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Post by Atrixe Mon Oct 15, 2012 4:49 pm

Mostly ripping off Reddit, but there's not many posts going on in this section so I thought I'd toss out a few interesting things about WvW.

A crossed swords icon occurs at 6 combatants, friend or foe. You could potentially go undetected with 2 rams on a tower if no one else was actively attacking (many people ignore the keep under attack symbol without orange swords, chalking it up to attacking npcs)

This one annoys me: players cannot damage walls. Stop hitting it with your hammer.

There are crafting stations (and, thusly, a bank) in your borderlands. Not in the other maps unless by keep upgrade.

Lords (Keep, Camp, whatever) npcs have a buff if they're being attacked too soon after being flipped by an opposing team that nullifies direct damage. Condition dmg still works, but duration is knocked down immensely.

If there's an upgrade progress bar in a keep/tower (and, well, 80-90% of the time otherwise anyway), don't take the fucking supply.

Last I checked, upgrading a siege bluepring via the mystic forge takes mithril, elder wood, 2 same blueprints, then a siege manual bought for a skill point by the NPC near the LA mystic forge.

All I can think of right now.

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Post by SourZ Mon Oct 15, 2012 8:32 pm

good thing for people to know
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Post by Ayobi Tue Oct 16, 2012 2:56 am

Yesh spread more of your wonderful knowledge so Yobi may learn it all Very Happy bwahahahhaha
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Post by Atrixe Thu Nov 01, 2012 5:44 pm

https://forum-en.guildwars2.com/forum/pvp/wuvwuv/Orbs-will-be-removed-from-WvW-in-an-upcoming-build

They are removing orbs. I'm conflicted. On one hand I like that the side that is getting rolfStomped won't be rolled so hard. On the other, I feel like we've just lost the feeling that all the maps were tied together into a greater battle (beyond points). The only "secondary" mechanic that remains is NPC camps that I find mostly meh except the ogres south of (the original) BossWatch. I mean, why the hell do most NPC camps march towards keeps anyways? They shine in hitting camps, where their killing shit isn't railroaded by a giant ass wall/gate.

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Post by Tass96 Thu Nov 01, 2012 11:06 pm

I feel the same way about that. The only thing in having 4 separate zones without orbs is to split up numbers and queue times.
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Post by SourZ Fri Nov 02, 2012 12:14 am

It is what it is. I like it because it puts us all on equal footing and there is no longer a concern for things like hacking the orb and all. However, I do feel like there should still be orbs, but with a different purpose. Lord of the Rings had orbs effect the PvE part of the game to an extent and Warhammer introduced orbs inside the forts to capture between pairings that gave healing bonuses and drop chances. I feel like if servers overall had more of a purpose to hold the orb rather than have better stats in WvW, then they still hold purpose.

As of right now, all orbs do is give zerg servers something to get before smaller servers even have a hope of defending or capturing it.
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