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WvW Changes April 16th 2024


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World vs. World

The following changes are part of an ongoing effort to make fighting for—and in—objectives feel better for attacking groups, as the defenders' advantage inside their own structures was previously too strong. While we don't want to swing that advantage completely in favor of attacking groups, we also want to encourage player interaction so that large portions of attacks against structures don't feel like a slog with little payoff. We feel that these changes will help to incentivize more player vs. player interactions while still allowing for defensive tactical gameplay. We will continue to monitor how these changes affect sieges and structure attacks.

  • Across all objective tiers, walls and gates will now be rebuilt when 50% of their health has been restored.
  • Several objectives' capture boundaries have been resized in all four maps:
    • Resource camp capture boundaries are now the same size in all four maps, with two outliers: Rogue's Quarry (the green world's northern camp in Eternal Battlegrounds) and Hamm's Lab (the northern camp in Desert Borderlands) remain unchanged. Generally, this is a reduction in capture boundary size for Alpine Borderlands and Eternal Battlegrounds camps and an increase for Desert Borderlands camps.
    • Capture boundaries in O'del Academy, Crankshaft Depot, and Parched Outpost (northwest, southwest, and southeast Desert Borderlands towers) have been reduced.
    • Stonemist Castle's capture boundary has been reduced and centered.
    • Capture boundaries for Green World Keep, Red World Keep, and Blue World Keep in Eternal Battlegrounds have all been reduced.
    • Capture boundaries for garrisons in Alpine Borderlands have been reduced and centered.
    • Capture boundaries for Dreadfall Bay and Ascension Bay in Alpine Borderlands have been reduced and now match those of Shadaran Hills and Askalion Hills.
    • Synthesizer and tactivator locations have been moved in most camps to ensure that they are still inside the capture boundaries.
  • Presence of the Keep and Guild Objective Aura bonus effects now provide +25 power, precision, toughness, and vitality instead of +100.
  • The Empower healing skill that was added to keep lords in Alpine Borderlands and Eternal Battlegrounds will now grant stability to allies it affects.
  • Siege golems no longer cause capture objectives to be contested in WvW.
  • Flame rams' Iron Will skill now shares a cooldown between players.
  • The Siege Disabled effect marker has been removed from siege weapons affected by siege disruptors.

The next few changes continue from a recent update that added new bag options with grandmaster mark shards included in the price. Our goal for this, and for updates from last year, is to give WvW players more options for spending their WvW currencies and improve quality of life for currency exchange in WvW. We felt that a surplus of memories of battle, specifically, brought the price down too far and that there were not enough opportunities to spend them. We will continue keeping an eye on this vendor and other new purchase options to determine whether we need to make further updates.

  • Proofs of heroics and testimonies of desert heroics can now be traded to heroics notaries in exchange for testimonies of jade heroics. All items offered by heroics notaries have been updated to require testimonies of jade heroics.
  • Memories of battle are no longer available for purchase from Dugan, and some of the merchant's purchasing options have been updated.
  • An option to exchange boxes of grandmaster marks for grandmaster mark shards has been added to the skirmish supervisor.
Edited by XenesisII.1540
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19 minutes ago, XenesisII.1540 said:

The boon balls were taking too long to cap while chasing down suicide solos trying to stop the ring progress, enjoy your smaller rings.

🤷‍♂️

At least it will stop idiot tags from saying "contest ring", as it's MUCH harder and a more obvious death sentence now.
It used to be that people blindly did that and just fed more bags while doing nothing.

Edited by MercurialKuroSludge.8974
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WTF?!?!? Repairing now a gate or wall of a T3 tower/keep under combat is insane now. You need almost all supps for defense sieges and closing a wall needs about 200(!) supps or so.

Edited by Galmac.4680
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"While we don't want to swing that advantage completely in favor of attacking groups"
Big lies.
Apart of the useless lord grant buff to allies if not get CC, all of the WVW changes was in favor of attacking groups, include nerf boon removal skills.

 

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1 minute ago, Galmac.4680 said:

WTF?!?!?L Repairing now a gate or wall of a T3 tower/keep is insane now. You need almost all supps for defense sieges and closing a wall needs about 200(!) supps or so.

in the next update they will remove the walls 

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Quote

"...feel better for attacking groups, as the defenders' advantage inside their own structures was previously too strong. While we don't want to swing that advantage completely in favor of attacking groups,..."

This is pure comedy gold.

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5 minutes ago, LordHT.8297 said:

in the next update they will remove the walls 

On the flipside, I cant even begin to count the times some bent tool motherkitten has repaired the wall right in our faces that we where using as flanking opening to attack the enemy zerg and we then conveniently end up between a solid wall and a rabid zerg. At least this change stops that.

Edited by Dawdler.8521
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13 minutes ago, LordHT.8297 said:

And the question remains, who asked for this? Why do they work so hard to do something that no one asked for?

And yet they can't be bothered to fix exploits into objectives that have existed for almost a decade, cause I guess boon balls don't use them. 🤭

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6 minutes ago, Dawdler.8521 said:

On the flipside, I cant even begin to count the times some bent tool motherkitten has repaired the wall right in our faces that we where using as flanking opening to attack the enemy zerg and we then conveniently end up between a solid wall and a rabid zerg. At least this change stops that.

Good news!  Those trolls can't do that anymore so easily!

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2 minutes ago, XenesisII.1540 said:

And yet they can't be bothered to fix exploits into objectives that have existed for almost a decade, cause I guess boon balls don't use them. 🤭

I harbor a faint hope that the fact that they touched capture circles means they might have stealth-touched other terrain exploits...  Of course we won't know unless someone tests!

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Oh btw anet before you continue on this crusade to destroy all defenses so you can force everyone into melee range, maybe fix your kitten skill lag issues first.

Being forced into melee to experience the 5-10s skill lag is not "fun". Thanks.

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1 hour ago, Chaba.5410 said:

The end of random pugs "accidentally" trolling their fighting defenders by repairing an open breach while half the force is outside...

 

32 minutes ago, Dawdler.8521 said:

On the flipside, I cant even begin to count the times some bent tool motherkitten has repaired the wall right in our faces that we where using as flanking opening to attack the enemy zerg and we then conveniently end up between a solid wall and a rabid zerg. At least this change stops that.

This will still continue to happen. Just imagine fighting near a wall that is 49% repaired... Anet's objective with this change was simply to nerf the defense, if they wanted to prevent trolls and accidents with walls it would be better to put a visual effect that indicates that the wall is being repaired.

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8 minutes ago, LordHT.8297 said:

 

This will still continue to happen. Just imagine fighting near a wall that is 49% repaired... Anet's objective with this change was simply to nerf the defense, if they wanted to prevent trolls and accidents with walls it would be better to put a visual effect that indicates that the wall is being repaired.

At less frequency.  Requires more supply.

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