphics is bugged, it stays looooong after the disable is gone (or it's still there but not shown as a disable debuff, didnt test).

Good start 👍

Didnt notice anything whatsoever from lords, friendly ones are completely useless and enemy lords drop like flies. Tbh I'd rather see a completely unblockable and unstabbable AoE knockback so at least it did something to a boonball.

Lords could - and should - pulse strip stability instead, as it is insane that you can complete objectives with enemies present. But I guess pulse strip is reserved for those pesky Thieves trying to play the game under a tower.

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Just saying....Some people like myself when started WvW, buoght a few 18 slot WvW.

Why is there no way to convert these to 20 and progress further. the 18 slot are completely useless.

Also Superior Rune of Holding, this needs some other way of dropping and purchase rather than gambling and convergence which i have done so many and not got 1.

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13 hours ago, Dawdler.8521 said:

Siege disruptor graphics is bugged, it stays looooong after the disable is gone (or it's still there but not shown as a disable debuff, didnt test).

Good start 👍

Didnt notice anything whatsoever from lords, friendly ones are completely useless and enemy lords drop like flies. Tbh I'd rather see a completely unblockable and unstabbable AoE knockback so at least it did something to a boonball.

Oof! Yeah saw the disable marker show long after the keep was flipped. Had to tell peeps to get back on siege since they thought it was still out of action while breaking in. Anet, this one needs fixed or you need a different art to show disabled versus disrupted. 

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6 hours ago, Chichimec.9364 said:

Are other folks seeing a similar decrease in the exp buff gain or was this just a case of RNGesus not liking these two folks today? I usually get 2- 21/2 hours of the exp buff from 80 - 250 candy corn pieces. I won't be using the gobbler again until after my guild's next WvW run tomorrow and haven't used it since before the patch. So I don't know if Jabber's experience and that of his guildie were a fluke or if that's become the new norm.

I admit, I failed to test as I was meaning to do. Lots of moving parts this night and shiny every where. When all maps are queued and you see a call, lets go EotM, it brings back memories and good hunting is to be had lol. Will try again tomorrow with other gobblers, could see a new bug since they added the features to pull from inventory and bank.

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Please revert the siege disabler change. It's close to impossible for scouts to stall groups now and once the boon balls get inside there is no way you can take them down without an organized boon ball of your own. Not all servers have these boon balls running 24/7. There is no point in defending now because all you are doing is feeding them bags.

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46 minutes ago, Graymatter.4723 said:

Please revert the siege disabler change. It's close to impossible for scouts to stall groups now and once the boon balls get inside there is no way you can take them down without an organized boon ball of your own. Not all servers have these boon balls running 24/7. There is no point in defending now because all you are doing is feeding them bags.

Well I would argue that the best defense is no defense.

Let the boonball take it, then come back and cap on timer. If the boonball comes to defend, don’t engage them just back off, stare at them a while and then as soon as they leave restart the siege. Never give them any fight.

It seems to be what Anet want to encourage anyway 🤷‍♂️

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12 hours ago, Chichimec.9364 said:

Are other folks seeing a similar decrease in the exp buff gain or was this just a case of RNGesus not liking these two folks today? I usually get 2- 21/2 hours of the exp buff from 80 - 250 candy corn pieces.

I'm finding that I get somewhat closer to the previous XP uptime by purchasing the buff one by one, instead of mass buying. On one char I spent 250 at once and got 25 minutes. On another I spent 250 in increments of 3 and got 1hr48 mins. Still seems a lot lower than before mind. 

Edited by connor.2180
correcting typo
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6 hours ago, Graymatter.4723 said:

Please revert the siege disabler change. It's close to impossible for scouts to stall groups now and once the boon balls get inside there is no way you can take them down without an organized boon ball of your own. Not all servers have these boon balls running 24/7. There is no point in defending now because all you are doing is feeding them bags.

I wish they would revert this or listen...but ALL of this is intended.  They nerfed defensive siege, nerfed wall health, buffed ktrain boons, gave them a shield gen, nerfed repair participation, buffed ktrain boons again, nerfed keep supply and moved it to camps for the ktrain, nerfed invulnerable tactic, nerfed boon strip, buffed ktrain boons a third time, nerfed boon strip again, nerfed disablers.  AND, during the 10 years they did this, they didn't remove downstate, which only existed because the game launched without healers.  So, they keep adding healers and boons, and buffing them, removing any and all things that make it so boonballs have to actually fight with skill.  Yeah, there is no chance they are going to listen because they do NOT want people defending.

Edited by MedievalThings.5417
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3 hours ago, connor.2180 said:

I'm finding that I get somewhat closer to the previous XP uptime by purchasing the buff one by one, instead of mass buying. On one char I spent 250 at once and got 25 minutes. On another I spent 250 in increments of 3 and got 1hr48 mins. Still seems a lot lower than before mind. 

It's probably RNG. I thought the same thing, it worked nicely first few tries. Later, I kept going, burned a stack for 20 mins boost. Another stack, similar results. Opened and closed the UI to see if it "reset". Nothing seemed to actually bring back old results.

I'll stop using the gobbler until we have confirmation this is the new reality or it's unintended and they'll fix it.

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7 hours ago, Dawdler.8521 said:

Well I would argue that the best defense is no defense.

Let the boonball take it, then come back and cap on timer. If the boonball comes to defend, don’t engage them just back off, stare at them a while and then as soon as they leave restart the siege. Never give them any fight.

It seems to be what Anet want to encourage anyway 🤷‍♂️

Its happening already. I'm in a loose group of players on my server that spends most of their time defending, you know stuff like ensuring camps are protected, building and refreshing siege, putting tactics, escorting dollys for supplies, coming to help with fights etc. (stuff that blobs seem to think just magically happens). So defending isn't about ppt for us, its about protecting the stuff we've been building up for sometimes hours.

We're a low pop server, so when we need help, if its available, the comm usually has to come from another map, it takes time. We're already feeling the disaster that is removing siege disablers. We've lost keeps and towers much easier now since the removal, which when you've spent time building up towers and keeps, is really deflating when you can't do anything to defend them. You just got stand there and watch as the walls melt.

Most of us have lost any little faith we had remaining (and it wasn't much) that WvW won't continue to become a glorified boonball arena. The removal of disablers is the most blatant and impactful example of this that can't be explained away with 'class balance'.

This has already started conversation among us about leaving the game, and one or two have already decided to do so. It's clear the wvw team is so tunnel focused on boonballs that they're unable and/or unwilling to acknowledge other ways of playing. There are a lot of people that aren't in the discord servers where the devs frequent so don't influence things as much as the good old boys club do. The team is making WvW into what suits their own playstyle, completely ignoring everyone else. This is not good design, its self indulgence.

Disablers were already a death sentence if you didn't have stealth and/or tons of stability. They're clunky, get blocked more often than not, require supply which is limited in a keep under attack (supps are also needed for repairs and siege), plus there are skills on the siege itself and other player based skills as counters to disablers.

And god forbid anybody use their brains and stop putting all the siege in one spot and spread them out or realise that there is more than one gate/wall. But I guess having any sort of tactic that doesn't involve 'STACK ON TAG' seems to be too much these days. Can't have people think for themselves and split the boonball now can we?

The nuance, skill, tactics, strategy of WvW has reached the bottom of the barrel in its simplicity and staleness. It's become like most of the PvE metas. Stack on the tag, press your buttons and you don't have to think for yourself anymore. Yes, I'm salty. Seeing WvW, a game mode I've played since release and is the only reason I play GW, devolve into this mess and the hubris of those making these decisions both angers and saddens me.

Edited by Cogadh.1845
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The disruptor is less of a defense tool now and seems to be more of an offense one. I am expecting we will see it used more on oil and cannon and less against rams and cats if it's not worth the risk to expose a defender to get it deployed. 

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23 hours ago, Dawdler.8521 said:

Siege disruptor graphics is bugged, it stays looooong after the disable is gone (or it's still there but not shown as a disable debuff, didnt test).

Good start 👍

Didnt notice anything whatsoever from lords, friendly ones are completely useless and enemy lords drop like flies. Tbh I'd rather see a completely unblockable and unstabbable AoE knockback so at least it did something to a boonball.

Yeah saw what you meant. I think it might have been a good idea to also change out the icon. Had to tell players to get back on the siege since it wasn't disabled as some jumped off it after they saw the icon versus realizing they weren't kicked off it and then others didn't try and use it while the symbol was up.

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1 hour ago, Cogadh.1845 said:

Yes, I'm salty. Seeing WvW, a game mode I've played since release and is the only reason I play GW, devolve into this mess and the hubris of those making these decisions both angers and saddens me.

Feel exactly the same way.

🤷‍♂️😕

Edited by XenesisII.1540
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8 hours ago, Dawdler.8521 said:

Well I would argue that the best defense is no defense.

Let the boonball take it, then come back and cap on timer. If the boonball comes to defend, don’t engage them just back off, stare at them a while and then as soon as they leave restart the siege. Never give them any fight.

It seems to be what Anet want to encourage anyway 🤷‍♂️

That's what we have been doing. If we have an organized group online then we will certainly engage them but if we only have a bunch of randoms then we are ignoring them. Letting them take structures. If we can block them before they get inside then good but once they breach inner the calls are for people to leave. These boon balls want easy kills so let them run around capping empty structures and see how much fun it is for them.

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8 hours ago, TheGrimm.5624 said:

Anyone have feedback on the lord heal? Been doing more borderland defending with the event running so haven't seen it.

We did both attacking and defending in the Alpine Borderland  keeps this morning sometimes right on the lord. I didn't notice the lord's healing having any significant effect either way. Nobody in our squad of 50 said anything about it either. Whether we won or lost in those keeps, even fighting in the lord's room, the outcome seemed far more dependent on the skill levels and sometimes the size of the opposing groups rather than on anything the lord was doing. This is just anecdotal data from one 2 hour run though.

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4 hours ago, Chichimec.9364 said:

We did both attacking and defending in the Alpine Borderland  keeps this morning sometimes right on the lord. I didn't notice the lord's healing having any significant effect either way. Nobody in our squad of 50 said anything about it either. Whether we won or lost in those keeps, even fighting in the lord's room, the outcome seemed far more dependent on the skill levels and sometimes the size of the opposing groups rather than on anything the lord was doing. This is just anecdotal data from one 2 hour run though.

Thanks! Been defending DBL since its our home map this week and haven't made it to EBG since target rich on home 🙂 . So appreciate the feedback since I have been slack in testing the new changes. Good hunting my friend!

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