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🗫 List your top WvW concerns over the years [comments/feedbacks/solutions] ⚖


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On 7/9/2021 at 6:15 AM, Josh Davis.7865 said:

What's everyone's favorite idea for cool match-up rewards?

The idea is to give rewards to those who actually play the game mode and not simply show up to click a check box.

There must be zero reward for afkers and cheaters! I don't think people should be rewarded just for showing up on the map

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On 7/7/2021 at 1:56 PM, Za Shaloc.3908 said:

Personal quip, but if there was one single thing I could change about WvW, it would be to remove Watchtower from the game. Perma-marking all nearby enemies in a giant radius makes taking enemy structures too difficult and trivializes scouting. 

 

On 7/7/2021 at 4:28 PM, TheGrimm.5624 said:

 

WTs make scouting a more active role


No, it makes it more passive for exactly the reason you stated.
 

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since it allows us to travel around more and actually scout


It allows you to afk where ever you want and still see if something is happening at an objective, and even if you miss it it's still visible to everyone else on the map.

Watch Tower was added to minimize the necessity for people to camp in/around objectives and to encourage travelling the map, but it also actively punishes you for travelling too far when you breach the territory of an enemies Watch Tower.

It contradicts its own purpose.
 

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versus just staying in one area and watching. If we go back to people just standing in structures and call that scouting we lose more fights

People still do this anyway. Cannot tell you how many players I see just sitting in objectives waiting to get on a Cannon or Ballista to shoot anyone in range, and will stay in that objective for hours on end.
Then you top it off with Watch Tower and it means they don't need to say anything for others to be warned of your presence.

I've said this in the past and I still think this is how Watch Tower should be changed-
It should only activate when a Structure takes damage.

This way you can actually pass or fight around objectives without alerting the entire map to your position unless someone decides to scout you, and it gives Sentrys a more important and unique role.

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On 7/9/2021 at 1:15 AM, Josh Davis.7865 said:

What's everyone's favorite idea for cool match-up rewards?


Not all of the following are ideas for rewards, I'm just quoting you for a direct line to a dev in case you feel like reviewing my thoughts for WvW changes from a post I made some months ago.

 

Spoiler

Improving Anzalias Pass

  • Completely remove the upper half of the hill where the Vista is located so that the Keep has a clearer view of the Tower and can better defend from that location. This will also make it harder for larger groups to build Trebuchets on the hill that can currently reach both inner and outer walls of the Red Keep.


  • Raise the entire tower so that it sits on higher ground. The Tower sits at the bottom of a valley which makes it impossible to build defenses on the walls. Standing on the upper part of the hill near the Dredge tunnels allows 1,200 range skills to hit anything on the walls. Siege built on the Vista hill can hit anywhere inside the Tower.


  • Move Speldan slightly to the south and straighten the Dolyak's path toward Mendon so that it does not negatively impact the distance it needs to travel for that Tower.


These changes will improve the defenses of this Tower without removing counter play. Stonemist will still be able to treb the Tower, Catapults can still be built in various locations to hit the Tower, and it will still have 3 destructable walls (more than any other Tower in EBG).


>> Reference image <<


Retooling Mercenaries

You can now speak with the Veteran (and in the case of Hylek, the Champion) NPC in each of these camps for 2 options:


  • Option 1) Hire escort. 
    x1 Veteran and x1 "normal" Mercenary will escort a player where ever they go until they are killed or dismissed. Speaking with the Veteran in company will offer the option to send them away. This option is only available for a maximum of 2 players at a time.


  • Option 2) Assassinate Dolyaks.
    Every second time a Dolyak spawns or returns to its camp of origin Mercenaries will set out to kill that Dolyak.


Mercenaries will no longer fortify Supply Camps.


Tactics changes

  • Watch Tower will now only activate when the Structure takes damage.

  • Auto Turrets will now dismount players within 2,000 range. Additionally, they will damage Siege Golems equivalent to Cannons and will prioritize firing at Golems.


[NEW Trap]


"Spike Strip" - Trap
Costs 10 Supply to deploy. Place a trap that dismounts players and disables Mounting for 10 seconds.


Reworking Objective Defense Rewards and Improving Siege

Repairing Objectives no longer grants participation or reward.

Being present for an Objective defense no longer grants participation or reward.


Engaging in combat (delivering or receiving damage) in the vicinity of a Structure contributes to Objective Defense and awards participation.


Siege changes

  • Refreshing Siege grants a small amount of WXP with a cooldown of 30 minutes. Refreshing Siege within 10 minutes of its decay awards more.

  • Hitting players with Siege contributes to Objective Defense.

  • Ballistas deal reduced damage to players and increased damage to Dolyaks. Trajectory and velocity of skill #3 greatly improved

Miscellaneous

  • Minis are now only visible to allied players.
  • Daily Veterans removed.
  • Hylek Mercenary camp Champion demoted to Veteran.
  • Reduced size of platforms extending from the the 3rd floor of Stonemist Castle.
  • All hostile mobs unrelated to Objectives (Mercenary Camps, Supply Camps, Sentry, Tower, Keep, Castle) are now neutral.
    Mount conversion- Jackal, Griffon, Skimmer, Raptor are now usable in WvW with the condition that they share identical movement speed and skills to Warclaw (monetization/more WvW mount skins, no balance changes needed).

 

Edited by Shroud.2307
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- Increase in mobility: Game is too choochoo instead of strategical. Zoom through any choke.
- Objective changes: Weaker walls, passive stats, faster upgrading, less siege vs siege damage, shield gens, banners, amount of supply. Ruined good balance.
- Cooldowns too short: Theres always more stab, cleanse, protection, boonrip and aegis. Reacting was more skillful, boons are too perma.
- Carebear: Increase in amount of available guilds killed community of guilds. Watchtower, sentries, faster upgrades and ewp removed importance (and activity) of scouts. Responsibility and sense of belonging is gone.

- Communication: No drama with invisible tags, boring. Miss guilds working and joking with each other. And people helping pugs instead of just saying "scrub comm for not making discord only squad". Massive rift between new and old players. Every day just feels the same.

- Open tags: Something something about open tagging feeling bad these days. Maybe it is because metabuilds and boonshare is too strong making fights too short? Also its kinda repetitive since its all open field organised fights. Almost no terrain to work with.
- Cheap transfers and relinkings: It is bad if servers get do-over every 2 months. Can't fix any problems, can't build interesting timezones, can't make server rivalries, can't bond with randos, guilds can act like little kids.

Edited by Fatal.1347
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On 7/9/2021 at 1:15 AM, Josh Davis.7865 said:

What's everyone's favorite idea for cool match-up rewards?

You know what I want? I want something random.

Everything rewarding in WvW feels totally de-tached from my effort in the mode. I get pips for existing,. Bags just happen so long as there are enemies and I mean, who's really counting them anyway? Reward track xp rolls so long as stuff happens, and I get fed a slow drip of 'yay more things to salvage' interspersed with 'oh right I need to open this and select that item for the 50th time'.

The fun things that make me go ooo and want to share with chat, ascended armor/weapon boxes, are pretty dang rare. And frankly are also losing their appeal, especially with the Legendary Armory coming out.

I want something, ideally that requires me to bounce to different areas of WvW, that is purely by luck and feels worth it. And honestly that's going to be hard to do at this juncture because you have all sort of walked yourselves into corners with loot because the game isn't suppose to be about loot per se. About the only thing that doesn't get piled on me in droves that I actually utilize is ascended food.

Maybe a series of collection achievements that award their own parts of a tag collection? (or gives tokens that lets you buy them from a vendor if you want to keep the gold sink component of that)

As for match up rewards specifically. Maybe cosmetic effects for the banners that roll out when you claim an objective? Something beyond just guild emblem. It would also probably be nice if there was a slow trickle of stat infusions, and possibly a stat infusion exchanger, to help newer players.

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2 hours ago, Stand The Wall.6987 said:

hey i just want to thank you for the spoiler which saved us all space. i remember in the old forums with people multi quoting each other ad infinitum, man that got annoying lol.

Yeah, didn't want to fill half the page with something I've already written and that isn't entirely on topic.

It would be nice if comments minimized automatically past a certain point, but then I wonder if that would make people less inclined to read everything that was said.

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On 7/10/2021 at 4:57 PM, XenesisII.1540 said:

While 2 hour battles over a base sounds awesome (believe me it really was glorious in planetside), it's not something that would work well for wvw with it's scoring structure of playing for points. Simply because you could stall points gain to just one objective and no real way to go around it, and in the end you would start forcing players to go for more quick stealth or even off hours captures for points. Can you imagine a prime time where nothing can flip in ebg? A lot of other things would obviously need to change to compliment this style of play.

 

I remember being in 2 hour battles over keeps way back around launch, and it was much more fun than the 12 minute keep flips we have today.  Counting down the waypoint timers, porting people into the garrison from the citadel, emergency supply runs, a real sense of urgency.  There was emotional investment into holding that keep, and battles just felt way more important.  Now, a blob shows up at the gate with 20 golems, get tickled by some AC fire, and just steamroll their way right into the lord's room.  If there's too many, the sentiment is to just let them have it and backcap it when they leave.  Rather than "they'll have to pry this area from our cold dead hands"  now it's "meh, what's the point?"  and that has an affect on everything else in WvW.  

 

Now, concerning PPT, an offensive push would be about taking a tower, and then using that to push the keep, focusing on one third, rather than going in and just papering a whole borderland.  Towers should still flip, but they should require effort and some time, rather than just being glorified camps.  You can drop 5 rams and punch through a gate before defenders can even get there, and it's even faster when golems are added into the mix.  But if the attackers have to treb down a wall, now there's time for an actual fight to take place.  Even if it's a 75/25 outcome in favor of the defenders, the towers will still flip fairly often, but there'll be ton of action involved with it rather than just blobbing down empty structures.

 

Now, if we go with the lattice type design, even night capping becomes less of an issue, because the few defenders that are actually around can consolidate into a fewer areas, and focus on what's being attacked, mounting an actual defense.  Rather than losing a bunch of 25 v 2 fights, as the map is quickly whittled away.  Furthermore, smart map design makes it easier for defenders to hold their corners, but it gets harder to hold outside of your corner.  And if you do happen to lose your corner, Siegerazer can be used to reclaim your keep and then you can work on trebbing your tower(s) back from there.

 

 

 

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22 minutes ago, Phantom.8130 said:

 

I remember being in 2 hour battles over keeps way back around launch, and it was much more fun than the 12 minute keep flips we have today.  Counting down the waypoint timers, porting people into the garrison from the citadel, emergency supply runs, a real sense of urgency.  There was emotional investment into holding that keep, and battles just felt way more important.  Now, a blob shows up at the gate with 20 golems, get tickled by some AC fire, and just steamroll their way right into the lord's room.  If there's too many, the sentiment is to just let them have it and backcap it when they leave.  Rather than "they'll have to pry this area from our cold dead hands"  now it's "meh, what's the point?"  and that has an affect on everything else in WvW.  

 

Now, concerning PPT, an offensive push would be about taking a tower, and then using that to push the keep, focusing on one third, rather than going in and just papering a whole borderland.  Towers should still flip, but they should require effort and some time, rather than just being glorified camps.  You can drop 5 rams and punch through a gate before defenders can even get there, and it's even faster when golems are added into the mix.  But if the attackers have to treb down a wall, now there's time for an actual fight to take place.  Even if it's a 75/25 outcome in favor of the defenders, the towers will still flip fairly often, but there'll be ton of action involved with it rather than just blobbing down empty structures.

 

Now, if we go with the lattice type design, even night capping becomes less of an issue, because the few defenders that are actually around can consolidate into a fewer areas, and focus on what's being attacked, mounting an actual defense.  Rather than losing a bunch of 25 v 2 fights, as the map is quickly whittled away.  Furthermore, smart map design makes it easier for defenders to hold their corners, but it gets harder to hold outside of your corner.  And if you do happen to lose your corner, Siegerazer can be used to reclaim your keep and then you can work on trebbing your tower(s) back from there.

 

I mean we still see long duration fights on reset night in garrison, where even 3 ways can happen for 1-2 hours over a paper keep. It's fun, but not something that can be done every single night. Then you have the other variables such as ressing lord with banners that made those fights a back and forth sometimes.

 

Nowadays a lot has changed, you have no banner, you can't res others while in combat, you have boon balls that can bully their way into keeps and sit in lords rooms for 30mins farming people until they eventually lose enough to run away or defenders get bored and leave. A lot of guilds/groups aren't even breaking in to cap these places, they're just looking for a place to farm the enemy.

 

On top of that these same groups cried about taking so much time to break into t3 places that anet agreed and reduced the hitpoints on walls and even reduced damage on siege. Anet wanted the fights to happen in lords rooms again, even though they were the ones that thought it was a good idea to take out banner resses of lords in the first place. So, you might want the 2 hour fight at every keep, but a lot of these guilds didn't want to spend most of their raid time trying to take one keep (even though they do that now to farm players these days anyways....) 🙄

 

Players and guilds have gotten lazy, they want things faster, they wan it easier, boon balling even half carries them through fights, most of these changes you can chalk up to guilds pushing for them, so nothing will change in this regard, because it's what they wanted.

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1: Random projectile obstructions spots throughout both EBG and Alpine maps.

-I'd have to get my hand's on Havok's physics engine to figure out exactly why and how.

 

 2: For quite some time trying to melee into zergs has been pretty much suicidal due to how aoes can be stacked indefinitely.

-The only plausible solution I can think of is having a diminishing effect on stacked aoe. Where the initial cast retains its full strength, the following aoe on top of it has reduced effectiveness until the preceding skill subsides. However healing and support would have to be dampened as well to balance it out, though easier said than done for both task.

 

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4 minutes ago, XenesisII.1540 said:

 

I mean we still see long duration fights on reset night in garrison, where even 3 ways can happen for 1-2 hours over a paper keep. It's fun, but not something that can be done every single night. Then you have the other variables such as ressing lord with banners that made those fights a back and forth sometimes.

 

Nowadays a lot has changed, you have no banner, you can't res others while in combat, you have boon balls that can bully their way into keeps and sit in lords rooms for 30mins farming people until they eventually lose enough to run away or defenders get bored and leave. A lot of guilds/groups aren't even breaking in to cap these places, they're just looking for a place to farm the enemy.

 

On top of that these same groups cried about taking so much time to break into t3 places that anet agreed and reduced the hitpoints on walls and even reduced damage on siege. Anet wanted the fights to happen in lords rooms again, even though they were the ones that thought it was a good idea to take out banner resses of lords in the first place. So, you might want the 2 hour fight at every keep, but a lot of these guilds didn't want to spend most of their raid time trying to take one keep (even though they do that now to farm players these days anyways....) 🙄

 

Players and guilds have gotten lazy, they want things faster, they wan it easier, boon balling even half carries them through fights, most of these changes you can chalk up to guilds pushing for them, so nothing will change in this regard, because it's what they wanted.

 

And as each of those changes were implemented, the population shrunk.  Anet making changes to cater to people who don't think beyond their own immediate wants, and don't see the big picture, and don't care how it will affect the game mode has proven to be disastrous for WvW as a whole.  If they actually want WvW to be a cornerstone, then they have to prioritize its long term well being first and foremost.  As it stands, they backed the wrong horses, which turned the game mode into a joke, and drove most of the players out of it.  They need to reverse course, and try to get those players back.  Do I think that'll happen, though?  Absolutely not.  I think we're about to enter into the final stages of WvW's lifecycle.  Anet has always mortgaged the future of WvW for small, short term boosts, and I see nothing that says they've learned their lesson.

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7 hours ago, cyberzombie.7348 said:

1: Random projectile obstructions spots throughout both EBG and Alpine maps.

-I'd have to get my hand's on Havok's physics engine to figure out exactly why and how.

 

 2: For quite some time trying to melee into zergs has been pretty much suicidal due to how aoes can be stacked indefinitely.

-The only plausible solution I can think of is having a diminishing effect on stacked aoe. Where the initial cast retains its full strength, the following aoe on top of it has reduced effectiveness until the preceding skill subsides. However healing and support would have to be dampened as well to balance it out, though easier said than done for both task.

 

There are a few things that can happen to dampen the damage from AoEs.

 

First, most are fields, and you can only combo off of the top most field which leads to the an obvious solution of only having the top most AoE take effect. This would end up being a HUGE damage nerf though in PvE, but would be very beneficial in PvP and WvW. If at all possible I would advocate for splitting that functionality between modes so as not to utterly gut damage in PvE.

 

Another solution is to limit the number of 'hits' and incoming conditions a player can take per second. Not sure what the number is, but certainly less than 60 but more than 5 with anything above the threshold having no effect.

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12 hours ago, cyberzombie.7348 said:

 2: For quite some time trying to melee into zergs has been pretty much suicidal due to how aoes can be stacked indefinitely.

-The only plausible solution I can think of is having a diminishing effect on stacked aoe. Where the initial cast retains its full strength, the following aoe on top of it has reduced effectiveness until the preceding skill subsides. However healing and support would have to be dampened as well to balance it out, though easier said than done for both task.

 

Melee boonball is meta and already nearly unkillable unless getting outnumbered or facing another better coordinated boonball. Aoe dmg is anything but too high and target caps already provide huge free dmg mitigation for zergs. Just don't try to facetank 50 players on your own.

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On 7/8/2021 at 10:15 PM, Josh Davis.7865 said:

What's everyone's favorite idea for cool match-up rewards?

 

Some feedback for you:

 

1.  Before match-up rewards, you need to equalize loot for dps and support.  It's hard enough to get people to want to play support classes in organized squads.  To see support not get rewarded with loot bags is saddening.  When I get bags from kills as dps, that firebrand that gave me the stab, and that scrapper that cleansed & healed me, should most definitely get the same share of loot bags.  It's widely known that if you're a WvW player, you are already poor compared to PvE & PvP players.  Support players should be rewarded.  This leads me to #2.

 

2.  Gold, why is it that PvP and PvE players make so much more gold than players that enjoy WvW?  It's one of the 3 game modes GW2 offers.  If WvW is to be cornerstone content in GW2, gold incentives should definitely be a part of match-up rewards.  

 

3.  Weekly achievements, there should be weekly achievements that reward players for # of kills, # of cleanses, # of objectives taken, # of objectives defended, etc..  Give people things to work towards and look forward to.  Pips are not it, pips reward players who afk inside keeps, and they just spam repair walls or run siege for no reason other than to farm pips.

 

4.  Competitive players love stats, and this game is seriously lacking in showcasing stats.  When people click on the WvW icon, they should see a weekly top 100 in kills, top 100 in heals, top 100 in cleanses, top 100 in revives, top 100 in guild activities, top 100 in objectives taken, etc...  Competitive players are all about prestige and bragging rights more than anything, loot is secondary.  It's very similar to PvP.  This is how you get people to play this game mode.

 

5.  Lastly match-up rewards.  The things people in GW2 care about the most loot-wise seem to be skins and shinies.  So you could have temporary unique wvw skins and infusions that people can use for 1 week at a time only, and in order to use keep using them, you have to win.  Ezpz, now you will have a bunch of people wanting to win the week for them cool weapons/armors skins and  infusions.  Again it's about bragging rights, and temporary makes it so you don't just wvw for a week and leave.  You gotta keep playing wvw and win if you want to use these unique wvw skins & infusions.

 

You don't have to stop at weapon/armor skins, it could be guild siege skins, or mount skins.  Temporary skins that you can use for the week if you win.  But they have to be good looking skins, things people will want to use and display.

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20 minutes ago, gavyne.6847 said:

 

Some feedback for you:

 

1.  Before match-up rewards, you need to equalize loot for dps and support.  It's hard enough to get people to want to play support classes in organized squads.  To see support not get rewarded with loot bags is saddening.  When I get bags from kills as dps, that firebrand that gave me the stab, and that scrapper that cleansed & healed me, should most definitely get the same share of loot bags.  It's widely known that if you're a WvW player, you are already poor compared to PvE & PvP players.  Support players should be rewarded.  This leads me to #2.

Yeah there needs to be 'kill assist' credit for supports.

20 minutes ago, gavyne.6847 said:

2.  Gold, why is it that PvP and PvE players make so much more gold than players that enjoy WvW?  It's one of the 3 game modes GW2 offers.  If WvW is to be cornerstone content in GW2, gold incentives should definitely be a part of match-up rewards.  

Well, if the emblems were tradeable for some amount of gold each then that would help. Otherwise increasing the Skirmish Track rewards would be enough.

20 minutes ago, gavyne.6847 said:

3.  Weekly achievements, there should be weekly achievements that reward players for # of kills, # of cleanses, # of objectives taken, # of objectives defended, etc..  Give people things to work towards and look forward to.  Pips are not it, pips reward players who afk inside keeps, and they just spam repair walls or run siege for no reason other than to farm pips.

That would be cool, but some people would accuse such a reward system as overly incentivizing kill trading and ktraining. 

20 minutes ago, gavyne.6847 said:

4.  Competitive players love stats, and this game is seriously lacking in showcasing stats.  When people click on the WvW icon, they should see a weekly top 100 in kills, top 100 in heals, top 100 in cleanses, top 100 in revives, top 100 in guild activities, top 100 in objectives taken, etc...  Competitive players are all about prestige and bragging rights more than anything, loot is secondary.  It's very similar to PvP.  This is how you get people to play this game mode.

You want a WvW badge on your nameplate or something?

20 minutes ago, gavyne.6847 said:

5.  Lastly match-up rewards.  The things people in GW2 care about the most loot-wise seem to be skins and shinies.  So you could have temporary unique wvw skins and infusions that people can use for 1 week at a time only, and in order to use keep using them, you have to win.  Ezpz, now you will have a bunch of people wanting to win the week for them cool weapons/armors skins and  infusions.  Again it's about bragging rights, and temporary makes it so you don't just wvw for a week and leave.  You gotta keep playing wvw and win if you want to use these unique wvw skins & infusions.

 

You don't have to stop at weapon/armor skins, it could be guild siege skins, or mount skins.  Temporary skins that you can use for the week if you win.  But they have to be good looking skins, things people will want to use and display.

Pass on temporary skins. We don't want to make the game mode feel like a chore just to have cool stuff. Just roll out new skins that come from new reward tracks with 1 time completions that are also lucrative to complete.

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51 minutes ago, UmbraNoctis.1907 said:

Melee boonball is meta and already nearly unkillable unless getting outnumbered or facing another better coordinated boonball. Aoe dmg is anything but too high and target caps already provide huge free dmg mitigation for zergs. Just don't try to facetank 50 players on your own.

Hence why I've mentioned that healing and support would have to be dampened as well.

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On 7/9/2021 at 7:15 AM, Josh Davis.7865 said:

What's everyone's favorite idea for cool match-up rewards?

More casual players who started playing WvW for the legendary armor, or get the warclaw unlocked would probably like to see a substantial amount of WXP, or Skirmish Claim Tickets, or maybe a few daily potions that fill up the reward track progress. 

 

Players who play the gamemode just because they enjoy it... That's tough. I don't care for any currency or WXP, also 1.5k daily potions in the bank devalues any reward track for me. Maybe some tonics (what happened to this?), finishers, skins? I'd also give an arm and a leg to get Gift of Exploration in WvW, or something that makes it easier. Maybe a single-use consumable that finishes a random heart on a PvE map?

 

Also it's very refreshing to see a "Developer response" in the WvW section.

Edited by Samug.6512
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It's kind of funny that game have so much stuff to give rewards, but everything is in cash shop. Like almost every new thing they have added in game have come in cash shop. They add capes and give you one that looks like some small hand towel and after that they add them only in cash shop. Same thing with mount skins. No idea why wvw mount look for example can't change while it get more battle experince or something. Of course soon somebody come whine how you can't reward players for zerging, afking, bandwagoning or something because they can play only hour/week or they roaming and won't get much wexp. I don't really care. 🤦‍♂️

Edited by Junkpile.7439
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5 minutes ago, Junkpile.7439 said:

It's kind of funny that game have so much stuff to give rewards, but everything is in cash shop. Like almost every new thing they have added in game have come in cash shop. They add capes and give you one that looks like some small hand towel and after that they add them only in cash shop.

 

Well it's a free to play game, promoting stuff like that comes with the territory.

But yeah more earnable nice stuff in game would probably be appreciated, and maybe make players appreciate the game more to support it, although pve players tend to get a lot more nice earnable stuff than the pvp sections. But free to play games tend to want to straight farm the money piles, not the feels to eventually get the payoff, if you get what I'm saying.

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The problem is, you ask 100 people what they would like and you will get 100 different answers but I will throw mine in as well. One thing I thought would be a good addition would be barricades for use in a keep or tower as a last line of defence to protect the lord, they would require physical damage to destroy them and be immune to siege weapons.

 

Most of the other issues regarding walls being unfit for purpose, arrow carts being nerfed etc. have been around since year one and after returning following a 3 year break nothing much has changed. To be fair that is not necessarily a bad thing but having arrow carts and ballistae that do virtually no damage makes them redundant. The argument always used to be - If you are dumb enough to stand in front of an arrow cart or ballista you deserve  everything you get.

 

AoE damage is out of control, not an issue in smaller group fights but when there is a a big zerg fight it is totally out of control. No idea how you fix it but it makes melee classes almost redundant.

 

In the real world a rifle will fire a far, far greater distance and with far greater accuracy than any arrow however good you are with a bow. In game the range should at least be the same and again, shooting up to the top of walls or down from them should not be an issue.

 

AoE spam on to the top of walls needs to go and always has.

 

A custom arena/battleground for GvG fights so the do not clog up game maps.

 

Again, all these issues have been around forever and with the exception of nerfing siege nothing else seems to have changed so I won't be holding my breath in anticipation🙂

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The anti-stealth people are the same ones that you throw a ball to them and they put their hands up to catch it after the ball hits the ground.  Anet I will admit even you cannot fix stupidity and I don't expect you to either.

 

Plus people who have done WvW over the years never did it for rewards.  The reward was in wiping the enemy because its the game mode where you can spend 24 hours and the only gold you got was from the daily.  Then you drop 2 rams and your gold is spent lol.  There are just too many people who will do everything they can to exploit the game mode for it to ever have any meaningful rewards and nothing is ever going to change that.

Edited by Klypto.1703
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3 hours ago, tichai.4351 said:

The problem is, you ask 100 people what they would like and you will get 100 different answers but I will throw mine in as well. One thing I thought would be a good addition would be barricades for use in a keep or tower as a last line of defence to protect the lord, they would require physical damage to destroy them and be immune to siege weapons.

 

Most of the other issues regarding walls being unfit for purpose, arrow carts being nerfed etc. have been around since year one and after returning following a 3 year break nothing much has changed. To be fair that is not necessarily a bad thing but having arrow carts and ballistae that do virtually no damage makes them redundant. The argument always used to be - If you are dumb enough to stand in front of an arrow cart or ballista you deserve  everything you get.

 

AoE damage is out of control, not an issue in smaller group fights but when there is a a big zerg fight it is totally out of control. No idea how you fix it but it makes melee classes almost redundant.

 

In the real world a rifle will fire a far, far greater distance and with far greater accuracy than any arrow however good you are with a bow. In game the range should at least be the same and again, shooting up to the top of walls or down from them should not be an issue.

 

AoE spam on to the top of walls needs to go and always has.

 

A custom arena/battleground for GvG fights so the do not clog up game maps.

 

Again, all these issues have been around forever and with the exception of nerfing siege nothing else seems to have changed so I won't be holding my breath in anticipation🙂

 

100 people with 100 different answers, with some overlap, so look at the overlap and not dismissing everything is probably the way to sort it.

 

Dunno how you guys coming up with aoe doing too much damage. If you're on your own, standing around in 5 aoes you should expect to die. But there's zergs running with a bunch of support that nullifies aoes easily these days. What do you expect them to do now? nerf aoes out of the game? so boon balls will have absolutely nothing to fear? Aoe boon stripping/corruption already requires a coordinated effort to dent them. Most aoes are ground based, step out of it or use a dodge, it's that simple. 

 

As for the top of the wall, what do you expect them to do? take aoes out of the game? and just let the people on top have free rain with siege? because all that will happen is sieging will just be done at a distance and more shield gens to force you to go and meet them in the field.

 

People need to stop complaining to make the game easier for them, and instead looking at the situation and their positioning. There should be danger on offense and defense, you should always have to think about where you are in battle. We've already had them nerfing structure walls and siege, we don't need aoes nerfed to the ground too.

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