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8 Things in WvW that irritates me


Lukinos.2401

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I play GW2 with some pauses, and especially WvW, since the launch day. I found several aspects that irritates me. I don't know how many ppl or devs noticed them, but at least I can do, is to mention them. And I think many of these things wouldn't be so hard to implement, because most of them are already in game. They just need a little polishing to make WvW more enjoyable.

  • Decrease the shipment limit for towers - there are 24 towers across the borderlands, but only 6 of them take dollies from 2 supply camps. Rest of them get only one camp, not to mention that towers don't get that much PPT as Keeps, yet upgrading them takes longer. Keeps gets dollies from 2 to 4 camps and camps are also fine, because they get shipments from each sucessful delivery. I propose to decrease shipment limit for towers from 20/40/80 as it is now to 15/30/60. This way towers won't be in such disadvantage.

  • Getting WXP for escorting dollies - There are times I would just to be in our territory helping with upgrading our objectives rather than capping enemy objectives. But sadly I get nothing at all for doing so. Even after adding WvW ranks escorting dollies still get's you nothing. Would be nice to get like 30 WXP per objective. I could feel that I am finally appreciated for this efford. Because right now is just a waste of time, only thing I get is a title.

  • Getting WXP for upgrading objectives - this point is related to previous one. It's just an idea how to appreciate more those, who are escorting dollies and helping with upgrading objectives. If I succesfully escort enough dollies for an higher tier, let's say I escort 25 (30) % of dollies necessary, I would also get WXP related to Tier when this objective is upgraded.

  • Getting WXP for ressurecting downed and dead players - I am well aware, that supporting players gets almost nothing from loot to WXP, because only thing that gets rewarded is killing enemies. That way you get from 1 to 60 WXP. There aren't systems that would help with this and I am affraid this will continue for years to come. But getting WXP for ressurecting players 15 per downed, 30 per dead for example can help a little.

I know that I am speaking a lot about WXP in this topic. I don't have an extra rank, I don't much care about it, because I have every mastery I can get, but WXP is a thing a player see most of the time. Also please don't take numbers I propose here as final. I use them for a better idea in general.

  • Sentries accelerating dollies - Sentry helps marking enemies on a map and slower enemy dollies. This would make sentries just more helpful for your team. When a dolly passes sentry, sentry would get buff him with swiftness or superspeed for 5s. It's a small thing, but still helps.

  • Centaurs and skritts as mercenarries - These two factions are located at top left and right corner of Alpine Borderlands. But only thing they do is they sometimes sent a few basic units toward camps. Sure, you can complete 2 events at these locations, but it take unnecessarily much time. Making them as mercenarries, like at EB, would make them more useful.

  • sPvP overview when I am killed - This is just my opinion, but I would like to see skills and abilities that killed me. And why not use something that is already in this game and working fine.

  • Getting participation when repairing objectives - I'm not sure if this wasn't fixed. But few months back we managed to defend our T3 keep. It took serious damage and I was only one repairing it. But during the repairing I noticed that altrough I get WXP, my participation lever is decreasing. Just another way how to say that killing and capturing matters much more than helping, supporting, defending and repairing.

That's all from me. Would love to hear your opinion about these things.

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I will comment on just parts of it, too much to read.

@"Lukinos.2401" said:

  • Decrease the shipment limit for towers - there are 24 towers across the borderlands, but only 6 of them take dollies from 2 supply camps. Rest of them get only one camp, not to mention that towers don't get that much PPT as Keeps, yet upgrading them takes longer. Keeps gets dollies from 2 to 4 camps and camps are also fine, because they get shipments from each sucessful delivery. I propose to decrease shipment limit for towers from 20/40/80 as it is now to 15/30/60. This way towers won't be in such disadvantage.I agree in principle that they should be faster to upgrade because IMO a faster paced game is good when we are talking about objectives, but definetly not because its a "disadvantage". And it doesnt really work as PPT and tactivators are designed today. The PPT gain is too large and tactivators remain too strong. So I cannot agree in practice.

  • Sentries accelerating dollies - Sentry helps marking enemies on a map and slower enemy dollies. This would make sentries just more helpful for your team. When a dolly passes sentry, sentry would get buff him with swiftness or superspeed for 5s. It's a small thing, but still help.The sentries are already there to replace players job of scouting, we dont need them to replace players job of buffing the dollies too. We already got OP tactivators for that. Adding this is like adding icing to a cake made completely of icing on a tray made of sugar.

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@Lukinos.2401 said:I play GW2 with some pauses, and especially WvW, since the launch day. I found several aspects that irritates me. I don't know how many ppl or devs noticed them, but at least I can do, is to mention them. And I think many of these things wouldn't be so hard to implement, because most of them are already in game. They just need a little polishing to make WvW more enjoyable.

  • Decrease the shipment limit for towers - there are 24 towers across the borderlands, but only 6 of them take dollies from 2 supply camps. Rest of them get only one camp, not to mention that towers don't get that much PPT as Keeps, yet upgrading them takes longer. Keeps gets dollies from 2 to 4 camps and camps are also fine, because they get shipments from each sucessful delivery. I propose to decrease shipment limit for towers from 20/40/80 as it is now to 15/30/60. This way towers won't be in such disadvantage.

You are counting EBG, the BL only have 12 towers, the south towers have two supply camps, every BL is the same, so it is not a disadvantage to any one server. The top two tower are right outside of that BLs spawn and easy to hold and upgrade, giving them two camps would mean very fast T3 as well as very hard to take, as they already are. They do not need faster upgrading or more supply. The two south towers are much harder to keep as they are right outside of enemy spawns, south camps also flip ALL the time and almost never get upgraded.

  • Getting WXP for escorting dollies - There are times I would just to be in our territory helping with upgrading our objectives rather than capping enemy objectives. But sadly I get nothing at all for doing so. Even after adding WvW ranks escorting dollies still get's you nothing. Would be nice to get like 30 WXP per objective. I could feel that I am finally appreciated for this efford. Because right now is just a waste of time, only thing I get is a title.

You used to get rewards for escorting yaks, they removed that as they said it was to easy to abuse. Not like WvW has amazing rewards to start with, so I think this is a cop out and would be fine giving rewards for this again.

  • Getting WXP for upgrading objectives - this point is related to previous one. It's just an idea how to appreciate more those, who are escorting dollies and helping with upgrading objectives. If I succesfully escort enough dollies for an higher tier, let's say I escort 25 (30) % of dollies necessary, I would also get WXP related to Tier when this objective is upgraded.

I have long suggested better rewards for scouts and people who spend time upgrading something, it can be ungodly boring and totally unrewarding.

  • Getting WXP for ressurecting downed and dead players - I am well aware, that supporting players gets almost nothing from loot to WXP, because only thing that gets rewarded is killing enemies. That way you get from 1 to 60 WXP. There aren't systems that would help with this and I am affraid this will continue for years to come. But getting WXP for ressurecting players 15 per downed, 30 per dead for example can help a little.

This could be abused as someone could just park another low level naked account somewhere it will get killed often and stick around the area and rez over and over.

  • Sentries accelerating dollies - Sentry helps marking enemies on a map and slower enemy dollies. This would make sentries just more helpful for your team. When a dolly passes sentry, sentry would get buff him with swiftness or superspeed for 5s. It's a small thing, but still helps.

No, I think Sentries already do enough, the marking of players and slowing of yaks is enough, we don't need more passive buffs.

  • Centaurs and skritts as mercenarries - These two factions are located at top left and right corner of Alpine Borderlands. But only thing they do is they sometimes sent a few basic units toward camps. Sure, you can complete 2 events at these locations, but it take unnecessarily much time. Making them as mercenarries, like at EB, would make them more useful.

Bring back the quaggan. Still more than enough room for them in the middle of the ruins close to where they used to be. Using the Skritt and Centaurs would be to much in favor of the home server as they are both WAY north deep inside enemy territory. The effort to flip them vs the effort to flip them back for the home server is just to biased.

  • sPvP overview when I am killed - This is just my opinion, but I would like to see skills and abilities that killed me. And why not use something that is already in this game and working fine.

Turn on combat log, it will tell you what you were hit with and how much dmg it did, as well as what dmg you did if you so desire.

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@TinkTinkPOOF.9201 said:

@"Lukinos.2401" said:
  • sPvP overview when I am killed
    - This is just my opinion, but I would like to see skills and abilities that killed me. And why not use something that is already in this game and working fine.

Turn on combat log, it will tell you what you were hit with and how much dmg it did, as well as what dmg you did if you so desire.

When you go down, combat log will show "x absorbed" when you get hit during downstate invuln period. Makes it easier to read the combat log.

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You do get participation for repairing objectives, but only 2 minutes. If you have more participation left on your decay meter, you won't get anything out of it. So next time, if not under pressure, wait it out :)

Generally the participation and reward system is not one I am happy with in WvW. It IMO needs a major rework. Participation should actually be awared for participating in events. If you fail attacks on an enemy zerg, and you fail badly, you do not participate. It gets even worse, if you're cut off from your main force during an assault on an objective, or trying to reach a site with an ongoing battle, but are ganked along the way: You die, maybe repeatedly, as you try to run back to your people. No participation :(Maybe you shouldn't get the whole 10 minutes, and meter-upstep until you are doing something successfully, but as little as 2 minute participation would already be a great improvement.Building siege in an objective should award the same participation as repairing an objective.

Rewards should also be reworked, rewards for defending, trying to defend or taking objectives - but that is something I heard they are already working on.

Then a look should be given at subsystems to counter existing imbalances. Currently we only have "Outnumbered" - a subsystem, which is supposed to draw players to maps, where they are at a disatvantage. As long as you're outnumbered you have better rewards, better pips. This subsystem IMO works fine, but it's the only subsystem.There should be further subsystems to counter disatvantages at every stage of the WvW game:

  • subsystems to make players who frequently lose fights still feel valued and motivate them to keep playien
  • subsystems to motivate the parties which are lagging behind in the current skirmish
  • subsystems to motivate the parties which are lagging behind in the overall warscore of this week
  • subsystems to motivate smaller zergs to keep trying and get better against an apparently superior enemy
  • subsystems to motivate taking objectives more on maps, where you have almost nothing

Where am I coming from? Now, when the last living story update was released, our WvW server was vastly outnumbered by enemy zergs, as we seem to have exceptionally many people being drawn away to PvE content. This resulted in almost nothing being won. Everything we held was overrun. There was no point in keeping playing that week, there was nothing to motivate the obviously losing side and keeping them engaged in the current skirmish. Subsystems to counter such imbalances would at least motivate some players and comms to keep at it.Same goes, on a personal level, for those days, where you keep being ganked and can't reach your zerg or your squad gets decimated repeatedly before being able to achieve anything: Why keep trying if it doesn't work that day? You get almost nothing out of it.

It would also be better for the side leading: My server likes to siege up and defend their home border quite well. It can get to the point, where we even succesfully prevent camp-flipping. Naturally our objective is to keep enemy players away from home border. Go play elsewhere. And they do, as they get almost nothing out of it. However that also means, after a while there isn't much going on anymore. If subsystems would help counter the imbalances, we'd maybe struggle harder, as the opponents were more motivated to try something. After all, they'd get more out of it.

I am not worried overly about increased rewards flooding the market all of a sudden. It seems to me, you can get most of the rewards you get in WvW faster with PvE content - you get more in the same time. Thus increasing rewards in WvW would only mean that the game becomes more fair toward the people playing WvW. Also i am not stating what kind of improved rewards or subsystems to counter the imbalance should exist. More pips? A new kind of reward tracks? More WxP? Better loot?

ArenaNet, that's up to you. Look at the situation, I am sure we can do better than this. It's huge fun as it is already, but it could be even better!

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@nativity.3057 said:

@"Lukinos.2401" said:
  • sPvP overview when I am killed
    - This is just my opinion, but I would like to see skills and abilities that killed me. And why not use something that is already in this game and working fine.

Turn on combat log, it will tell you what you were hit with and how much dmg it did, as well as what dmg you did if you so desire.

When you go down, combat log will show "x
absorbed
" when you get hit during downstate invuln period. Makes it easier to read the combat log.

Absorbed means damaged while barrier was up, has nothing to do with downstate.

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@steki.1478 said:

@"Lukinos.2401" said:
  • sPvP overview when I am killed
    - This is just my opinion, but I would like to see skills and abilities that killed me. And why not use something that is already in this game and working fine.

Turn on combat log, it will tell you what you were hit with and how much dmg it did, as well as what dmg you did if you so desire.

When you go down, combat log will show "x
absorbed
" when you get hit during downstate invuln period. Makes it easier to read the combat log.

Absorbed means damaged while barrier was up, has nothing to do with downstate.

Nah, there is some verbiage about you not being damaged while going into downed state and I think it may be absorbed.

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@steki.1478 said:

@"Lukinos.2401" said:
  • sPvP overview when I am killed
    - This is just my opinion, but I would like to see skills and abilities that killed me. And why not use something that is already in this game and working fine.

Turn on combat log, it will tell you what you were hit with and how much dmg it did, as well as what dmg you did if you so desire.

When you go down, combat log will show "x
absorbed
" when you get hit during downstate invuln period. Makes it easier to read the combat log.

Absorbed means damaged while barrier was up, has nothing to do with downstate.

Barrier and Invulnerability skills show "absorbed" in combat log. When you hit someone who just went into downstate, the red "invulnerable" pops up on your screen, which is why the combat log shows "absorbed".

Now my question is why is there an invuln interval when going down and getting up. :anguished:

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@nativity.3057 said:

@"Lukinos.2401" said:
  • sPvP overview when I am killed
    - This is just my opinion, but I would like to see skills and abilities that killed me. And why not use something that is already in this game and working fine.

Turn on combat log, it will tell you what you were hit with and how much dmg it did, as well as what dmg you did if you so desire.

When you go down, combat log will show "x
absorbed
" when you get hit during downstate invuln period. Makes it easier to read the combat log.

Absorbed means damaged while barrier was up, has nothing to do with downstate.

Barrier and Invulnerability skills show "absorbed" in combat log. When you hit someone who just went into downstate, the red "invulnerable" pops up on your screen, which is why the combat log shows "absorbed".

Now my question is why is there an invuln interval when going down and getting up. :anguished:

If there's no invuln, downstate would be pretty pointless. Even with invuln you can get killed before you get access to downed skills. Good thing is that many servers dont know how to control downs so you can survive (and usually rally/vapor form) for a second even if there's 20 people on top of you.

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@steki.1478 said:

@"Lukinos.2401" said:
  • sPvP overview when I am killed
    - This is just my opinion, but I would like to see skills and abilities that killed me. And why not use something that is already in this game and working fine.

Turn on combat log, it will tell you what you were hit with and how much dmg it did, as well as what dmg you did if you so desire.

When you go down, combat log will show "x
absorbed
" when you get hit during downstate invuln period. Makes it easier to read the combat log.

Absorbed means damaged while barrier was up, has nothing to do with downstate.

Barrier and Invulnerability skills show "absorbed" in combat log. When you hit someone who just went into downstate, the red "invulnerable" pops up on your screen, which is why the combat log shows "absorbed".

Now my question is why is there an invuln interval when going down and getting up. :anguished:

If there's no invuln, downstate would be pretty pointless. Even with invuln you can get killed before you get access to downed skills. Good thing is that many servers dont know how to control downs so you can survive (and usually rally/vapor form) for a second even if there's 20 people on top of you.

I'd disagree. You get triple your health pool when in downstate, and 1 resser outheals a single cleaver.

For zergs, no invuln would punish players who go downstate. It only takes one player to ress a down, while requiring multiple players for a focused kill.

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@nativity.3057 said:

@"Lukinos.2401" said:
  • sPvP overview when I am killed
    - This is just my opinion, but I would like to see skills and abilities that killed me. And why not use something that is already in this game and working fine.

Turn on combat log, it will tell you what you were hit with and how much dmg it did, as well as what dmg you did if you so desire.

When you go down, combat log will show "x
absorbed
" when you get hit during downstate invuln period. Makes it easier to read the combat log.

Absorbed means damaged while barrier was up, has nothing to do with downstate.

Barrier and Invulnerability skills show "absorbed" in combat log. When you hit someone who just went into downstate, the red "invulnerable" pops up on your screen, which is why the combat log shows "absorbed".

Now my question is why is there an invuln interval when going down and getting up. :anguished:

If there's no invuln, downstate would be pretty pointless. Even with invuln you can get killed before you get access to downed skills. Good thing is that many servers dont know how to control downs so you can survive (and usually rally/vapor form) for a second even if there's 20 people on top of you.

I'd disagree. You get triple your health pool when in downstate, and 1 resser outheals a single cleaver.

For zergs, no invuln would punish players who go downstate. It only takes one player to ress a down, while requiring multiple players for a focused kill.

Healthpool is meaningless in large fights though and that's why invuln exists in wvw, but not in pvp.

You can down multiple people with a good burst from one person as well, just like you can revive faster with multiple people.

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@steki.1478 said:

@"Lukinos.2401" said:
  • sPvP overview when I am killed
    - This is just my opinion, but I would like to see skills and abilities that killed me. And why not use something that is already in this game and working fine.

Turn on combat log, it will tell you what you were hit with and how much dmg it did, as well as what dmg you did if you so desire.

When you go down, combat log will show "x
absorbed
" when you get hit during downstate invuln period. Makes it easier to read the combat log.

Absorbed means damaged while barrier was up, has nothing to do with downstate.

Barrier and Invulnerability skills show "absorbed" in combat log. When you hit someone who just went into downstate, the red "invulnerable" pops up on your screen, which is why the combat log shows "absorbed".

Now my question is why is there an invuln interval when going down and getting up. :anguished:

If there's no invuln, downstate would be pretty pointless. Even with invuln you can get killed before you get access to downed skills. Good thing is that many servers dont know how to control downs so you can survive (and usually rally/vapor form) for a second even if there's 20 people on top of you.

I'd disagree. You get triple your health pool when in downstate, and 1 resser outheals a single cleaver.

For zergs, no invuln would punish players who go downstate. It only takes one player to ress a down, while requiring multiple players for a focused kill.

Healthpool is meaningless in large fights though and that's why invuln exists in wvw, but not in pvp.

You can down multiple people with a good burst from one person as well, just like you can revive faster with multiple people.

So there's no invulnerable and +1's aren't allowed in spvp?

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@nativity.3057 said:I'd disagree. You get triple your health pool when in downstate, and 1 resser outheals a single cleaver.

For zergs, no invuln would punish players who go downstate. It only takes one player to ress a down, while requiring multiple players for a focused kill.

Things aren't that simple: I often enough see one person trying to res me, but a cleaver not only prevents that person from getting me up, but in addition also has a good chance to down the ressing person, too.Same thing when I try to get someone up.

It might be, that a rezzing person has a chance to get someone up under pressure: When the person being rezzed has still relatively high downed-hp and the attacker isn't dealing that much damage. And I think that's how it should be: The downed state exists so you have a chance to help someone up (or rally yourself), and since this usually happens in a combat context, this also means it has to work under some pressure.In most circumstances though the downed HP were being already reduced by additional sources. All in all, I'd say the system works okay.

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@LetoII.3782 said:

@"Lukinos.2401" said:
  • sPvP overview when I am killed
    - This is just my opinion, but I would like to see skills and abilities that killed me. And why not use something that is already in this game and working fine.

Turn on combat log, it will tell you what you were hit with and how much dmg it did, as well as what dmg you did if you so desire.

When you go down, combat log will show "x
absorbed
" when you get hit during downstate invuln period. Makes it easier to read the combat log.

Absorbed means damaged while barrier was up, has nothing to do with downstate.

Barrier and Invulnerability skills show "absorbed" in combat log. When you hit someone who just went into downstate, the red "invulnerable" pops up on your screen, which is why the combat log shows "absorbed".

Now my question is why is there an invuln interval when going down and getting up. :anguished:

If there's no invuln, downstate would be pretty pointless. Even with invuln you can get killed before you get access to downed skills. Good thing is that many servers dont know how to control downs so you can survive (and usually rally/vapor form) for a second even if there's 20 people on top of you.

I'd disagree. You get triple your health pool when in downstate, and 1 resser outheals a single cleaver.

For zergs, no invuln would punish players who go downstate. It only takes one player to ress a down, while requiring multiple players for a focused kill.

Healthpool is meaningless in large fights though and that's why invuln exists in wvw, but not in pvp.

You can down multiple people with a good burst from one person as well, just like you can revive faster with multiple people.

So there's no invulnerable and +1's aren't allowed in spvp?

Invuln exists because of large scale fights, where damage is thrown around constantly and a downed target could get deleted by 30 marks even though they deal only 1-2k damage each. That's less likely to happen in small scale fights in pvp because you'll need a lot more damage (individually) to instagib a downed player with no downed penalty.

Invuln basically makes it possible to get access to your downed skills if you're fighting a lot of people and 2 squishiest classes rely on using those skills to reposition or rally.

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@steki.1478 said:

@"Lukinos.2401" said:
  • sPvP overview when I am killed
    - This is just my opinion, but I would like to see skills and abilities that killed me. And why not use something that is already in this game and working fine.

Turn on combat log, it will tell you what you were hit with and how much dmg it did, as well as what dmg you did if you so desire.

When you go down, combat log will show "x
absorbed
" when you get hit during downstate invuln period. Makes it easier to read the combat log.

Absorbed means damaged while barrier was up, has nothing to do with downstate.

Barrier and Invulnerability skills show "absorbed" in combat log. When you hit someone who just went into downstate, the red "invulnerable" pops up on your screen, which is why the combat log shows "absorbed".

Now my question is why is there an invuln interval when going down and getting up. :anguished:

If there's no invuln, downstate would be pretty pointless. Even with invuln you can get killed before you get access to downed skills. Good thing is that many servers dont know how to control downs so you can survive (and usually rally/vapor form) for a second even if there's 20 people on top of you.

I'd disagree. You get triple your health pool when in downstate, and 1 resser outheals a single cleaver.

For zergs, no invuln would punish players who go downstate. It only takes one player to ress a down, while requiring multiple players for a focused kill.

Healthpool is meaningless in large fights though and that's why invuln exists in wvw, but not in pvp.

You can down multiple people with a good burst from one person as well, just like you can revive faster with multiple people.

So there's no invulnerable and +1's aren't allowed in spvp?

Invuln exists because of large scale fights, where damage is thrown around constantly and a downed target could get deleted by 30 marks even though they deal only 1-2k damage each. That's less likely to happen in small scale fights in pvp because you'll need a lot more damage (individually) to instagib a downed player with no downed penalty.

Invuln basically makes it possible to get access to your downed skills if you're fighting a lot of people and 2 squishiest classes rely on using those skills to reposition or rally.

If you get hit with 30 marks in a zerg that means you didn't dodge, didn't use any defensive skills and you were not on tag, because if you were the way aoe caps work is you would never get hit by all 30, that's the whole point of balling up. So, in other words, that person deserves to be deleted.

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@nthmetal.9652 said:You do get participation for repairing objectives, but only 2 minutes.Repairing grants 5 minutes of participation and additionally 10 minutes after the defense event is completed. The latter has a 3 minute duration.

So when an objective is contested the 3 minute event timer starts. You can now repair and set your participation to 5 minutes. After 3 minutes the event completes and your participation will be set to 10 minutes. So you get at least 5 minutes (if the objective is not contested) and up to 13 minutes (if you repair right when the defense event starts) of participation for putting one single supply into a wall or door.

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@TinkTinkPOOF.9201 said:

@"Lukinos.2401" said:
  • sPvP overview when I am killed
    - This is just my opinion, but I would like to see skills and abilities that killed me. And why not use something that is already in this game and working fine.

Turn on combat log, it will tell you what you were hit with and how much dmg it did, as well as what dmg you did if you so desire.

When you go down, combat log will show "x
absorbed
" when you get hit during downstate invuln period. Makes it easier to read the combat log.

Absorbed means damaged while barrier was up, has nothing to do with downstate.

Barrier and Invulnerability skills show "absorbed" in combat log. When you hit someone who just went into downstate, the red "invulnerable" pops up on your screen, which is why the combat log shows "absorbed".

Now my question is why is there an invuln interval when going down and getting up. :anguished:

If there's no invuln, downstate would be pretty pointless. Even with invuln you can get killed before you get access to downed skills. Good thing is that many servers dont know how to control downs so you can survive (and usually rally/vapor form) for a second even if there's 20 people on top of you.

I'd disagree. You get triple your health pool when in downstate, and 1 resser outheals a single cleaver.

For zergs, no invuln would punish players who go downstate. It only takes one player to ress a down, while requiring multiple players for a focused kill.

Healthpool is meaningless in large fights though and that's why invuln exists in wvw, but not in pvp.

You can down multiple people with a good burst from one person as well, just like you can revive faster with multiple people.

So there's no invulnerable and +1's aren't allowed in spvp?

Invuln exists because of large scale fights, where damage is thrown around constantly and a downed target could get deleted by 30 marks even though they deal only 1-2k damage each. That's less likely to happen in small scale fights in pvp because you'll need a lot more damage (individually) to instagib a downed player with no downed penalty.

Invuln basically makes it possible to get access to your downed skills if you're fighting a lot of people and 2 squishiest classes rely on using those skills to reposition or rally.

If you get hit with 30 marks in a zerg that means you didn't dodge, didn't use any defensive skills and you were not on tag, because if you were the way aoe caps work is you would never get hit by all 30, that's the whole point of balling up. So, in other words, that person deserves to be deleted.

I'm not trying to explain how to avoid getting downed, but why invuln on downstate exists in wvw.

Besides, you can't dodge if you're already downed...

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Well, thanks for your replies, but first of all, stop posting about downed state. Thank you in advance. I never mentioned it anywhere, nor I spoke about it, nor I care about it in this topic. What was concerning me was this:

@TinkTinkPOOF.9201 said:

  • sPvP overview when I am killed
    - This is just my opinion, but I would like to see skills and abilities that killed me. And why not use something that is already in this game and working fine.

Turn on combat log, it will tell you what you were hit with and how much dmg it did, as well as what dmg you did if you so desire.

Yeah, I know there is a combat log. It just I would rather look at overview for 5s and get the general idea what killed me than spent 2 or more minutes looking at everything. Even with filters. Call me lazy. It's just there is already system doing this job. Just wanted to point that out. This point wasn't concerning me as much as many others...

Now let's look at the other reactions:

@TinkTinkPOOF.9201 said:

  • Decrease the shipment limit for towers
    - there are 24 towers across the borderlands, but only 6 of them take dollies from 2 supply camps. Rest of them get only one camp, not to mention that towers don't get that much PPT as Keeps, yet upgrading them takes longer. Keeps gets dollies from 2 to 4 camps and camps are also fine, because they get shipments from each sucessful delivery. I propose to decrease shipment limit for towers from 20/40/80 as it is now to 15/30/60. This way towers won't be in such disadvantage.

You are counting EBG, the BL only have 12 towers, the south towers have two supply camps, every BL is the same, so it is not a disadvantage to any one server. The top two tower are right outside of that BLs spawn and easy to hold and upgrade, giving them two camps would mean very fast T3 as well as very hard to take, as they already are. They do not need faster upgrading or more supply. The two south towers are much harder to keep as they are right outside of enemy spawns, south camps also flip ALL the time and almost never get upgraded.

I am counting EVERY tower across all maps. I don't speak about giving any tower another supply camp, I am speaking about decreasing shipment requirement in general, because comparing to keeps towers are upgraded way longer, because have same shipment requirements. I am speaking about math here.

  • Getting WXP for ressurecting downed and dead players
    - I am well aware, that supporting players gets almost nothing from loot to WXP, because only thing that gets rewarded is killing enemies. That way you get from 1 to 60 WXP. There aren't systems that would help with this and I am affraid this will continue for years to come. But getting WXP for ressurecting players 15 per downed, 30 per dead for example can help a little.

This could be abused as someone could just park another low level naked account somewhere it will get killed often and stick around the area and rez over and over.I know there will always be situations where somebody won't like something or it would get abused. You will never get 100 %, no matter how hard you try. But if 90% of players will gain a better playing experience and feel that they are rewarded for their efford I am for it. You would rather not implement it, because minority of players would be abusing it? Because it sounds like that to me.

  • Sentries accelerating dollies
    - Sentry helps marking enemies on a map and slower enemy dollies. This would make sentries just more helpful for your team. When a dolly passes sentry, sentry would get buff him with swiftness or superspeed for 5s. It's a small thing, but still help.The sentries are already there to replace players job of scouting, we dont need them to replace players job of buffing the dollies too. We already got OP tactivators for that. Adding this is like adding icing to a cake made completely of icing on a tray made of sugar.@TinkTinkPOOF.9201 said:No, I think Sentries already do enough, the marking of players and slowing of yaks is enough, we don't need more passive buffs.Well considering if my suggestion about getting WXP for escorting dollies would be working, sentries don't have to do anything, because players would be the one buffing dollies. Fair point.

  • Centaurs and skritts as mercenarries
    - These two factions are located at top left and right corner of Alpine Borderlands. But only thing they do is they sometimes sent a few basic units toward camps. Sure, you can complete 2 events at these locations, but it take unnecessarily much time. Making them as mercenarries, like at EB, would make them more useful.

Bring back the quaggan. Still more than enough room for them in the middle of the ruins close to where they used to be. Using the Skritt and Centaurs would be to much in favor of the home server as they are both WAY north deep inside enemy territory. The effort to flip them vs the effort to flip them back for the home server is just to biased.That is also something worth pointing out. Still I would also like to see centaurs and skritts have some use.

@nthmetal.9652 said:You do get participation for repairing objectives, but only 2 minutes.Repairing grants 5 minutes of participation and additionally 10 minutes after the defense event is completed. The latter has a 3 minute duration.

So when an objective is contested the 3 minute event timer starts. You can now repair and set your participation to 5 minutes. After 3 minutes the event completes and your participation will be set to 10 minutes. So you get at least 5 minutes (if the objective is not contested) and up to 13 minutes (if you repair right when the defense event starts) of participation for putting one single supply into a wall or door.

Thanks for info

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@Lukinos.2401 said:Well, thanks for your replies, but first of all, stop posting about downed state. Thank you in advance. I never mentioned it anywhere, nor I spoke about it, nor I care about it in this topic. What was concerning me was this:

  • sPvP overview when I am killed
    - This is just my opinion, but I would like to see skills and abilities that killed me. And why not use something that is already in this game and working fine.

Turn on combat log, it will tell you what you were hit with and how much dmg it did, as well as what dmg you did if you so desire.

Yeah, I know there is a combat log. It just I would rather look at overview for 5s and get the general idea what killed me than spent 2 or more minutes looking at everything. Even with filters. Call me lazy. It's just there is already system doing this job. Just wanted to point that out. This point wasn't concerning me as much as many others...

Not saying more info shouldn't be added, I am fine with that, it sounded like you didn't know how to see what killed you. Most of the time when I have trouble seeing what killed me, it's because it's a 1vs6 and well....Everything killed me.

  • Decrease the shipment limit for towers
    - there are 24 towers across the borderlands, but only 6 of them take dollies from 2 supply camps. Rest of them get only one camp, not to mention that towers don't get that much PPT as Keeps, yet upgrading them takes longer. Keeps gets dollies from 2 to 4 camps and camps are also fine, because they get shipments from each sucessful delivery. I propose to decrease shipment limit for towers from 20/40/80 as it is now to 15/30/60. This way towers won't be in such disadvantage.

You are counting EBG, the BL only have 12 towers, the south towers have two supply camps, every BL is the same, so it is not a disadvantage to any one server. The top two tower are right outside of that BLs spawn and easy to hold and upgrade, giving them two camps would mean very fast T3 as well as very hard to take, as they already are. They do not need faster upgrading or more supply. The two south towers are much harder to keep as they are right outside of enemy spawns, south camps also flip ALL the time and almost never get upgraded.

I am counting EVERY tower across all maps. I don't speak about giving any tower another supply camp, I am speaking about decreasing shipment requirement in general, because comparing to keeps towers are upgraded way longer, because have same shipment requirements. I am speaking about math here.

It has the same effect however as adding more camps. If people try, structures upgrade pretty quick, hell often times BL towers and keeps upgrade with no one in sight other than some home server roamers flipping camps back. Things would get T3 far to easy vs the effort to cap them. Granted that got nerfed as of late. Also, if they would add some decent rewards for upgrading something and protecting it, more people would and things would upgrade even faster. This should be a one or the other, but not both, I think it would result in upgrade far to fast and BL upgrades that more or less get T3 on their own. Gone are the days of having to pick an upgrade once you had enough supply to burn.

  • Centaurs and skritts as mercenarries
    - These two factions are located at top left and right corner of Alpine Borderlands. But only thing they do is they sometimes sent a few basic units toward camps. Sure, you can complete 2 events at these locations, but it take unnecessarily much time. Making them as mercenarries, like at EB, would make them more useful.

Bring back the quaggan. Still more than enough room for them in the middle of the ruins close to where they used to be. Using the Skritt and Centaurs would be to much in favor of the home server as they are both WAY north deep inside enemy territory. The effort to flip them vs the effort to flip them back for the home server is just to biased.That is also something worth pointing out. Still I would also like to see centaurs and skritts have some use.

I understand what you mean, since there are no spawns in the north corners of the map, it leaves lots of unused space with events that do nothing and no one ever does. Willing to bet many people never even go there.

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