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Tequatl won't be the only one getting attention in tomorrow's update. In each of the three existing World Vs World Borderlands maps, five Ruins of Power been constructed in place of the center quaggan and krait lake. Simply capture three ruins and hold them for two minutes to gain the initial bloodlust buff for your server. Bloodlust gives a wild +50 points to all player stats, plus one to three score points for finishing off a downed enemy. These bonuses remain until another world has proved itself skilled enough to topple your defenses and claim three ruins of their own.

A few new solo-friendly sentries have also been added into the mix, and Flame Ram mastery will also be making its debut. The first World Vs World season officially starts October 4th.

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#1 Azure Skye

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Posted 16 September 2013 - 11:14 PM

The poor quaggans got the old heave-ho. :qq:
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#2 s1lent5am

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Posted 16 September 2013 - 11:58 PM

orbs of power here we go again. They removed them because they threw everything out of balance I guess the powers that be don't learn from their mistakes.
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#3 Azure Skye

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Posted 17 September 2013 - 12:16 AM

[quote name='s1lent5am' timestamp='1379375885' post='2233697']
orbs of power here we go again. They removed them because they threw everything out of balance I guess the powers that be don't learn from their mistakes.
[/quote]Not really, the orbs of power made the power more powerful and put them into the 3 alter of powers in all of 3 of the keeps with heavy fortified keeps, it needed a zerg to get all of them back. Do want the zerg back in action just to get the orbs back? The blood is open field and less defensive and out of the way of towers, you really don't need a huge zerg to get them back, just a small group or a medium group can take it out and cap it. The outmanned/outnumbered buff was crappy and the scoring back and the matching set-up was terrible, its still is but not as much as before. Orbs were proned to hacking.

[url="http://wiki.guildwars2.com/wiki/Orb_of_Power"]http://wiki.guildwars2.com/wiki/Orb_of_Power[/url]
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#4 Craywulf

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Posted 17 September 2013 - 12:33 AM

The problem with the orb of power mechanic was that there were only three places to defend/attack. Now with this ruins of power there are five places to defend/attack. This allows more flexibility in fairness.
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#5 Arewn

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Posted 17 September 2013 - 02:26 AM

Yay, more areas for small group/solo battles in WvW. Orb of power buff seems a bit too powerful though, should have started lower and buffed it if it wasn't a big enough incentive.
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#6 Guardian of the Light

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Posted 17 September 2013 - 05:03 AM

I don't know about this, the orb mechanic was bad not because of close wvw match-ups but because of slightly lopsided ones in one server's favor, the server would gain the orbs and thus use that advantage to completely wipe out the other 2 servers. Bloodlust may be different in the sense that it can be more easily reversed but it won't change the fact that a higher server will have more roamers and thus will have more bloodlust. I think this change would be more easily changed to a buff per map to limit it's server-wide effectiveness.

Still we'll see in a few days.
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#7 Lordkrall

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Posted 17 September 2013 - 09:34 AM

One of the major reason for the Orb-removal was also the fact that they were constantly hacked. Thus it was more or less pointless to take them, since the enemy could just hack into the keep and retake it within minutes.
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#8 Illein

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Posted 17 September 2013 - 10:35 AM

I guess their intent is to split up the players of a borderland into smaller fragments, rather than one large blob - as that would also help with the absurd skill lags almost everyone is experiencing lately.

I do hope it works out the way they designed it, but somehow I doubt it. It certainly does very little to nothing for the balance between servers as the one with more people, will just have a much easier time keeping 4-5 people on each node of their three, probably just whisking off to capture 4 & 5 when they're outnumbered at one of their spots.

We'll see. I appreciate any thing that encourages small scale pvp in WvW, so this might very well be a nice addition to the daily grind - refreshing the experience for a while longer :)
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#9 Alex Dimitri

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Posted 17 September 2013 - 10:53 AM

[quote name='Illein' timestamp='1379414133' post='2233810']
I guess their intent is to split up the players of a borderland into smaller fragments, rather than one large blob - as that would also help with the absurd skill lags almost everyone is experiencing lately.

I do hope it works out the way they designed it, but somehow I doubt it. It certainly does very little to nothing for the balance between servers as the one with more people, will just have a much easier time keeping 4-5 people on each node of their three, probably just whisking off to capture 4 & 5 when they're outnumbered at one of their spots.

We'll see. I appreciate any thing that encourages small scale pvp in WvW, so this might very well be a nice addition to the daily grind - refreshing the experience for a while longer :)
[/quote]

Like Illein said servers with more people playing WvW will use this and strong will get even stronger, expect full duty guards (guilds) on this spots (from well organized servers), orbs were bad this is not better either it buffs stronger..... we need stuff to level the playing field for weaker !!!
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#10 Lordkrall

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Posted 17 September 2013 - 11:47 AM

But that is the question though: HOW? How can you do something that will level the playing field in favor of the weaker server? It is a rather complex problem.
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#11 Yol

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Posted 17 September 2013 - 11:51 AM

[quote name='Lordkrall' timestamp='1379418463' post='2233822']
But that is the question though: HOW? How can you do something that will level the playing field in favor of the weaker server? It is a rather complex problem.
[/quote]

Something like an 'underdog boon' perhaps? A stat boost that applies if you're outnumbered on the map.....
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#12 Lordkrall

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Posted 17 September 2013 - 11:56 AM

[quote name='Yol' timestamp='1379418672' post='2233824']
Something like an 'underdog boon' perhaps? A stat boost that applies if you're outnumbered on the map.....
[/quote]

Being outnumbered != weaker server though.

An organized server can easily take most of a map while being outnumbered.
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#13 Deconix

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Posted 17 September 2013 - 02:22 PM

I wonder how the GvG'ers will work around this.
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#14 Mhenlo

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Posted 17 September 2013 - 04:05 PM

[quote name='Lordkrall' timestamp='1379419018' post='2233826']


Being outnumbered != weaker server though.

An organized server can easily take most of a map while being outnumbered.
[/quote]

Meh, the main problem with WvW is coverage. Sure, you can find a way to overcome the odds on occasion, but overall the servers with the best coverage win more. This change doesn't do anything to fix that problem and probably adds to it.
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#15 MazingerZ

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Posted 17 September 2013 - 04:11 PM

[quote name='Mhenlo' timestamp='1379433931' post='2233921']
Meh, the main problem with WvW is coverage. Sure, you can find a way to overcome the odds on occasion, but overall the servers with the best coverage win more. This change doesn't do anything to fix that problem and probably adds to it.
[/quote]

This, if you paid attention to things back in later winter/spring, the reason there was a shift in the top tiers is because there was better coverage because the Korean guilds had migrated. There was better late night coverage to assist in defense and pushing flips.
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It's okay to enjoy crap if you're willing to admit it's crap.
Every patch is like ArenaNet walking out onto the stage of the International Don't Kitten Up Championship, and then proceeding to shiv itself in the stomach 30 times while screaming "IT'S FOR YOUR OWN GOOD! IT'S FOR YOUR OWN GOOD!"

#16 Illein

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Posted 17 September 2013 - 06:24 PM

Unfortunately, dividing the players does preciously little as those skill-lags just seem to be freaking map-wide once they commence. Seems lately I have to suffer them almost every evening, not sure if it's because the servers we're currently facing are well-populated or whether they flipped a switch accidentally, but that's quite annoying. :(

Which is a shame, because all-in-all it might be fun to group up for ruin ganks.
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#17 Vexd

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Posted 17 September 2013 - 06:35 PM

So, WvW after todays patch in a nutshell: The server with the biggest zerg gets 150 bonus to all stats, including the NPC's.

How on earth does this is promote smaller group play?

Now, solo or newbie players, who want's to contribute to their server, has to face buffed WvW objectives, due to the opposing world's larger numbers.

Furthermore, how are they supposed to collect reliable data on class-balance when you have players running around with a 150 bonus to all stats?
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#18 Illein

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Posted 17 September 2013 - 06:43 PM

[quote name='Vexd' timestamp='1379442941' post='2233995']
So, WvW after todays patch in a nutshell: The server with the biggest zerg gets 150 bonus to all stats, including the NPC's.

How on earth does this is promote smaller group play?

Now, solo or newbie players, who want's to contribute to their server, has to face buffed WvW objectives, due to the opposing world's larger numbers.

Furthermore, how are they supposed to collect reliable data on class-balance when you have players running around with a 150 bonus to all stats?
[/quote]

At least the last point is easily answered: They don't really give a monkey's banana about balance between the classes in WvW. It has been stated over and over and unless something is blatantly broken (perma-stealth capping of objectives, glitching into keeps/towers etc.) it most likely won't get fixed or changed.
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#19 Lordkrall

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Posted 17 September 2013 - 06:53 PM

[quote name='Vexd' timestamp='1379442941' post='2233995']
How on earth does this is promote smaller group play?

Now, solo or newbie players, who want's to contribute to their server, has to face buffed WvW objectives, due to the opposing world's larger numbers.[/quote]

In the way that running around in a single big zerg will make it more or less impossible to take the buff?
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#20 MazingerZ

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Posted 17 September 2013 - 06:57 PM

[quote name='Lordkrall' timestamp='1379444020' post='2234009']
In the way that running around in a single big zerg will make it more or less impossible to take the buff?
[/quote]

Actually, that's really the only way, short of ninja-'ing the bonus... like when two or three people could take the storm altar in the borderlands.

Because that stat-gap is actually felt a lot more when its 1v1.
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It's okay to enjoy crap if you're willing to admit it's crap.
Every patch is like ArenaNet walking out onto the stage of the International Don't Kitten Up Championship, and then proceeding to shiv itself in the stomach 30 times while screaming "IT'S FOR YOUR OWN GOOD! IT'S FOR YOUR OWN GOOD!"