Jump to content
  • Sign Up

What does a well balanced wvw look like to you?


timetopat.7921

Recommended Posts

@"timetopat.7921" said:If wvw could become balanced in your opinion what would it look like? Does balance mean all classes and roles are represented ? Does balance mean the ttk is changed? What do you think an ideal wvw meta should look like?

WvW balance in my mind starts with a focus on making player interactions enjoyable, which i think for most who identify as WvW players (ie not PVE primary or PVP primary players) involves objective sieges having phases with different game-play elements for each, having maps with varied objectives ideally suited to different group sizes with different rewards for each, frequent events or time-based elements that modify some attributes of match ups, and making combat between groups varied and fair.

Combat control and meta is super important to "balance" but also the incentive to engage in combat, the ways you can engage in combat, and the ability to force engagements are super important. The best class balance in the world can't make up for a game-play meta that encourages sitting 15 deep in a tower manning siege for 3 hours against even numbers.

Essential components of this kind of balancing include carefully re-balancing siege use, adjusting time to kill/time to down by re-balancing class/specializations, adding new map elements to unused segments of the maps (IE corners of the borderlands, druid in EBG, etc), re-balancing the worth of attacking different angles and gates of objectives (underwater EBG, bay/hills etc), and changing rewards for objective capture so that keeps are significantly more rewards than towers which are more than camps which are more than ruins etc.

So few things in WvW matter towards goal progression because there are few meaningful or enticing goals.

Anet needs to leverage their currency systems, rank systems, world event systems, and guild systems to make WvW more worthwhile for time invested in terms of gold, gear, titles, achievements, decorations, and notoriety (ADD GUILD CAPES).

A solid reward structure with daily/weekly "instabilities" for WvW and re-balancing of the current combat meta could go a long way to revitalizing WvW and bringing what new blood their is to be had into the game-mode.

We could get into absurd detail on each of these elements if we really wanted to.

That's my 2 cents, but instead we'll keep adding mounts and letting our most passionate WvW players fade away in neglect.

Link to comment
Share on other sites

@"VAHNeunzehnsechundsiebzig.3618" said:

@timetopat.7921 said:If wvw could become balanced in your opinion what would it look like? Does balance mean all classes and roles are represented ? Does balance mean the ttk is changed? What do you think an ideal wvw meta should look like?

no stealth. Holo damage down, soulbeast damage way down. Done.

If they ever remove stealth then you'll just whine about block or invulnerable. Have you tried getting gud?

Link to comment
Share on other sites

This thread is absurd lol.What does a balanced WvW look like? Here's a SHORT list:

  • Reduced AoE's - both ally/enemy with more emphasis on combo fields/finishers per the core game rewarding teamwork and communication.
  • Abilities normalized with sPvP ones when nerfed for being too overpowered.
  • Concentration as a stat nerfed
  • Boon spam and boon denial/dependence nerfed
  • Stability improved/CC spam nerfed.
  • Sustained stealth removed, its abusers buffed in more interactive areas/play patterns.
  • Long-duration blocks/invulns converted to shorter and more potent ones with lower cooldowns to reward skill and decisive play.
  • Ranged damage less safe/reliable and basically all elite specs nerfed, especially PoF ones like Scourge/FB/Soulbeast/Mirage
  • Some overpowered food options (might on dodge) nerfed/removed
  • Reward track progress improved weighted based on % of all contribution to objective takes/defenses based on group size during the capture the value of those objectives kills / deaths (to a reasonable minimum) to prevent participation + AFK pip farming, and to equally reward small groups making plays around other objectives like camps and towers since they'll get more per-person participation.
  • Several core weapon skills reworked and addressed, like OH mace on warrior, OH dagger on thief, MH dagger on ele... the list continues.
  • AI-made matchmaking utilizing player metrics like coverage and kills on a schedule, etc. with biweekly re-pairings
  • Ascalonians around blue keep in EBG no longer aggressive
  • Guild +5 supply buff no longer locked behind guild halls/high gold investment to help ease new communities/players into WvW
  • Slower objective capture with more people in the area to make objectives worth fighting and rallying for, and slows down the omniblob from being able to speed down objectives and defend its third at once while opening up efficacy of small groups and increasing tactical play.

These are just off the top of my head, and are of things people are frequently complaining about/requesting.

Given more than a few minutes, I could probably think of many more.

Link to comment
Share on other sites

@Asudementio.8526 said:

@"timetopat.7921" said:If wvw could become balanced in your opinion what would it look like? Does balance mean all classes and roles are represented ? Does balance mean the ttk is changed? What do you think an ideal wvw meta should look like?

WvW balance in my mind starts with a focus on making player interactions enjoyable, which i think for most who identify as WvW players (ie not PVE primary or PVP primary players) involves objective sieges having phases with different game-play elements for each, having maps with varied objectives ideally suited to different group sizes with different rewards for each, frequent events or time-based elements that modify some attributes of match ups, and making combat between groups varied and fair.

Combat control and meta is super important to "balance" but also the incentive to engage in combat, the ways you can engage in combat, and the ability to force engagements are super important. The best class balance in the world can't make up for a game-play meta that encourages sitting 15 deep in a tower manning siege for 3 hours against even numbers.

Essential components of this kind of balancing include carefully re-balancing siege use, adjusting time to kill/time to down by re-balancing class/specializations, adding new map elements to unused segments of the maps (IE corners of the borderlands, druid in EBG, etc), re-balancing the worth of attacking different angles and gates of objectives (underwater EBG, bay/hills etc), and changing rewards for objective capture so that keeps are significantly more rewards than towers which are more than camps which are more than ruins etc.

So few things in WvW matter towards goal progression because there are few meaningful or enticing goals.

Anet needs to leverage their currency systems, rank systems, world event systems, and guild systems to make WvW more worthwhile for time invested in terms of gold, gear, titles, achievements, decorations, and notoriety (ADD GUILD CAPES).

A solid reward structure with daily/weekly "instabilities" for WvW and re-balancing of the current combat meta could go a long way to revitalizing WvW and bringing what new blood their is to be had into the game-mode.

We could get into absurd detail on each of these elements if we really wanted to.

That's my 2 cents, but instead we'll keep adding mounts and letting our most passionate WvW players fade away in neglect.

Sounds like dessert bl mostly(And be honest; shrine buffs, different tower/keepthemes and how to cap stuff is pretty fun)

Link to comment
Share on other sites

@DeceiverX.8361 said:This thread is absurd lol.What does a balanced WvW look like? Here's a SHORT list:

On what did you base this list? Roaming? Havock? Group? Blob? Zerg?

  • Reduced AoE's - both ally/enemy with more emphasis on combo fields/finishers per the core game rewarding teamwork and communication.Can we alsof agree to remove the ammo system and internal cooldowns of skillsof remove insta cast (on firebrand this Just means spam extra Boons with mantra's over and over)?
  • Abilities normalized with sPvP ones when nerfed for being too overpowered.To what goal? (See first comment)
  • Concentration as a stat nerfed
  • Boon spam and boon denial/dependence nerfedAnd splitting up boonrip to more classes? And relook prioritisation of corrupt and removal? (Even if traited a scourge can for example wait out your stab, strip it and fear you within half a second because of previous mentioned spammability)
  • Stability improved/CC spam nerfed.By reorganising the priority
  • Sustained stealth removed, its abusers buffed in more interactive areas/play patterns.
  • Long-duration blocks/invulns converted to shorter and more potent ones with lower cooldowns to reward skill and decisive play.On the passive ones you mean, simmular to pvp.
  • Ranged damage less safe/reliable and basically all elite specs nerfed, especially PoF ones like Scourge/FB/Soulbeast/MirageTotally agree on this one, IT feels like you dont have a choice but playing the first 2 in a group currently. Only because they good in Just countering eachother
  • Some overpowered food options (might on dodge) nerfed/removed
  • Reward track progress improved weighted based on % of all contribution to objective takes/defenses based on group size during the capture the value of those objectives kills / deaths (to a reasonable minimum) to prevent participation + AFK pip farming, and to equally reward small groups making plays around other objectives like camps and towers since they'll get more per-person participation.Can you clarify this alittle more? Like getting a reward for 'attempting to attacking a tower for longer duration (it's currently locked 2 minuten, IT takes 15 to take 2 keep walls down (t3) with 1 cata
  • Several core weapon skills reworked and addressed, like OH mace on warrior, OH dagger on thief, MH dagger on ele... the list continues.Yes plz, but i Think this Will Go without saying if the elite Specs Will get review
  • AI-made matchmaking utilizing player metrics like coverage and kills on a schedule, etc. with biweekly re-pairingsLets get used to eachother and make IT 4 OR 5 otherwise the vs matchup can be really unbalanced
  • Ascalonians around blue keep in EBG no longer aggressiveThank God, finally someone who says it
  • Guild +5 supply buff no longer locked behind guild halls/high gold investment to help ease new communities/players into WvWIt's soo annoying if a group.has no +5, but probably if you new to wvw you probably.very excited to get first claim! Maybe in skirmish chest to get a sort of token (consumable)
  • Slower objective capture with more people in the area to make objectives worth fighting and rallying for, and slows down the omniblob from being able to speed down objectives and defend its third at once while opening up efficacy of small groups and increasing tactical play.Like scaling for walls and gates? Could be interesting for trials
Link to comment
Share on other sites

@DeceiverX.8361 said:This thread is absurd lol.What does a balanced WvW look like? Here's a SHORT list:

  • Reduced AoE's - both ally/enemy with more emphasis on combo fields/finishers per the core game rewarding teamwork and communication.
  • Abilities normalized with sPvP ones when nerfed for being too overpowered.
  • Concentration as a stat nerfed
  • Boon spam and boon denial/dependence nerfed
  • Stability improved/CC spam nerfed.
  • Sustained stealth removed, its abusers buffed in more interactive areas/play patterns.
  • Long-duration blocks/invulns converted to shorter and more potent ones with lower cooldowns to reward skill and decisive play.
  • Ranged damage less safe/reliable and basically all elite specs nerfed, especially PoF ones like Scourge/FB/Soulbeast/Mirage
  • Some overpowered food options (might on dodge) nerfed/removed
  • Reward track progress improved weighted based on % of all contribution to objective takes/defenses based on group size during the capture the value of those objectives kills / deaths (to a reasonable minimum) to prevent participation + AFK pip farming, and to equally reward small groups making plays around other objectives like camps and towers since they'll get more per-person participation.
  • Several core weapon skills reworked and addressed, like OH mace on warrior, OH dagger on thief, MH dagger on ele... the list continues.
  • AI-made matchmaking utilizing player metrics like coverage and kills on a schedule, etc. with biweekly re-pairings
  • Ascalonians around blue keep in EBG no longer aggressive
  • Guild +5 supply buff no longer locked behind guild halls/high gold investment to help ease new communities/players into WvW
  • Slower objective capture with more people in the area to make objectives worth fighting and rallying for, and slows down the omniblob from being able to speed down objectives and defend its third at once while opening up efficacy of small groups and increasing tactical play.

These are just off the top of my head, and are of things people are frequently complaining about/requesting.

Given more than a few minutes, I could probably think of many more.

Good list. I'd like to add:

  • Nerf condi application aswell as cleans across the board for more build diversity.
  • Remove passives that reward misplays e.g. auto stunbreak that procs boons or heals.
  • Force builds into decisions. There need to be trade-offs. If you do a lot of damage you should be squishy for example.
  • Remove damage immunities without downsides that let you freely attack/whatever.
  • Remove Resistance as a boon or at the very least make it only affect damaging conditions.
Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...