Jump to content
  • Sign Up

Woop S.7851

Members
  • Posts

    170
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Woop S.7851's Achievements

  1. WvW Restructure Beta week-1 additional notes/observations: When a commander tag leaves a squad of random players, a yellow text message alerts players to take on command, however, rarely do players do so due to the bystander effect. A whole squad of 50 disappears from a map in less than 30 seconds (sudden population dip). Can an ‘auto-assign’ feature be added so the most experienced WvW player in squad be assigned to lead right away? Players also seem to join/follow only certain commanders they know, including guild commanders who wins more battles due to coordination. However, it creates a vacuum between new commanders & players as no one wants to ‘risk’ joining a losing squad. The same is true for new commanders, who'll worry about losing battles and be target of ridicule, with low squad joiners, it creates a vicious cycle. It’s possible this is due to the UI where players don’t know how to join (I had to manually type in map chat several times: right click my name > join squad), however player behavior & fear of failure might be the main contributing factor. Proposal: If there’s a weekly goal/reward (similar to the current weekly rewards) for ‘helping a squad to kill X number of enemies or to reward commanders in leading a squad of 5-10 for at least 20-minutes, it’d create incentives for players to be active in WvW, preventing gyrations in populations throughout the week.
  2. WvW Restructure Beta week-1 Comments: WvW LFG panel no longer displays teams even when advertised (old issue) Edge of the Mists (EOTM) is more active now due to more queues from main maps, can skirmish rewards/pips be brought back to that map? It's reset timer + design helps with training/transition of PvE players to WvW EOTM: matches reset every few hours, (a great feature, kudos to the designer), how will it function with the new team assignment system? EOTM: will there be scenarios where 2 guild players in the same WvW team (Stonefall) be assigned to fight on opposing sides in EOTM (1 spawns as red, 1 green)? In need of more in-game mail/alerts for WvW bonus events and team assignment deadlines Need Commander leaderboards/leagues/levels/tournaments - Players can then still rally to WvW maps even if guild mate commanders are asleep, keeping the map active throughout the week (example: https://blog.duolingo.com/duolingo-leagues-leaderboards/) Team assignment seems to have random anomalies as players' playtime fluctuate throughout the match/week, a spike in player participation happen between Friday - Sunday, however, WvW guilds can become less active during weekdays (dip in commanders + followers on maps). Certain WvW guild members are active on weekdays, but player would need to wait for team/match reset (exacerbating further low pop + active WvW players), will team re-assignment weekly (or even mid-week) be better than monthly? Assuming player participation and skills are roughly equal every match, Outnumbered still triggers due to random dip & spike in pop. In reference to EOTM however, a match resets every few hours + re-populates the map while giving random players a casual match during off hours. If team resets are dead set for 2-weeks - 1-month @ launch, will there be features to compensate/encourage WvW activity during off hours? (Examples: WvW bonus events to rally PvEers? Or shorter match durations (per day? mid-weeki?) similar to EOTM? Thanks for the beta, keep up the great work! 👍
  3. Ah oh, looks like EU servers this morning took the brunt of the team assignment issue, hope it works before tonight's reset for NA 😬 After doing a scan of posts, observations/notes: Online/Offline/Away player status seems to affect the WvW guild selection panel There might be a 'visual display' issue where panel did not display 'selected' WvW guild Issue seems to be worse if 'represented guild' differs from 'represented WvW guild' in the panel Switching from offline -> online status, then unchecking all represented guilds, and relogging in to re-select guilds seems to work (before WvW guild selection deadline > Thursday night) Switching characters while toggling rep. guilds did not seem to do much, glitch seems account related Prelude to issue appeared mid-week. Did workaround work for everyone above? Any scenarios where you were still wrongly assigned after trying the workarounds above before Thursday night?
  4. I do remember this happening to guildmates in previous WvW betas, do any of the workarounds below work to alleviate the issue? 1. Turn your status from online to offline, logout to desktop, re-login, does the WvW guild panel now display the correct assignee? 2. Try: unchecking all guilds for representation (no guild tag above your character), swap characters, then re-select the same guild for representation, then re-select WvW guild 3. Try: uncheck all guilds for representation, toggle online/offline status, logout, re-login, re-check your guild, then re-select WvW-guild 4. Uncheck represented guild (no guild tag above character), toggle online/offline, log out to desktop, re-login, then use a different character & select your main guild + WvW-guild (keep both guilds aligned). Once done, logout to desktop, re-login, does issue still persist in WvW guild panel? If issue still present, it's then likely a visual/UI display issue, and not account issue. Hope these helps! 🙏😬
  5. Thanks for the hard work, enjoyed the previous betas, looking forward to the next one! 👍👍 Current comments: Right after a players enters a WvW map, need auto-popup UI/guide that encourages joining of active squads/teams, currently commanders have to manually invite players 1-by-1 within range In scenarios which involves multiple commander(s) with an active tag on a single map, auto 'numbering' of tags visually in-game + on mini-map would encourage teamwork. Currently two active commanders on the same map competes for # of soldiers instead of cooperation (internal competition) Need more variety of commander tag designs/shapes, examples: https://symbl.cc/en/collections/symbols-for-nickname/ Upgradable commander tag icon skins (new WvW reward track) based on number of followers, battles won, and commanding 'x' number of hours, example styles: https://symbl.cc/en/collections/list-bullets/ Add a 'commander player/guild leader board' (similar to PvE) to encourage competition and guild/player prestige, this would encourage guild community building while promoting commanders to lead squads on maps Enable mentor tags for small parties of 5-10 (only visible to party members) who don't yet have commander tags during low-population hours Enable mentor tags inside a squad for lieutenants and scouts, managed by commander Allow # based sub-tags for squad sub-groups in squad, a commander can then have in-squad team-1 to attack a camp while team-2 defends keep simultaneously Need unique visual coloring/silhouette for sub-group teammates. Example: if I am in sub-group 3 in squad, the players the same group would have pink nameplates/silhouettes and appear as pink dots on mini-map, this would allow the group to stay together in big fights. Currently every player in the squad are blue Lower the 5-player requirement for Champion Commander Siege razor to 1-2 players, and auto-activate the NPC when winning becomes 1-sided, preventing prolonged spawn camping by winning side For commander markers, please add number markers (1-10) alongside current 'shape markers', it'd be much easier to coordinate multiple sub-groups on large maps, example: https://symbl.cc/en/collections/numerals/ Legacy suggestions+proposals (with images): Commander tag silhouette improvement in big fights: image Commander + Squad member 'out of range' visual indicators: image Squad Sub-group profession tags/icons/indicator: image Squad Sub-group tag using numbers: image WvW Commander command radial proposal: image WvW LFG panel for quick team-ups: image *Legacy discussion post+notes:
  6. Additional comments/feedbacks: A. PvE mode mounts/weapons/skills: During Kryptis events, while in range of rift, allow profession weapon skills + utility skills while riding on mounts Example: player while riding in backseat of a turtle can toggle turtle cannon skills or their profession skills, creating more combat variations & experiences in big PvE fights against large Kryptis mobs Imagine a Longbow Ranger rapid firing from the Turtle's backseat, or a Staff Elementalist mage spamming water heals & sending down meteors on enemies PvE only: Will 'Spears' work on land? And not be restricted in water? If not, can spears be tossed (as a ranged weapon) while mounted in PvE during rift combat? (similar to Dragon spear) B. PvE Beach Landing Scenario: Retaking an Kryptis overrun stronghold using Skiffs/boats (when rift spawns in an area surrounded by water), possible map: Isle of Reflection In a squad or party, add 'Shield Wall' skill or even borrow 'Shield of Life' Skill button only appears for parties/squads when huddled together, once activated, add +300 toughness against damage by Kryptis, button would be located in the same place as Rally the Crowd above skill bar. To balance it, squad/party movement speed decrease by around 25%? It would encourage players to stay together as a group (holding against coming fire) A player using Turtle mount can mount on Skiff, providing covering fire from cannons for land infantry charging the Kryptis overrun stronghold island Kryptis enemy units can then be scaled to higher ratios (A guild/alliance of 10 or 15 versus 300+ Kryptis that's taken over a stronghold) Add Kryptis Rift effect: Flying disabled in range (to encourage invasion by skiff/sea) Spawn public mounts/skiff taxi for players without mounts when rift opens (similar to Shing Jea starter zone) Further Design Approach: categorize all current maps based on factors such as elevation, size, terrain, water vs. land, outposts, keep etc. Scope/Conceptualize possible scenarios of what happens on these maps when rifts spawn, then stitch mechanics together (turtle, skiff, Dragonspear etc.) based on current map designs/terrain, providing unique experiences for players It would also allow re-use of past maps such as start zones More resources can be spent on the user experience (not just creating new maps) The possibilities would be limitless due to variety of current maps in Kryta/Elona/Cantha
  7. Speaking of rifts, there was this event from the Norn starting area with the "Champion Svanir Shaman" who opened blue ones with monsters coming out: Depending on where the rift opens (near a keep? castle? town?) Objectives could change dynamically, such as defend town, save survivors etc.? Scope of armies coming out might need to be based on the terrain/map they spawn at, are there choke points (bridges, forests, tall buildings)? If terrain is flat but has choke/bridge, Rift spawns 100 melee Zerglings while players defend it, giving a feeling of invasion? What if rifts open under water too? Giant Kryptis sharks? Can you fight it using a Siege Turtle mounted on the Skiff/boat? How about environment effects such as a collapsing cathedral or constant falling meteors (interrupts) due to multiple rifts opening while fighting a boss (like below from GW1?):
  8. Comments/Feedbacks: Allow leader board for alliances/guilds in the map instance weekly, monthly, quarterly. Similar to GW1 outpost challenge missions where alliances compete for the top spot with best rewards and prestige, example: https://wiki.guildwars.com/wiki/The_Aurios_Mines Claimable areas/towns/outposts by alliance once area is secure from the Kryptis, allow players to raise a guild banner at the nearest town or area + have it displayed on mini-map (as icon) to promote prestige + member recruitment (time gated or resets after: 1-day, 1-week. Or can be claimed by another alliance of higher score): https://wiki.guildwars.com/wiki/Alliance#Controlled_outposts_and_towns For ultra difficulty rifts, spawn 20 mobile Champion Giant Kryptis with high damage, one sweep by the giant flattens 1/2 of the players forcing guild/alliances to coordinate and be strategic instead of mindless Zerging, example: Also from GW1, elemental focused buffs where physical damage of a group can be converted to a certain element such as fire can be added: https://wiki.guildwars.com/wiki/Greater_Conflagration. Fire would do 2x damage to ice based elemental Kryptis, assuming they react to certain types of damage? (water, fire, earth, air, chaos?) Is there a Siege mode yet for Siege turtles? (can't move when sieged but longer range + higher damage) Can Kryptis also spawn with their own mounts such as corrupted siege turtles? Once killed, it can drop skins? Can players after activating a rift have a prep-time (say 3 minutes) to setup wood barriers, stone walls using resource nodes around the area? Constructing a path/funnel will allow survival against 3x the mob size as the rift tiers gets harder, example resource management before onslaught: Can Siege Golem blueprints be allowed/enabled on the maps versus Kryptis? Golem toss skill to flip Kryptis siege riders? Need variant commander tag icons with alliance/guild symbols For increased difficulty, allow Kryptis to have healers or downed state Can players summon NPC allies in battle? Can one player play as the Kryptis Queen who strategically summons & sends different units/swarms to attack? A leader board for the best ‘Kryptis’ commander would be great too: Attack & Defense with control points example:
  9. To echo some others above, the hammer needs major rework, and 2 of the critical mechanics that seems to be the root of issues in WvW are: 1. The Legend Stance Swap Time, and 2. The Energy Usage/Upkeep Quote from GW2wiki: "Revenant: Heavily armored and equipped with the otherworldly powers of the Mists, revenants channel Tyria’s legends to slaughter foes, unleash chaos on the battlefield, and support their allies." In other words the original purpose of the Revenant as a heavy armor profession was to: DPS/Crowd Control like a Warrior on the battlefield, Unleash chaos like a Mesmer/Scourge (Demon stance/Torment/Confusion), and Support/Heal allies like a Ele/Guardian *Proposal/Method for testing + reworking the weapons/mechanics (WvW): A/B testing 1: decrease legend swap by 50% only, observe rotations of weapon combos, dps, cc, other effects A/B testing 2: decrease energy usage of 'all' skills by 50%, observe rotations of weapon combos, dps, cc, other effects A/B testing 3: decrease both legend swap + energy usage from all skills both by 50%, if a player is using Short-bow/Axe/Mace + Shiro/Demon stances, are they able to output huge damage in a short time by swapping weapons and legends + weapons on the fly? If yes, do these weapon combinations focus on DPS? Control/interrupts? Condition damage? If yes to all 3, it'd be too powerful, either scale the damage, remove 1 of the 3, or tailor any of the 3 to specific weapon combinations/legends, then re-analyze the 'rotations' after nudging energy upkeep/consumption, rinse and repeat until each weapon is fleshed out/balanced Note: one profession with a similar but a more complex mechanic is the Deadeye, both Malice and Initiative are similar to energy where weapons/combos/traits act differently, it might be good to analyze what works for Deadeye's core mechanic before A/B testing the Revenant weapons to get a sense of how each small adjustment could impact any of the Weapon/DPS/condition/Control/Interruption/Legendary stance rotations. Example scenarios in WvW: A. Solo roaming Rev B. 2-5 person smallscale Rev C. Rev in a 20-50 person Zerg In scenario A, there is a higher chance the Rev would need self-sustain, DPS or Condition damage + escape, Shiro/Dragon Legends would be used more frequently, if this is the meta, weapons can be scaled/adjusted to fit? In scenario B, 2-5 person small-scale Rev would need to be much more versatile/dynamic: There are too many random variables as to what the other allied players might use for profession, hence the Rev would act as auxiliary If group does not have a CC/DPS warrior, the Rev (Vindicator) can act as the replacement with Hammer/Greatsword maybe? If group needs a Guardian/Healer, Rev (Herald) can use Centaur/Dwarven legends + staff/shield and act as one? If group does not have Mesmer or Ele DPS, Rev (Renegade) can use Demon stance/Dragon + Short-bow/Mace/Axe/Sword and so on... *The combinations are limitless only if 'Legend swap timing + Energy usage' are looked at first for each weapon In scenario C, a large Zerg will need area buffs, Revenant + Dragon stance with pulsing facets was the meta a while back, but the player can still choose to play their preferred style (refer to scenario B above) giving major flexibility and versatility. Hope this helps, all the best!
  10. Ah the secrets out 😄, the druid staff was one of the best designed weapons in 2nd expac, and yes! It's worked wonders for beast master druids when roaming WvW. Now that staff is no longer 'locked' under druid, the 'sharing' of this stance to allies is quite powerful if you have a sniper group of say 3-5 rangers in a WvW zerg (sniper line), all the rangers would need to use Longbow + Staff as Soulbeast (plus sync this stance in voice) you can literally pin-snipe enemy commanders none stop Another scenario I have seen only once years back in T1 WvW was a group of Staff/Staff druids in WvW, they'd chain this stance while using Beast mastery traitline, the pets were super fast and strong + had interrupts that can't be blocked due to ranger shouts, the Ogre rune can be added too to summon rock dog as cannon fodder + additional AI interrupt. Light armors were instantly melted when singled out, stats were condition/toughness/vitality/healing, Rock Gazelle interrupted none-stop, can't be blocked, and they beam the target full of stacked conditions, they were also impossible to catch and kill as the Staff weapon 'alone' dished out: DPS/Condition + Healing beam + proc sigils like Sigil of Doom or 'On critical' without needing additional utility (allowing players to equip more stun break skills), quite powerful..👍
  11. Ops, my bad, yes you are correct 👍, there is no invulnerability for the wisp, thanks for noticing it! Just tested Soulbeast Longbow/Staff (WvW only), quick notes: The range for wisp is still 1200 range, with Quick Draw trait on, can run away 2400 range after bursting in Beastmode When used with Smokescale, the Staff skill 3 can land in the smokefield for aoe stealth, works wonders if 2 Soulbeasts (both Longbow/Staff) are roaming together while under pressure With Bristleback, can stack bleeding, if Ogre runes' 6th bonus is equipped, can stack more bleed from Rock Dog + have 1 more cannon fodder pet, Rock dog has a default leap/interrupt last checked, though I could be wrong. With 2 Rangers roaming that is 4 pets in combat, high mobility/heal/support from Staff, and 1500 range DPS With Fanged Iboga, can spam confusion vs healers while rupting/bursting DPS & conditions then run away if focused With Rock Gazelle, can spam interrupts, the addition of Staff now allows me to swap to 'full glass DPS/Condition Gear' due to staffs' high mobility/support, watch out WvW Necros! 😁 Have yet to try Staff/Staff, in WvW, losing the 1500 range advantage from Longbow can be detrimental
  12. For the Engineer weapons, they're all melee ranged (Mace, Sword, Hammer) In WvW: Holosmith likely will still depend on melee burst DPS/Potions/Stealth in WvW roaming Scrappers will still be the bunker heal in tight WvW Zergs Mechanists will be for PvE? Note that this update also consists of: Rangers: 1500 range Longbow/Staff (DPS + mobility) Thieves: 1500 range Rifles (DPS + Stealth) Am going to play the devil's advocate here.. Similar to Necros, how can an Engineer survive in a 1v1 scenario in WvW? Or is singled out by snipers? If the answer is Holosmiths can't reach target, or Scrappers can only be bunker heals, wouldn't that mean these melee weapons don't offer any way to counter such scenarios? Hence restricting this professions' dynamic role in WvW? 🤔
  13. Greatsword/Pistol/Torch are now usable across all Necro specializations In WvW, a Soulbeast will now be able to use Longbow/Staff for high DPS + mobility at 1500 range When a WvW Zerg pulls off from combat, unsupported Necros seems to always be near the tail, targeted/sniped by Rangers/Thieves Unless the weapons for Necros have higher range, or allow longer teleport/leaps/mobility (Shadow Shroud/portals etc.), I wonder how any necro can win 1v1 in WvW against a Soulbeast or Deadeye, don't fight alone? 🙀
  14. Off-hand Shield, no damage, works for support build/traitline, locked under legends + energy bar, run Guardian/Firebrand support instead in WvW Greatsword, works in PvE, run Warrior instead in WvW for crowd control/DPS Short-bow, range too limited, aoe small, run Soulbeast instead in WvW using Longbow + Staff Herald: can pulse Facets as support in Zergs, the weapons from above won't have much impact in real WvW combat, unless they have some sort of perks such as give energy back maybe or allow faster legend swap? There was that Revenant build from a while back using Demon stance to spam confusion (eats lots of energy), it would make sense if Greatsword some how spread the confusion condition in combat, or had higher DPS on target with confusion, hence disrupting healers, though I believe it was nerfed, hence run Mesmer instead in WvW My sympathies to Revenants and Heralds at this stage, it was 1 of my favorite professions too aside from Guardian at launch 🙏
  15. Mainhand Axe might not be viable since Guardians + Firebrands are the main healers in WvW and PvP Though Mainhand Axe might be viable for glass Willbender builds spamming burning/immobilize/high DPS at the detriment of defense/armor/heal. The teleport from main hand sword will be missing in the burst combination chain, might work for burn stack or DPS spike builds (hit & leap away) Offhand sword has mobility, might be good for healers to escape, however the 'target' is an enemy, not an ally, could result in unpredictable shadow step/teleport in real WvW/PvP combat Lastly: Longbow, the damage rate per second is slower compared to bursts from other guardian melee weapons, might not be viable for DPS nor healers, unless bullet speed is faster for DPS, or it heals an area? or if range is increased? (need some sort of perk/tinkering) Guardian/Firebrand healer builds likely will still be the norm in WvW unless the above are somehow tweaked (examples: off-hand sword ports to ally instead of enemy, maybe longbow gives some sort of area healing effect, or if axe has a higher DPS rate and stacks more burning/conditions in a single swing)
×
×
  • Create New...