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Guild Wars 2

Guild Wars 2 

Official Guild »  PvP »  World vs. World  » WvW requires an overhaul, not tweeks.

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67 posts found

Advanced Member

Joined: 4/26/12
Posts: 1382

9/06/12 8:07:07 PM#61

while i usually post positives about guild wars 2 i can honestly say world vs world is by far the worst part of the game and can agree it needs a total revamp of the entire maps. There just is absolutely no place for small teams to make a difference at all and zero rewards for staying out there dealing with the endless zerges of players.

They need to make the keeps further spread out and the map a lot larger , as it is right now a enemy team can easily get to any keep defense that isnt a zerge guarding it before the ram can get the door down. I run with my guild , its my play style and Im not willing to change that and we do not run with more then 10-15 people at once. We cant even take a tower in the current maps without having 40 defenders show up before we can get the door with a flame ram to 75%.

Then you que solo and not in a group so we sometimes have two hours que times to get into world vs world at all , then we have to wait for other guild members to log in and that can sometimes take an additional 30 or more minutes before we can do what we like to do.

So far the pvp in this game is lacking seriously in the world vs world department, its a shame to because with work on this they could easily make it the next best thing to DAOC in its prime.


Apprentice Member

Joined: 9/04/12
Posts: 90

9/06/12 8:09:03 PM#62
Originally posted by TheIronLegion
Originally posted by Lorkii
All it is, is a dps fest. No tactics needed at all, unlike DAOC, where classes had very defined role. It is all up to, the bigger force wins. I agree it needs a fix somehow, but anyone that thinks it s like DAOC, or actually even close to it, needs to really re think that. Tactics alone, proves it. I could go on for hours on that subject:)

Could that not also be said for DaoC? Could you, in effect, go into DaoC with a massive force geared to the teeth and dps them to death? Or maybe even have a tactful zerg? You see...I'm sure that I'm sounding like a broken record by now, but this is a people thing, not a mechanics thing. People create tactics and use them not the game. Despite the fact  that GW2 has 'evicted the trinity', roles can still be played in the same fashion that they have been for the past decade.

So at the risk of repeating myself furthur; see older post.

A team that knew their classes, and roles well, in DAOC would decimate a much larger group of DPSers, zerging about. I ve seen it and was a part of it many time. In DAOC, if you know what you were doing, even in the slightest, you could destroy a larger, force easily. In GW2 it doesn t happen, it s just Ele, and rangers spamming. Sure some tactics might be used, but you obviously never really played DAOC or long enough to know how it worked.


Novice Member

Joined: 10/15/10
Posts: 626

If you watch a game, it’s fun. If you play it, it’s recreation. If you work at it, it’s FF-XIV.

9/06/12 8:20:05 PM#63
Originally posted by WoW_Refugee

It's beautiful in concept, and lots of fun some of the time. However...

1- As expected, the side with the bigger zerg usually wins.

2- As expected, combat is dominated by ranged AoE attackers (elementalists and rangers mainly). Melee are at a severe, crippling disadvantage.

3-  As expected, the age old problem of AoE attacks hitting defenders thru solid objects remains (try repairing a keep door).

4- Most egregiously, and again as expected, free server transfers have weakened already weaker worlds by allowing players to transfer onto the very worlds previosuly dominating them.

And please, don't try to impress me with the tales of how your small valiant band broke up a larger group this one time. Yes, it happens. More often than not, though, you end up dead when their 20 meet up with your 8.

1. Correct with WvW always changing you lose you entire investment everyday ATM. Even on your own world it isn't worth the time or in game currency to do anything but zerg.

2.I'm only having this problem when I attack A wall/keep where everyone spams from the top.

3.This Should be a simple fix really to make AoE stack on the door like it does the walls, However who knows it they will do it or not.

4. I agree X-teaming and noob stacking is a serious problem right now. It was like this in SWtOR and PotBS. Since you could be both faction(or in this case transfer for free) People are doing all kinds of underhanded tricks in WvW. I mean come on you really dont think all of those 7 + people afk for over 4 hours at a time are their for just because do you?

I also want to add that, I would love to see an AFK kick timer for after 30 min. As well As your borderlands to actually have to be INVADED. Right now with the investment loss with really no rewards for doing it WvW has become a very huge cash sink with payout. I guess you could say having WvW is like having a Yacht.  Yes it really needs lots of tweaks. I'm not in denial like lots of people seem to be. 


Novice Member

Joined: 4/17/10
Posts: 181

9/07/12 6:58:37 AM#64
Originally posted by stratasaurus
As I have said before the only real true problem I have with WvW is the spawn points or lack there of.  I do not want to spend 5 minutes running to a battle every time I die.  Does it make for more realistic WvW battles, probably but for me its boring as hell.  Especially since after sitting in a 2 hour queue I really don't have that much drive to play left in me anymore anyways

As I said earlier, this is only because of the daily rematching while they find appropriate servers to fight each other. All the time the map resets daily, NOBODY is going to spend a few hours building waypoints. This is the single biggest factor creating a zerg right now. Be in a zerg = get a res = no running back.

Once things reset normally and way points get built things will be better. Either way, a zerg cannot win a map unless it's opponents are downright stupid. A zerg can, obviously win any given fight, however it can only be in one fight at a time, otherwise its.. uh huh, not a zerg!


Hard Core Member

Joined: 4/03/12
Posts: 5658

9/07/12 7:47:11 AM#65
Originally posted by stratasaurus
Originally posted by GeezerGamer
Originally posted by WoW_Refugee
Originally posted by Loke666

The server transfer thing cant really be solved any other way. Or would you only let people choose a single server once and make it so they never could change?

I'd make it so said transfers weren't free and available during the launch phase of the game...only later, when populations had settled down some.

As it is right now, people are just hopping form one server to the next everytime they see that one's stronger than the others. Result; strong servers get more PvPers, weaker servers get weaker.

EDIT: For context; my server, Dragonbrand, has seen a great many people migrate to other servers just because of how often we got crushed by servers with dedicated, large scale PvP guilds. As a result, we now routinely get camped into our spawn point and "farmed" a great deal. Just 5 days ago, we were able to field enough players to match a "hardcore" PvP server blow-for-blow; now we're lucky to see 20 people at once. Repeated boot stompings led most of our good PvPers (but not all) to leave for other servers.

I have a problem with this suggestion. I started on JQ and have since moved twice. Because one of my IRL friends bought GW2 and we were all set to play together but guess what? we couldn't because JQ was locked. So, How would no server transfers have helped us?

Well your case is not what most people are concerned about.  Most don't want to have unlimited server transfers into high pop servers, I don't think anyone cares if they let people on full servers transfer out.

It's a bigger issue than you think. I've already seen some of the bigger guilds ripped apart over this issue.

I find it interesting how video games have the lowest success rate and the highest totals raised in all Kickstarter projects.


Novice Member

Joined: 7/21/12
Posts: 75

9/07/12 8:17:21 AM#66

Zergs are there in all games and as someone mentioned earlier, that's not something to be tweaked in the game it's in the human nature.

To me, it defies all logic to have 100 people mindlessly charge into a hail of arrows from the walls for 30 minutes - yet people do it, and the mass mentality prevails. 

The problem is not with the game, it's with the people who don't listen or think rationally and just charge.

That's something that's here to stay, I'm afraid. Nothing stops you from grouping up with people within the WvW to try something more organized, as I have done on many ocassions. We haven't taken down the whole enemy zerg with our bare hands, but we did make a difference in the overall battle.

Same goes for AoE. It is powerfuf if the group is stupid enough to stand in it while it pounds them.

Move out of AoE and see how powerful it is then.


And the ranged classes go down just fine before my warrior when I immobilize them and slash them to bits with my greatsword :P


I'm afraid that I have to agree with what some people have said, maybe not say "learn to play" but instead "try different tactics."


WvW is not perfect, but I do not have any drastic complaints. The game hasn't been out for a month, things will be tweaked, fixed, changed, moved around and maybe even overhauled as the game develops.

Guilds will form that will play some serious organized WvW and that is something that I can't wait.


Novice Member

Joined: 9/09/08
Posts: 2459

MMO gamer since 1997

9/07/12 8:22:34 AM#67

I think WvW is great as is.

Complaining about Zergs in open pvp is pointless, this type of pvp is always about who has the biggest most organized army.

Every class has a ranged option so use it, if you cant go melee during certain situations.

Servers change pairings constantly so dont care about people hoping to a OP shard.

If they do they are forced to wait 3 hours for pvp queue.

Playing: None

Waiting on: None

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