Gw2 wvw

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Getting Started

GW2. A beginner’s guide for Guild Wars 2 World vs World. WvW 2021.




The purpose of this guide is to share knowledge about the Guild Wars 2 World vs World game mode (WvW), which is personally my favorite mode and the one I have more experience with.

This guide is intended for new GW2 players or veteran players that have not familiarized themselves with this game mode.


What and Where Is World vs World?


World vs World or in short “WvW”, is a game mode that Guild Wars 2 uniquely features, allowing players to experience a unique combination of “Player vs Player” and “Player vs Environment”. It’s basically the closest thing that this game offers to “Open World PvP”.

Players take part by representing a World or Server, and each match contains three Servers, so it’s actually a World vs World vs World. This game mode allows you to take part in massive battles, small scale fights, taking and defending Keeps and Towers, the use of siege weapons, and to battle over resources around the maps. Each match has a duration of an entire week, so it is a game mode that relies on community organization and tactical communication just as much if not more than skill.

There is an intended way to play WvW which means understanding the Score System and playing to win. However, since ArenaNet didn’t assign much development work over the years to WvW and a lack of incentives to win, players have found alternative ways to keep enjoying the game mode. Most people enjoy the combat system of Guild Wars 2 which many believe to be superior to any other MMORPG. WvW offers so many options to play the way you want and since it’s a very social mode, you can find people who have similar interests.

To join the battle in WvW, you can access from the World vs World panel (default key B) and select which map to enter (you can also click the castle icon in your toolbar)



There are two options for playing Guild Wars 2, and these will affect when you can first start playing WvW:

If you are a new player, depending which type of account you own, you might need to reach a certain level to be able to participate in the Mist War.

  • Free to Play Account: Unlocked account-wide once one character reaches level 60.
  • Expansion Account: Unlocked account-wide once one character reaches level 31.

Since WvW is an end-game feature, it is suggested that you join the battle when you are already level 80 and you own good equipment. However, once you are there, you will be automatically up-scaled to maximum level to not feel much disadvantage, it will still feel like you won’t be able to accomplish much versus players with good equipment but it’s still an option if you want to try.

For this reason I would check this guide to prepare yourself to enter WvW:


New Players Guide – Leveling to 80 and Getting Your Gear



When you create your account you have to choose a Region (North America or Europe) and each has different servers/worlds. North America (NA) has a total of 24 worlds and Europe (EU) has a total of 27 worlds.



These worlds are grouped into a 3-way matchup based on their previous week’s performance. They will either progress into a higher tier, go lower, or stay in the same tier depending on their placement: 1st 2nd or 3rd. The game doesn’t show this information on the user interface (which is disappointing) but you can still know if you check on this website: GW2Stats.com

If you are wondering “What server should I choose?” I would say the server where your friends are. Also if you are on EU and wish to play with French or German speakers, choose those indicated by FR or DE. Once there, you will have your own experience to know if that server is good enough for you, based on what playstyle is more popular, and how active the population is during the time zone you play. Higher population servers may be more active, but also you may have to wait in longer queues. If you prefer larger fights, higher population is better, but if you like the freedom to play when you want, choose a medium population server.

The stats to determine the population of each server depends on many things, but soon servers will be restructured. Servers will still be based on a matchmaking system, but the members of the server will be composed of solo players, guilds, and groups of multiple guilds called alliances. Rather than having a server where players can form guilds on, the server will be created by many different sources of players who choose to play together. Alliances are under development for the year 2021 and it’s expected in the following months.




There are four main maps in World vs World. There are some optional maps like Edge of the Mists and Obsidian Sanctum, but they are designed for non-standardized play. No matter what server you are on you will have access to Eternal Battlegrounds and then three borderlands that each belong to a server in the current matchup.


  • What Is the purpose of Eternal Battlegrounds?

Eternal Battlegrounds is the most neutral map. Each side has their own territories that are closer to their spawn, but there is a massive objective in the center called Stonemist Castle which is worth the most points per tick out of any objective. However, this objective can be a great ordeal to overtake and may not be worth sieging if it is heavily defended.



Then there are three borderlands. Each server will own a borderland which means they will have a much greater advantage because their spawn will be closer to a central area of the map. For example if the three servers in one matchup are Fort Aspenwood, Jade Quarry, and Maguuma, there will be a Maguuma Borderlands, a Jade Quarry Borderlands, and a Fort Aspenwood Borderlands. Though each server has an advantage on their own borderland, every server has their own borderland which balances it somewhat.


  • What Is my home server map?

You can find your home server map by looking at the WvW panel. The one with the icon of the house is your server. You can hover over the icon to see which server is exactly yours, denoted by the (*) not the (+). Once you know your server, just join the borderland with that name. You will spawn from the Citadel and have quick access to defending Inner Towers and the Garrison.



  • How Is my team side and color determined?

Teams are determined by the score of the previous matchup. Usually a server will go down a tier, a server will go up a tier, and another server will stay in the same tier. The servers with the highest standing in the previous matchup will be Green. The second highest will be Blue, and the lowest will be Red.

There are differences between these borderlands. There are two types of borderlands. There is the Alpine Borderlands and the Desert Borderlands. Red team will always have the Desert Borderlands as their home borderland and Green and Blue will own Alpine maps.


  • Do the maps and colors favor specific teams?

Yes. First of all, the colors and sides are determined by the performance of each team on the previous match. This means the Red team is most likely to lose, and the Green is most likely to win. Of course this can change based on many factors and the matchups are by no means fated.

In Eternal Battlegrounds, Green side is a swamp with lots of water, making their keep harder to siege because of the natural moat around it, but their outer towers have many mountains nearby to be sieged from. Blue is more balanced. Red keep is elevated on a mountain, but many of its towers are isolated and difficult to reinforce.

On the Borderlands, Green and Blue will get the same capabilities with Alpine Borderlands, but Red will get the Desert Borderland map as their home borderland, which can be harder to defend and respond to enemy movements.



Some sides have different terrain which can provide tradeoffs in different situations, but for the most part each side has a fair stake at winning a map’s objectives. Strategy, numbers, and compositions matter more than color.


  • Why Is one borderland different?

Originally all three borderlands were the same map, the Alpine Borderlands. The Heart of Thorns expansion added the Desert Borderland map, and it became the Red team home borderland map.

Alpine Borderland has some hills and lakes but mostly it does not have that much terrain. The main keep on the alpine borderland map called the Garrison may even be harder to siege than Stone Mist Castle because the home team will have such an advantage with their spawn right next to Garrison. While Stone Mist Castle can be easier to defend it is not so one-sided.

Desert Borderland is much larger, complex, and the objectives are spread out further. There is a lot of verticality and terrain as well as many biomes. Because this map came out with the Heart of Thorns expansion, it increased the difficulty of the lords and added new mechanics to the objectives. In ideal circumstances this is the most engaging map. However, when it isn’t very active the map can feel barren because it takes so long to find fights.



  • On which map I should play?

It is recommended that new players look for a commander tag on any of these maps and follow it until they get used to the objectives and knowing where is safe and where they are needed.



If you are playing to win, that would depend on where the enemy is going, where your commanders are; and what objectives need defending, and which objectives are open to being taken. If you enjoy defending and your build is specialized for that, go somewhere your team already owns objectives like your home borderland, and if your build specializes in mobility and securing kills then go somewhere your enemies have more presence like the enemy borderland so you can go behind enemy lines.

If you are solely looking for fights then generally Eternal Battlegrounds is the best map as it isn’t too large and it provides a balanced experience between attacking and defending. Alpine Borderlands will have less fights because it is so one-sided but if the map has a few groups on it then it should be fine. Desert Borderland is generally the worst for finding fights but at least the scenery changes frequently with the many biomes. Also if you prefer smaller fights because your PC can’t handle the lag of large fights or you are a roamer, borderlands can be better options.


  • What are Queues and how do they work?

The main WvW maps, have a capacity limit, equally balanced between all three servers, and once this limit is reached the map will gain a queue.



While you are in queue, you can swap maps without losing your place, but swapping characters will drop you from the queue. Edge of the Mists is different because it works with the Overflow and Mega Server technology.

Capacity limits are based on the server resources being used. The limit number is split equally among all three worlds but it’s still unknown the exact number.


  • What Is Edge of the Mists?

Edge of the Mists is an alternative map for World vs World which is not very popular. It was a test map for the Megaserver System and to allow people to play there while they wait for other maps queues, but due to not having the same rewards as a normal WvW map and a 2 hour reset timer rather than the weekly reset of normal WvW maps, it feels inconsequential to play there.


via GIPHY


There are two other maps that are part of the mists, but they aren’t relevant to the World vs World Score System. These are Obsidian Sanctum, which features a big jumping puzzle, and Armistice Bastion.


  • Is it worth it to buy a pass for Armistice Bastion?

Armistice Bastion is mechanically a WvW map. Team chat /t is visible, build templates will automatically switch to the one most recently used in WvW and only the Warclaw mount may be used.

You can only access this zone by buying a Pass from the Gemstore:

  • Armistice Bastion Pass – 1000 Gems (Not always available)
  • Armistice Bastion Pass (2 weeks) – 150 Gems

If you are a WvW player, this VIP area is the best location that you can buy, because, besides all the services that it offers, it has a unique feature which is the ability to practice with proper WvW balance, since the Guild Hall arena uses PvE balance. There are golems to hit if you want to theorycraft a build. This is the best place to hold scrims or hang out with friends that aren’t in your current WvW matchup.



You can fight other players in Armistice Bastion by leaving the courtyard and going to the Gladiator Pits. There are three flags here and grabbing one will essentially put you on a team as does WvW with the three different colors. This allows you to set up duels, 3v3s, or even have 5v5v5s like in actual WvW. Using the special action key or dying will allow you to repick a flag.




Now that we have the more essential, but intangible subjects out of the way, we can introduce the classes. Because it is recommended to be max level before entering WvW, the first thing you should do is decide which character and class you will play. It is important to pick a class that you will like because that is going to affect everything you do in game, so I will try to give a general idea of each class and the roles they can play.


  • Warriors have the most weapon choices and are the most sturdy class. They prefer to go into the middle of the fight where they can build up adrenaline and spend that adrenaline to perform massive attacks
  • Guardians are more selfless than warriors because they can give up their sustain to provide it to allies. They also excel in the middle of the fight, but use magic to smite their foes or heal their allies.
  • Revenants are the only class you must buy a Guild Wars 2 Expansion to play. They channel mist energy from legends of the past and use a global resource for all of their skills on top of cooldowns, making them choose between which powerful abilities to use. They are easier to focus than Warriors and Guardians, but have much more presence.
  • Engineers use inventions and gadgets to become very versatile. Because they have so many skills and kits available to them, they can only wield one weapon at a time. They always have buttons to press for people who love complex skill rotations.
  • Rangers control pets and are very self sufficient due to their love of nature. Their pets do not scale up very well in larger fights, but can help them gain the advantage when they can focus on an enemy.
  • Thieves choose which fights to take with their mobility and stealth. They cannot take a lot of pressure, but they can use teleports and burst damage to get in, get the job done, and get out.
  • Elementalists master the four elements of air, fire, water, and earth. They have access to the most skills because of their knowledge of the arcane. They are the most fragile class, but if left alone they can unleash havoc.
  • Necromancers gain power from the dead, using built up life force and life steal to extend their health pool. They can corrupt boons as well, turning the enemies’ strengths into their weaknesses.
  • Mesmers specialize in debilitating the enemy with illusions and chaotic energy. Their illusions do not scale up very well in larger fights, but their massive magical control effects do.

Playstyles and Builds


You may have noticed how I described each class that some are better in smaller fights and others are better in larger fights. This is not only something to take into account when creating a team composition, but also a playstyle choice. The main two playstyles that players adopt have been called roaming and zerging.


Roaming usually involves parties of 1-5 with each member playing a similar role of having a decent amount of self-sustain and mobility to be able to handle disengaging lost or unfavorable fights. There can be roles within a roaming group like supports and DPS but generally it is more effective to play builds that are role-independent when in smaller fights. Roamers will usually look to capture and defend smaller objectives or look for kills on other roamers or isolated players to split the enemy zerg.


Here you can see all the roaming builds I recommend as well as gameplay and playstyle that roamers want to employ:


WvW Roaming Builds


Zerging usually involves parties of 20 or more with each member playing a specific role within the group. By themselves, zerging builds have many weaknesses, but when grouped up with other zerg builds that fill in those gaps by giving you mobility, giving you boons, healing you, or demolishing the enemy they become deadly efficient. Zergs will often go for the largest objectives on the map and attempt to siege and wipe out the enemy frontline forces. Usually you will be following a Commander Tag and joining their squad you can participate more actively on the group.



Here you can see all the meta zerg builds that are recommended and accepted in most groups:


WvW Zerg Meta Builds


While it is most likely that a Necromancer and a Guardian will be more useful zerging and a Thief and a Ranger will be more useful roaming, these are not hard defined roles. Elementalists, for example, can build very high damage modifiers with a staff to specialize in dealing ranged damage which will require support from others and large scale fights to land its attacks, or they can build for healing within the zerg. They can also change their weapons, traits, and stats to be more self sufficient for roaming scenarios.

There are definitely more specific playstyles than these, such as scouting or gathering intelligence by yourself to alert the larger groups on your server. But this could also be categorized similarly to roaming or done by a roamer. There are also smaller zergs called havoc squads who don’t look to capture objectives as much and specialize their builds only for killing other players. Their main purpose is to fight or take chunks out of other zergs so they can also be categorized similarly to zergs.

Because each map in WvW has a player limit, utilizing the resource of your troops may mean splitting up. If you just stack into one zerg the other servers can stall and defend while smaller groups capture other objectives. This leads to what the objective of the game mode is and how or why you should play for it. At the end of the day, diversity will provide your team benefits and every player has different tastes so play what you wish.



WvW is a game mode where teamwork is essential whether it is calling out approaching enemies to prepare everyone for an attack, solidifying a composition, or to recruit for guilds. To accomplish several things you need to know how to communicate with your team.


In-Game Communication

In-game the communication is done via map chat (/m), team chat (/t) squad chat (/d) if you are part of one, and say chat (/s).

Team chat (/t) in WvW works across all maps, so in order to avoid confusion, it’s important that you activate the option “Show Channel Tag” in your chat options, to know from which map that player might be giving information.



Team chat is useful for calling for reinforcements from other maps, since the specifics of combat wont be too important to players not even in your map.

Map chat (/m) will only publish to other players on your map and usually players use it for more specific scouting like where the enemy is and how many of them. You can do this in team chat as well, but you should specify which map that information is relevant on then, since it could be any of them.

Squad chat (/d) or even party chat (/p) will only be visible to those in your party or squad. A squad is generally larger than a party, and multiple parties can exist within a squad.

Say chat (/s) will only be visible to those within 2000 range of you. You can use say chat and party chat to have a bit more immediacy to your group because chat bubbles will appear above your head (if they haven’t disabled that).

Try to keep chat in appropriate channels not only so that you don’t spam and confuse others, but so that the people who your chat is directed to will know who it’s for.


Players cannot see any of the chat channels from enemy servers except for whispers or if you add them to your party or squad. They can see your emotes though like /laugh, /bow, and custom emotes using the /em command. Players will see the rank and server instead of the characters name, and custom emotes will only come up as an indistinct gesture. You can specify who your emote is directed at by placing an “@” after the emote. So you can do a /beckon @ and it will create a message like “Maguuma Invader beckons at Yak’s Bend Soldier.”


More Organized Communication

You can go even further than in-game forms of communication. Guilds and several server communities have their own Voice chats on third-party software like Discord, or Teamspeak. This allows more coordination with the group and is often required if you want to join a specific group/squad. You can ask in your server team chat for links to their server groups to join if you want to participate.



Another important thing to know is how to communicate effectively to achieve what you want. Using abbreviations and concise communications that others are familiar with will reduce the time it takes for a response. Scouts will let their team know about which objective is under attack or someone might want to coordinate with another group which objective to focus. Identifying the location using objective cardinal directions (NESW) and accurate estimations of numbers and times will provide much better results for you and your team.



In WvW there are four major types of objectives that contribute to the points per tick. Other than killing players, score is obtained every 5 minutes and the amount of score gained depends on how many objectives and their respective values are held when the “tick” occurs. Depending on the type of objective and how upgraded it is, there are a number of defenses that must be overcome before it can be captured:


  • Camp – Guards
  • Tower – Guards – Walls/Gate – Champion Tower Lord –
  • Keep – Guards – Walls/Gate – Champion Keep Lord – Inner Walls/Gate
  • Stonemist Castle – Guards – Walls/Gate – Legendary Castle Lord – Inner Walls/Gate


There is one more important mechanic to know about objectives, and it is the Righteous Indignation. Every time an objective is captured or “flipped”, not only will every NPC ally with the new owners of the keep, but the Lord NPC will gain a buff called Righteous Indignation or in short “RI”. This makes the Lord NPC invulnerable and gives it a significant damage boost, which lasts for 5 minutes. This means that the tower cannot be captured until 5 minutes after it has been flipped.



Using certain siege you can assault these objectives:


  • Arrow Cart – Shoot players and siege in a large area with arrows without respect to line of sight.
  • Ballista – Shoot a specific area at very far ranges with massive damage to siege. Must have line of sight.
  • Flame Ram – Can do massive damage to gates, but most be next to the gates and can only damage gates.
  • Catapult – Shoot from range. Can knock players and damage walls and gates.
  • Trebuchet – Shoot from very long range. Can knock players and damage walls and gates from very safe positioning even inside adjacent objectives.
  • Shield Generator – Block players and shield them or siege from other siege weapons.
  • Siege Golem – Allow a player to get inside the golem and move around with the ability to break gates, or walls with superior Golems.


Supply is a resource that you can use exclusively in WvW. It is used to repair structures, build siege, lay traps, and upgrade objectives. While certain siege can counter others, there is always a limited amount of supply to make you decide how to go about your assault or defense of an objective. You can see in the middle top of the screen how much supply you are carrying right now:



Camps are the objectives which generate supply over time. No you don’t need to fish or farm or mine the supplies, the workers will do that for you. Just grab them from the depot which can be found on the minimap as a keg icon. You can also get supply from other objectives like towers and keeps, because supply caravans (dolyaks) will periodically deliver supply to the depots of nearby objectives. There is also a chance to get supply when you kill enemy dolyaks.

To build siege weapons a player needs to use a Blueprint, a consumable which can be purchased on the trading post or through vendors. When consumed it will give you a bundle which you can throw on the ground to create a build site. Then players need to spend their supply on it to finally build the siege weapon.

Usually if you are following a group, you should wait for your commander to drop the siege and use your supply to build the weapons. If your commander drops multiple siege blueprints at a time, the unspoken rule is that you should build from left to right to ensure at least one gets built instead of building multiple incomplete siege.


If you would like more information on the specifics of tactics, objectives, and building your territory up, check the guide below:


Guide to Objectives, Upgrades, Improvements and Tactics in WvW



WvW has a unique system to reward players that is a hybrid between the PvP one and the participation one that we can see in some PvE maps like for example Verdant Brink. Just like PvP there are reward tracks that you can choose which reward you get, and then there is a second reward track based on skirmish pips that everyone progresses.

The “Skirmish Reward Track” has a global Reward Track and Weekly Chest based on Pips. You will get rewards over time through active gameplay. You need to do events like taking objectives, defending, or killing enemies in order to maintain your participation. Participation is also the way you progress the themed Reward Tracks:




You need a minimum of Tier 3 (90) participation to be able to gain pips, which will progress the rewards for the weekly chests. While these chests gives you progress towards the reward track, you will aim to maintain your participation to max level (Tier 6) for faster progress in the reward track.

When you are inactive, your participation will decay, and you will start losing it slowly until it’s fully depleted. When you are outside WvW the progress won’t decay.



Currency

  • Badge of Honor
    • Acquired from random drops by NPC or from Bag of Loot dropped by enemy players. There are another ways to get them like from Jumping Puzzles and Skirmish Chests.
    • This currency is mostly used to buy equipment and siege blueprints
  • Testimony of Heroics
    • Earned by ranking up in WvW or can be purchased from Skirmish Chests. Testimony of Heroics can be exchanged for Path of Fire Hero points as well as Path of Fire items at Heroics Notary.
  • WvW Skirmish Claim Ticket
    • Earned by completing tiers of the Skirmish reward track (Pip Weekly Chests)
    • The maximum number of Tickets that can be obtained in one week is 365.
    • This currency is the most important in order to get ascended equipment and legendary.

I suggest you read these guides in order to know more how to get ascended and legendary equipment:


Ascended Gear – The complete guide


WvW Legendary Armor Guide


Legendary Back Item Warbringer Guide


Legendary Ring Conflux Guide



While you are in WvW you will gain a special kind of experience called World Experience (WXP). You will earn this by completing relevant WvW activities, including killing enemies, capturing objectives, defending, etc.

So instead of getting levels, you will get ranks, and these ranks gives you World Ability Points and other rewards. You can use these points to upgrade your exclusive WvW abilities that can be considered as “Masteries”.

Your world rank increases as you gain WXP through your accomplishments in WvW. The first 4 ranks (up to rank 5) only require 1,000 WXP; after that, each rank requires 5,000 WXP. There is a maximum of 10,000 ranks that can be achieved; WXP rank rewards passed rank 10,000 will not include additional ability points. However, currently to max out all the abilities you will need just 1,226 points.

Each rank will also give you a title. Your rank title, together with your server name, is shown to enemy players instead of your character name.



WvW Abilities (Masteries)



You can see in the interface the different upgrades where you can spend your points, I won’t list them all here but I will recommend you which are the most important to start with:

  1. Warclaw Mastery
  2. War Gliding Mastery
  3. Provisions Master
  4. Supply Capacity
  5. Siege Might

These five are without doubt the most important and the ones you should start with, start with the Warclaw Mount and follow this guide to unlock:


Warclaw Mount

Warclaw Mount Achievement Guide

NOTE: You can reset your ability points by buying an Ability Reset Guide from the World Ability Master in the spawn area.



One of the biggest issues players have with WvW is that it can cause them to lag and lose FPS. This is generally caused by the large number of players that can be in one place at one time. Sometimes this is unavoidable, but there are some things you can do to minimize your performance lag while also maintaining decent graphics.

In your settings menu’s General Options you can reduce lag and make the screen more readable under the Competitive section.


Will make everyone of a certain team have a solid color appearance (Blue, Red, or Green) rather than a bunch of complex dyes they chose. This can reduce the amount your PC has to render and will also make it very clear who is on what team.


  • Standard Enemy and Friendly Models

When enabled will make every player of a certain class have an identical appearance. So every Ranger will look the same, but they will look different to a Warrior or a Mesmer. This can help you to learn the animations of certain classes better because different races can have different animations for the same skill. This can also remove a lot of the flashy equipment effects that players use because the standard model is very simple and will make your game look much cleaner and run better. I personally do not use standard models because I feel that it removes a lot of the fun of knowing who you are fighting. However, if you are having performance issues this can be sacrificed.


Will change the name tags above each character from a lengthy text that includes their server and rank to simply their guild tag and a colored shape to denote their team. You can still see their rank by targeting them, but all the necessary information is made much more concise which is especially good for large scale situations where all the nameplates can clutter your screen. In smaller scale situations it may be better to have more information on the screen so you can disable this option if you feel that is the case.



The second tab of your settings menu is the Graphics Options. The most important things to reduce are Reflections and Shadows if you want to improve your performance. They provide the least amount of detail for the amount of strain they give to your PC.


Affects how much detail characters other than your own character are given. I put this to low because it is not that important for me to see how much detail they have in the middle of a fight, but just a general idea of what they are wearing is enough for me.


Affects how many players and to what degree they are animated from your perspective. I put this on low because if you put it on lowest it makes characters look like blobs and you can’t really tell what they are doing to react to them.



This is like the Character Model Limit option but for spells and other animations that aren’t based on character models. Turning this on will remove a lot of spell effects that you may not even be able to pay attention to anyway, so in a lot of cases you wont see a difference because there is so much going on anyway. However, it can also remove very specific spell animations that you really need to watch out for. Decide for yourself whether you want to see everything that comes at you or you want a little better PC performance. If you died to something you didn’t see coming, you may want to take this off. Also, if you have a hard time focusing on animations when there are too many present this can be good to enable.

Another important factor to consider is the Ping/Latency, for this purpose check this guide that I made about WTFast.


Wtfast – How to Improve your GW2 Gameplay



Guild Wars 2 combat is a mix between action combat and tab targeting, so you need to be able to look at the User Interface and quickly gather information while also having good visibility of the animations of each player. Here are some of the main elements of the UI and how you should interpret the information they provide you.



Whether you are in a squad or party you will be able to see the health of your teammates and be able to target allies by clicking on their health bars. Targeting them will highlight their character in the world and make them easier to find which will allow healers to get in range of them. Squads will show how many players are in the squad and the sum of every player’s supply in the squad which can clue to the commander how many blueprints they can drop.


Chatting can be useful while moving between objectives and fights, but with all of the information that goes on in WvW, it is hard to communicate with people during battle. For this reason, many groups will go use voice communication, but with how many groups there can be participating for the same purpose you can’t have everyone in the same call. Use concise but specific information to help your team. Saying “our tower is under attack” isn’t too helpful, but “15 blues at NE tower Green BL. No siege down yet” is significantly more helpful.


The on screen score does not tell you all of the information you will need. Generally you will open the WvW Panel to look at score, but while in combat or scouting you may not have that luxury. The on screen score tells you what your server’s Points Per Tick is, which is the sum of the value of all the objectives your server owns. There is a visual comparing each server’s PPT with bars representing each color. It will tell you how much time is left in the tick, so if you are really trying hard to cap something to make it count for the next tick you will be racing that countdown.



Then below it will also show how much time is left in the skirmish, which is like a longer term tick giving victory score (the final points that decide who wins the matchup). Also it will tell you how much supply you have. Hovering over elements of the score UI will tell you more specific information. Hovering over the symbol to the left of your score will tell you information about the objective in which territory you are in such as who owns it (important to know because you cannot glide in enemy territory), what kind of objective it is and what it is worth, and how upgraded it is.


Learn these icons well because like any RPG how you play depends on what you are up against. These icons will also reveal to you some of the enemy’s build. Seeing the Guardian icon means that they are not using an elite specialization. However, seeing the Dragonhunter or Firebrand icons (which are the two elite specializations for Guardian) tell you what one of their trait lines is immediately.


When targeting an enemy you can get a lot of information about them. Generally large groups of players will share boons to each other so you can’t isolate and focus players unless you strip those boons. In general you won’t need to look at specific player buffs in large scale fights, but in smaller fights paying attention to the enemy buffs is very important. If they have the aegis boon (blocks next attack) you want to do a low investment quick attack to remove it. If they have stability (ignores one CC per stack) wait to use your CC skills or use boon rips. Resistance (ignores condition effects during its duration) can be countered by CCing them while they have it or saving your conditions and only using power damage.


Your daily achievements and any nearby objectives will appear in the top right of your screen. These can show the progress of a capture point and who owns it. You can also see how much supply is left in an objective which can give you a general idea of how long it will take to siege if players are willing to defend it.


Your mini map is a tool to provide you with a lot of information. You can hover over it and use your mouse scroll wheel to zoom in and out depending on whether you are trying to find something and need a wider view or if you are in an engagement and need a more focused view. You can also hover over objectives to see whether they have RI, if they are contested, and whether they have upgrades or tactics. You can also left click commander tags to easily join their squad.

If you see Orange Crossed Swords on the map it means that at least 25 players are in combat in that area. Also objectives that have been contested within the last 3 minutes will have White Crossed Swords on their icons. If you are looking for fights, look for these.



Whenever you hit an enemy for damage or heal an ally you will see a numerical value near that character. White numbers represent damage dealt and white letters with a red explosive background represent critical damage. Green numbers represent healing and blue represents barrier given or received.


Here you mainly want to check which conditions are on you and whether or not you need to cleanse them. This information may also influence your behavior such as if you see you have a lot of torment on you (deals more damage to moving players) don’t move unnecessarily; or if you have confusion (damages you each time you use a skill) on you don’t use skills unnecessarily. If you are blinded (your next attack misses) your screen will have a shadowy perimeter as well as your buff bar will show the condition, don’t waste an important skill while blinded. If you have a lot of damaging conditions on you, cleansing is important. The priority of condition cleanse can sometimes be unreliable but generally the conditions to the left on your buff bar get cleansed first.


Your health and endurance meters are good indicators for how much of a buffer you have to overextend. If you are at full endurance you can overextend a bit and then dodge back to safety. If you are low on health you should stay back and resustain.


Your current WvW Rank and the experience progress towards the next rank.


Hovering over the chest icon above the mini map will give you more detailed information about your participation levels, including exactly how much time is left until you start decaying participation and what tier of reward you are on. Reward chests will also pop up here when the 5 minute scoring tick occurs. As long as you are actively engaging in the game mode you shouldn’t have to worry too much about this.




Q: If I die but my zerg hasn’t wiped yet, how can I avoid being ganked while returning to my squad?

A: If there are others running back with you, take the most travelled paths or the dirt roads and stick together. If you are running back alone, take side routes because gankers usually look for kills on players in the places they can find them the easiest.

Also you can utilize build templates to make a set of traits and utilities, which cost nothing to make and can use your normal build gear, to give you extra mobility through swiftness and have invulnerabilities to survive long enough to make it to a safe point. Then swap back to your normal build template when you reconvene with the squad.


Q: My server is dead during the times I play, how do I keep up my participation to gain pip rewards while outnumbered?

A: Camps and Sentries are the best objectives to capture for increasing your participation. Once your participation is high you can maintain it by simply defending towers you already own or using siege to damage walls. Hitting a wall with a catapult or trebuchet from the safety of a high ledge or tower can help you to keep participation. Repairing a wall or fending off attackers who tag your objective (triggering the 3 minute defense event that contests that objective) will also give participation. Even if you are not very good and can’t kill other players in even fights you can still maintain participation through killing NPCs or objectives without walls.


Q: What Is PPT?

A: Literally Points Per Tick, PPT is the amount of war score your team will earn every 5 minutes. It represents how many objectives your team holds on all maps and how upgraded they are. Players tend to want to interact with other players through fights around the objectives, but some players will try to avoid fights to focus on capturing objectives that go undefended, or focusing purely on the PPT. While this may be frowned upon as an unfun playstyle, what most players do is a combination of PPT and fights. It is necessary to engage in PPT even if you want fights because you need to entice enemy players to defend their objectives which will often create the engaging content players look for.



If you are interested in more about World vs World, check out my other guides, and also I recommend that you check these tools and content creators who put effort to promote this game mode.

Youtube

Twitch

Websites


Sours: https://guildjen.com/2021/01/01/beginners-guide-to-guild-wars-2-world-vs-world/

Those who have been awaiting news of the Guild Wars 2 World vs. Worldrestructuring that was announced years ago have finally received details on how the overhaul will work in a blog post yesterday. Players will get a chance to join the phase one beta while it’s active from Sept. 24 to Oct. 1, with a new tab to choose your faction appearing alongside a bonus experience event on Sept. 21.

The restructuring aims to address player imbalances that have been plaguing the game mode for a long time. The developers plan to do this by “deprecating the current concept of ‘shards’ (aka worlds/servers) and introducing a matchmaking system to the game mode, where players, guilds, and alliances (player-managed groups of guilds) are programmatically redistributed to new ‘teams’ (previously known as shards) on a set schedule,” according to the blog post.

Matchmaking will have the help of a new feature called seasons. Developers haven’t settled on the length of each season yet, but they did say it could be up to eight weeks long. The blog post doesn’t touch on whether skirmishes would be kept within that timeframe, but they did say that players will “[match] up against different opponents each week using the existing one-up, one-down match-up system.” This indicates that skirmishes might be staying.

Guild and Alliance selection in World vs World

The restructuring also aims to give players more choice over who they play with in any given season. At the beginning of each season, players will select which guild (and, by extension, which alliance) they want to play with. Any guild changes that take place after a season started will not take place until the next season.

Players who have not selected a guild will automatically be matchmade onto a team. New players or inactive players who come back to the game will not be automatically placed and will have the option to choose their team as long as it is not population capped.

Phase one of world restructuring gets a beta date

Players looking to get their hands on the reins and lead their world to victory will get that chance on Sept. 21 in the phase one beta, but the battle will not start until Sept. 24. A new tab for the beta will become available in the World vs. World menu on the 21st, letting players choose which guild they’ll play with during the beta. Players wishing to play with their selected guild should make their selection before Sept. 24 or they face being automatically put onto a team as an individual player.

Alliances will not make their debut in this beta, but players will get a feel of how the new matchmaking is going to work. The goal for the beta is for developers to discover whether the system works with a larger pool of players.

The WvW beta event will commence with a bonus to WvW experience between Sept. 21 and Oct. 1. There will be a 100 percent bonus to WvW experience, a 25 percent bonus to reward-track progress, and a 50 percent boost to magic find for the duration of the event.

At the conclusion of the event, all players will go back to their worlds and linked worlds, and WvW will return to its current state.

WvW Phase two and beyond

The next phase will include alliances, which allows multiple guilds to group together for matchmaking, similar to how it was in the first Guild Wars. Alliances are currently planned to cap at 500 players to disallow juggernaut alliances.

The developers plan on releasing the structure of WvW changes slowly over time with many beta events to polish it. This is why they are releasing specific features of the new WvW restructuring in small increments and aim to use the feedback from the community to make improvements before its official release.

Another goal that WvW developers are looking to achieve is to make WvW a more rewarding mode to play.

The first measure is improving individual rewards for participation and performance. Support players are often under-rewarded, such as the healer of the group, or the scout who is protecting their objectives. Developers addressed this with the participation share for teammates that aren’t with the group, but there is no world experience or pips for those players yet.

Developers would also like to give players and guilds more of a reason to win their current matchup and plan to introduce rewards for performance throughout the seasons.

Developers also mentioned that after the newest expansion releases, they’ll be dedicating resources to profession balances, a constant complaint from WvW players. There will be balance updates on a more consistent basis.

Players should look for the new WvW tab on Sept. 21 and choose the guild they will represent before the action begins on Sept. 24. After that, player voices can finally be heard in giving their feedback after the beta event is over on Oct. 1.

Sours: https://dotesports.com/mmo/news/guild-wars-2-details-wvw-world-restructuring-kicks-off-week-long-beta-event-on-sept-24
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World versus World

The five World versus World Maps

Storm castles and conquer territories in World versus World! Enter the Mists through Eternal Battlegrounds asura gates in major cities, or by clicking the castle icon in the top left corner of your screen. Press [B] to see your WvW progress.

— Level 60 and level 80 rewards.

World vs. World(also known as WvW) is a game mode combining Player versus Player and Player versus Environment elements. It is one of the core pillars of Guild Wars 2's endgame. Players from three different worlds (which can involve 6+ servers) battle against each other. It features open-world combat on five large maps with up to several dozen players per map. In World versus World, players can besiege objectives such as Keeps and Towers with siege weapons, and battle over resource camps, as well as complete other PvE-type content to win World Experience for themselves.

Players joining WvW will have their level and attributes dynamically adjusted to level 80. However, their equipment stats will remain locked to their equipment level, so entering at a low level is not recommended. Although equipment can be obtained within WvW, WvW does not reward normal experience, only World Experience that increases a player's World Rank. Character levels may instead be gained by using Tomes of Knowledge, obtained from rank increase rewards and WvW reward tracks. Each character on an account utilizes their own pool of World Ability Points and subsequently purchased WvW traits, but World Experience and World Rank gained on one character are account-wide.

World versus World user interface.

Getting there[edit]

Stonemist Castle being besieged.
Leaving
  • You may leave the Mists through the World vs World UI window, through a Lion's Arch Asura Portal, or through relogging/swapping characters.
  • You may also leave by using teleportation Gizmos such as the Royal Terrace Pass.
  • You will be forcibly kicked to the character selection screen if your character is idle for 15 minutes.
  • You will always be returned the map you were in before entering WvW. You cannot be returned to a Player instanced map, such as story missions or home instances.

Map capacity[edit]

The various maps can hold a limited number of players. If this cap is reached, the map will gain a queue. Players can swap maps while in a queue without losing their place, but swapping characters will drop them from the queue. Edge of the Mists technically has no queue, as a new map will open as required.

Player limits are based on the server resources being used. The limit number is split equally among all three worlds.[1]

Rewards[edit]

General Overview

World versus World has a reward system that outputs rewards both passively over time, and through active gameplay. The passive reward system utilizes a similar structure to the system in Verdant Brink, with some alterations. It is an effective hybrid between the Reward Track system utilized in sPvP and the Participation tracker in Verdant Brink. For active rewards, defeating enemy players and NPCs drops gear and loot bags,

Passive Rewards

Primary article: WvW Reward Track#Increasing Participation

Maintaining Participation allows the player to gain progress towards their chosen WvW Reward Track and to gain Pips towards their Skirmish reward track. These two tracks are the primary reward sources in WvW.

Loot Based/Active Rewards

Players may gain the following as rewards primarily through active gameplay, but also through reward tracks, though to a lesser extent:

Event Rewards (at level 80, gold contribution reward)

Event TypeWXPKarma
Dredge Camp 200340 Karma.png
Ogre Camp 200340 Karma.png
Hylek Camp 200340 Karma.png

There is no reward for capturing Alpine Borderland's Ruins (except for Dailies).

Gear Rewards

Mechanics[edit]

Interface[edit]

The image to the right illustrates the score interface used in Borderlands and Eternal Battlegrounds, located at the top of your screen when inside those locations. Edge of the Mists uses a different interface.

  • [1] Click this arrow at the top of your screen to open the Skirmish Details window.
  • [2] The current war score of all 3 teams, cumulative throughout all Borderlands and Eternal Battlegrounds.
  • [3] Potential points that may be added to the war score of your team when the current tick timer expires.
  • [4] Current Tick Timer: the time remaining until those points are applied.
  • [5] Amount of supplies you are holding.
  • [6] Amount of time left in current Skirmish
  • [7] Mouseover window with breakdown of potential points for all 3 teams
  • Your team is indicated by the background color of both [3] and [5]

Opening your World vs World window (default B) will reveal 4 tabs:

Mist War
  • Swap borderlands, queue for filled maps, view the current skirmish timers and scoring.
Match Overview
  • Detailed overview of the current match scoring. May be further limited by Skirmish Details or Match History tabs at the top of the window.
  • Visual representation of Current Match Rewards for Skirmish reward track progress.
Reward Tracks
  • View and select locked and unlocked reward tracks to determine which rewards to receive. If the reward track is repeatable, players can click the infinity symbol next to a track name to loop it endlessly.
Rank and Abilities
  • View your current WvW Rank, Rank name, future title progression rank
  • View and upgrade various WvW specific abilities, such as Build Master or Flame Ram Mastery

For Information on Objective UI options, see Objective upgrades.

Communication[edit]

Primary article: Chat panel

WvW relies heavily on /Squad chat, /Map chat, and /Team chat. Enemy players cannot read the opposing teams' /Say, /Map, or /Team chats. Many servers and guilds utilize community Voice chats in addition to in-game text-chats. Locating a voice server address is generally as easy as asking Map or Team chat once within a Borderland.

Tips:

  • There is a chat menu option to display what borderland a player is on.
  • Party chat may be used while within a squad to broadcast only to the sub-group and not to the entire squad.
  • See Common Terms and Abbreviations for more information.

Combat[edit]

Primary article: Combat

WvW is first and foremost, a Player vs. Player game-mode. You are rewarded with loot and World Experience for killing enemy players. Killing players also awards Points-Per-Kill (PPK) that go toward your server's War Score (see below).

Enemy Players[edit]

Killing an enemy player in WvW will result in gaining world experience and loot. Loot often includes Badges of Honor, but is otherwise randomly generated. The defeated player does not actually lose anything through being defeated, and they may take armor durability damage. Armor damage is automatically repaired upon traveling to a Permanent Waypoint/Spawn Waypoint. The only areas safe from combat are Spawn Points.

The names of players from other worlds are not shown. Instead, they appear as "<world> <rank title>". For example, a player from the Darkhaven world at World Experience Rank 3 will be "Darkhaven Invader". Guild tags are still shown, appended to their name.

Enemy players cannot see your name or anything you type in any chat, with the exception of whisper or guild chat. Emotes still log a description in emote chat, though the description will read as "Silver Invader laughs with Bronze Soldier", eliminating any names. "RP" chat (/e chat) will not appear to enemy players.

Spawn points[edit]

Spawn points are waypoints that exist in each battleground. There are two types of spawn points: those which are permanently open and those that must be activated or built towards.

Permanent Waypoints

Each World versus World map includes three permanent waypoints, one for each team, to allow basic access to the map regardless of which team is dominating. These waypoints cannot be used by enemy teams and are protected by Legendary Defenders. Each spawn point includes a set of NPCs where players may repair their armor, sell loot, or buy blueprints. There are several paths out of each spawn location. It is difficult for an enemy team to camp a spawn directly, as players and most NPCs in the spawn area are invulnerable and the multiple exits are usually impossible to block. Waypointing to a permanent waypoint will automatically repair your armor.

Objective Waypoints

Other waypoints can be added to some objectives through objective upgrades and the Emergency Waypoint Tactic. These waypoints provide quicker access across the map. A waypoint cannot be used if the objective it is housed in is under attack, with the exception of Emergency Waypoints. Emergency Waypoints are visible even if you are on a different WvW map.

Reviving players[edit]

Players in WvW may only revive downed or defeated players from their own team. Reviving a defeated player requires the reviver to be out of combat; the same mechanism is valid for any NPCs. If a player enters combat while reviving a defeated player or NPC, they may continue the revive channel. If the revive channel is broken, the reviver will be unable to restart reviving the player or NPC until they are once again out of combat.

Unlike in PvE, only one player may rally off a single kill. Rallying prioritizes the nearest downed player with damage qualification, and players cannot rally by killing basic creatures.

A defeated player will have a 5 minute timer applied to them. When the time runs out, the player will be automatically revived at their team's spawn point for that map.

Supply[edit]

Primary article: Supply

Supply is a special resource in WvW, used for the following:

Supply is therefore the basic resource around which WvW revolves.

Supply does not show up in your inventory, but the number of currently held supply is shown on the WvW interface.

Commanders can access supply reports with chat commands.

Siege weapons[edit]

Primary article: Siege weapon

Siege Weapons are environmental weapons that can be built to accomplish a particular purpose.

Player damage is severely limited against doors, and reduced to zero against walls, therefore, siege weapons such as Flame Rams and Catapults are an integral part of capturing a walled objective. With the exception of the siege golem, all siege weapons are stationary and cannot be moved. Counter-Siege weapons such as Ballistas and Shield Generators are also used to mitigate or destroy enemy siege.

Certain siege weapons like Cannons or Burning Oil can be acquired through objective upgrades. These siege weapons do not require blueprints.

Traps and Tricks[edit]

Primary articles: Trick (environmental weapon), Trap (environmental weapon)

Much like siege weapons, Traps (placed on the ground; marks the enemy team or removes their supply) and Tricks (thrown directly at the enemy; marks the enemy or disables their siege weapons) are gizmos which can be deployed by spending war supply. They can be purchased from the Traps and Tricks vendor, purchased from the Permanent Portable Provisioner, or received as possible rewards from various WvW chests and boxes.

Objectives and Territories[edit]

Objectives[edit]

Primary article: Objective

There are four different types of major objectives: Camps, Towers, Keeps, and one Castle. These locations can be captured and held for War Score points. Depending on the type of objective, there are a number of obstacles that must be overcome before it can be captured. The following table lists the defenses that each objective type possesses:

1. Champion Tower Lord, Champion Keep Lord or Legendary Castle Lord.

Objective Upgrades[edit]
Primary article: Objective upgrade

Held objectives immediately begin progressing towards automatic upgrade tiers that improve that objective's defensive capabilities. These upgrades are obtained by Supply Dolyaks successfully reaching the objective and by total continuous claimed time passed.

Territories[edit]

Primary article: Territory

Once an objective has been captured by a team, the area surrounding it will gain a border of that team's representative color. While within that border, players from the capturing team will be able to Glide (provided they have the first rank in War Gliding Mastery). Completing the Bloodlust in the Borderlands event by capturing three ruins in a Borderlands map will capture the territory for all five ruin sections. If lost to another team, three more ruins must be captured and held to retake all five sections.

Movement[edit]

Gliding[edit]

Gliding in WvW is unlocked separately from PvE, through spending World Ability Points for the War Gliding Mastery. It requires purchase of Heart of Thorns to unlock. Gliding is possible only in territories controlled by one's own world.

Mounts[edit]

Warclaw 1.jpg
Primary article: Warclaw

Most mounts are disabled in WvW. The exception is the Warclaw, a mount announced by ArenaNet in February 2019 and released on March 5th of the same year. Use requires purchase of the Path of Fire expansion and completion of a WvW-based unlocking chain. It features several abilities to help players move faster, take down gates, or engage in battle, and several skills to supplement, but not replace, other typical WvW activities.

Score[edit]

Skirmishes[edit]

Matches are 1 week long, split into 2-hour time slices called Skirmishes. During a skirmish, worlds will earn War Score based on how many objectives are held, with War Score being used to determine the winner of each skirmish. When each 2-hour skirmish ends, the War Score is reset, but the actual state of the map and objectives remains unchanged.

Skirmishes award Victory Points based on placement (1st — 5 Victory Points, 2nd — 4 Victory Points, 3rd — 3 Victory Points). After 84 Skirmishes (one week with 12 skirmishes/day), Victory Points are used to determine first, second and third place.

War Score[edit]

All objectives controlled by each world provide an amount of points based on the tier of each objective (see table below). Every 5 minutes ("tick"), the points gained from objectives are added to the War Score of each world (PPT = Points Per Tick). Additionally, capping an enemy's objective will also add points to the War Score, based on the tier of the objective (see table below).

Points per tick/capture Base Points Secured Reinforced Fortified
Camp2345
Tower46810
Keep8121620
Castle12182430

Killing or finishing (stomping) an enemy will add two points to the War Score (PPK = Points Per Kill). Stomping an enemy with the Borderlands Bloodlust effect will add one extra point.

Killing a hostile dolyak is worth one point, while escorting a friendly delivering dolyak provides one point at each destination.

Guild Claiming and Tactics[edit]

Primary article: Objective upgrade
Guild Claim Priority Indicator

On capturing an objective, an option to claim the objective for your guild will appear. Generally the guild with the highest number of people within the objective on capping will be able to claim the objective first, followed by the 2nd largest, and so on. Claiming an objective allows guilds to activate unique effects known as Improvements, which are passive, and Tactics, which must be actively used, through the use of War ChestSchematics.

Map-specific mechanics[edit]

Eternal Battlegrounds mercenaries[edit]

Three groups of NPC mercenaries are present in the Eternal Battlegrounds:

Helping out the mercenaries by completing a dynamic event to earn their loyalty will result in them joining your world's side. E.g. saving Orgath Uplands from hostile harpies will result in Ogres joining your cause. They then begin attacking, capturing, and reinforcing nearby supply camps.

Monuments[edit]

Monuments are present in each Borderlands: nine shrines in the Desert Borderlands, and five ruins in the center of both Desert and Alpine Borderlands. Shrines grant stacking bonuses to nearby keeps, and provide a Blessing of Elements to players who capture or interact with the shrine. Ruins grant team-wide bonuses to the team that holds them.

Bloodlust[edit]
Primary article: Borderlands Bloodlust

The ruin monuments in each of the Borderlands maps are used to gain the Borderlands Bloodlust effect, which grants players under the effect various bonuses.

Map-based differences[edit]

Eternal Battlegrounds[edit]

  • Green, Blue, and Red Keeps on Eternal Battlegrounds differ from one another in terms of Offensive and Defensive capability.
    • Green is easily defensible with its extensive moat.
    • Blue is fairly neutral, containing both moderate terrain hazards and more easily siege-able walls.
    • Red has multiple points where Trebuchets can hit enemy objectives, making it a good offensive keep.

Borderlands[edit]

  • The Garrison in each borderlands is very close to the spawn of the home team, giving them a significant advantage when defending.
  • Other teams' spawns are closer to the lesser Keep objectives, in comparison.

Match-making and Server Linking[edit]

Matchmaking[edit]

Eternal Battlegrounds just after weekly reset

In 2017, Anet implemented a 1-up, 1-down system, where a match's 1st place team (with the most world score) would go up a tier, 2nd place would stay in their current tier, and 3rd place would go down a tier. In the next match, the server that moved up is designated the Red team, the server that stayed is the Blue team, and the server that went down a tier is designated Green team. Leaderboards for WvW rankings are updated online for both North America and Europe.

Home Borderlands[edit]

  • Your team's "Home Borderland" is denoted by a little House icon in the WvW Map Selection panel next to your server's (or host server's) name. (i.e. If your server is Fort Aspenwood, your Home Borderland is Fort Aspenwood Borderland.)

Previous Matchmaking System[edit]

Before 2017, Worlds in WvW were typically matched based on a modified Glicko rating,[2] so that high-ranked worlds would battle other high-ranked worlds, and low-ranked worlds would battle other low-ranked worlds. This attempted to ensure that every world had a fair chance of winning matches despite differing levels of player participation or skill.[3] First place gained 5 points, second place 4 points, and third place 3 points.

Server Linking[edit]

See also: World#Currently linked worlds

In April 2016, Anet implemented Server Linking to combat low-population servers in WvW. [4] Lower population servers are "linked" with higher population ("host") servers, allowing them to play together. In the case of EU servers, the server's primary language is not necessarily a factor in how they are matched. A host server may have more than one link. Servers are normally relinked on the last Friday of every second month.

Weekly WvW reset[edit]

See also: Server reset#Weekly reset

At Weekly Reset, the Scoring window from the WvW UI will pop-up and show the final calculated scores for all teams in the match. With the current matchmaking system, this score determines your team's placement for the next week. After a short while, players will receive a warning in yellow text saying that reset has begun and that they will be kicked out of WvW while the new match-ups are being calculated. Approximately 5-10 minutes later, players will be able to enter WvW again. (Generally, matches are fully reset roughly 3 minutes after the hour, though exceptions may occur.)

Roles[edit]

WvW battles generally fall into a spectrum between one-on-one combat and zergs.

Zerg[edit]

Commander tag (blue).png
Primary article: Zerg

In most WvW, there is some form of zerg where large numbers of players congregate to capture objectives. Zergs are usually led by one or more Commander tag (blue).pngCommander Tags . This allows friendly players who are not part of the zerg to know the current position of the zerg. The number of players in a zerg may vary, but is usually between 20-40 players. A small "zerg" (10 players or less) is typically called a group, a normal zerg (20+ players) a zerg, and a large zerg (40+ players) a blob, with a large blob (50-60+ players) generally referred to as a map queue, though these terms are generalized, and individual servers may have varying definitions and terms depending on the tier they are used to fighting in.

Roles

Zergs don't require strict role definitions for individual players, however most players tend to fall under a standard RPG archetype:

  • Front-line / Tank
  • DPS
  • Support
  • Crowd Control/Utility

These roles will have overlap as determined by class abilities and traits.

Zerg combat

Combat among zergs can be divided into open field fighting and sieging. Open field fights, as indicated by their name, generally occur away from walls and even away from objectives, with little to no siege gameplay involved. Sieging, in contrast, involves an attacking zerg dropping blueprints and building siege to take an objective. This can be as simple as creating a couple of Flame Rams, or as complicated as dropping Trebuchets, Shield Generators, and Ballistas all at once. Similarly, defending zergs may drop their own siege, such as a multitude of arrow carts, counter-trebuchets, and shield generators. These states of being are fluid, and zergs tend to flow between them as needed.

Tips for Zerging
  • Many commanders utilize Voice Communication programs such Discord or Teamspeak to easily and quickly send orders and receive scouting information. If it is not supplied, ask your squad (/squad) or your team (/team) if they can send you the associated link to their program of choice. Communication is important to successfully fighting other organized groups.
  • Join your zerg's squad, either through asking for an invitation or manually adding yourself to an open one. This can easily be done by right clicking on a commander tag on the map and selecting "Join squad". If you are not in a squad, you are far less likely to receive any party buffs, healing, or support, as these skills target party members first.
  • Play a class and use traits and gear that will benefit the zerg. Servers, guilds, and community websites will all provide examples of preferred builds to bring. If you're unsure of what to use, ask team chat. A zerg of players with synergistic builds will do far better than one without.

See Common Terms and Abbreviations for more information.

Roamer[edit]

Roamers are usually individuals or very small groups that go behind enemy lines to achieve objectives that would normally be impractical or impossible for a zerg. They include:

  • Killing or deterring enemy stragglers and reinforcements
  • Defending and destroying supply caravans
  • Capturing enemy camps
  • Tagging (or tapping) - Attacking an enemy keep sufficiently that it (and its waypoint, if any) becomes contested
  • Providing intel about enemy zerg size and position
  • Creating diversions for enemy zergs

Roamers generally require high survivability and escapability.

Scout (Scouting)[edit]

Scouts are those individuals who tend to look out for or babysit one or more objectives. They generally focus on broadcasting enemy movements and aiding in the defense of key objectives. What "scouting an objective" entails may vary from Keeps, Towers, Camps, or even enemy zergs, but the responsibilities of a scout generally include:

  • Staying at and maintaining lookout for a specified objective even if there are fights happening elsewhere in the same map
  • Upgrading an objective and providing defenses
  • Calling for assistance if needed against an enemy zerg
  • Slowing enemies from breaking into the objective by using  Siege Disabler.png Siege Disablers and/or defensive siege
  • Keeping the siege refreshed in the objective
  • Provide precise information on enemy numbers and siege placement if the objective is tagged or is being attacked
  • In many cases, scouts may also help run supply dolyaks to the objective in order to upgrade and resupply

To provide rewards to a scout, the commander can share participation for the WvW Reward Track if the person has joined the squad, and the squad has a minimum of 5 members.

Successful scout reports should be abbreviated while still conveying relevant information. A good call out will have enemy numbers, server or guild group, nearest relevant objective, possible siege status, and other relevant information. Scouts should also keep in mind whether it's best to use Team chat (/T) or Map chat (/M) when making a call out.

Examples:

  • [# of players] [server/guild group] @ [objective+objective upgrade status] [siege status], [wall/gate %], [additional info]
    • Mag blob @ t3 hills outer, sgate FABL, with 3 rams, gate 50%
    • 20 [Guild] @ NWC (North West Camp), heading north towards Blue Tag.
    • 5 SBI @ Garri. Outer wall down, inner wall @ 80%. No tag on map.

Supply Line[edit]

Players who are staying behind and taking care of supporting front line in any way they can.

  • Escorting pack dolyaks with supply (Giving them Swiftness.png Swiftness and so on).
  • Capturing Sentries.
  • Capturing camps in the homeland.
  • Helping allies to join you. (events such as this one).
  • Defending against Roamers and Scouts.
  • Repairing walls and gates with supplies from camps instead of the keep or Stonemist castle.

Most people prefer to focus on attack, but without supply and support from your home land, any attack will eventually fail.

Keep in mind that some servers will have their own abbreviations for certain terms. See below for common terms.

Common Terms and Abbreviations[edit]

The following is a list of common terms and abbreviations that many, if not all servers use.

Useful terms for describing objectives
  • [X]BL - where [X] denotes initials or color of the primary server. (Fort Aspenwood Borderlands becomes FABL, Green Borderlands becomes GBL.) The home borderlands may be referred to as "Home BL" or "HBL". Useful in team chat to specify the map of referenced objectives; e.g. "BBL spawn tower" refers to the tower closest the home spawn point in the Blue Borderlands map.
  • Garri/Garrison - The northernmost Keep in an Alpine Borderlands map, referring to either Blue Alpine Garrison or Green Alpine Garrison.
    • Some players might also use the term to refer to Stoic Rampart in the Desert Borderlands map. Such usage can potentially cause confusion among other players due to the naming discrepancy.
  • Stoic/Earth - Stoic Rampart, the northernmost Keep specifically in Desert Borderlands.
  • Hills - The Eastern Keep in an Alpine Borderlands map, referring to either Askalion Hills or Shadaran Hills.
    • Some players might also use the term to refer to Osprey's Palace in the Desert Borderlands map. Such usage can potentially cause confusion among other players due to the naming discrepancy.
  • Air/Air-keep/AK - Osprey's Palace, the Eastern Keep specifically in Desert Borderlands.
  • Bay - The Western Keep in an Alpine Borderlands map, referring to either Ascension Bay or Dreadfall Bay.
    • Some players might also use the term to refer to Blistering Undercroft in the Desert Borderlands map. Such usage can potentially cause confusion among other players due to the naming discrepancy.
  • Fire/Fire-keep/FK - Blistering Undercroft, the Western Keep specifically in Desert Borderlands.
  • SM/SMC - Stonemist Castle in Eternal Battlegrounds.
  • [Cardinal Direction][Objective] - Shorthand use of cardinal directions (North, West, South, East) to denote camps or towers to concisely name a Borderlands objective without having to memorize objective names across all borderlands. (Names of objectives change slightly depending on the color of the Borderland; e.g. Bluebriar tower is situated in the same relative area as Redbriar and Parched Outpost. In this case, all three aforementioned objectives are referred to as "southwest tower", or simply "SWT". In another example, the northernmost camp in a borderlands map could be referred to as "NC".)
  • Ruins - Ruins of Power, the center region of each borderlands map. Bloodlust in the Borderlands takes place here.
  • EWP - The tactic for Emergency Waypoint.
  • Invuln - "Invulnerable." The tactic for Invulnerable Fortifications.
  • Paper - Used to refer to Tier 1 objectives. References the ease at which they can be taken due to a lack of strong defenses and upgrades. Usually references un-upgraded walls or gates.
  • RI - Brilliance.png Righteous Indignation is an effect gained by Objective bosses such as Tower Lords for 5 minutes following the capture of an objective.
Useful terms for describing players and player behaviors
  • AJ/Ass-Jam - When an enemy group engages (generally) behind another two groups that are already fighting.
  • Bags - Refers to the Heavy Loot Bag dropped by a defeated enemy player. May also be used as pejorative slang to refer to enemy players.
  • Blob/map-queue - 30-50 players, depending on the tier your server is used to. This term references the squad's ability to fill a map and start a queue for it.
  • Commander/Comm/Driver/Tag - Various ways to denote a Squad Commander.
  • Fight Guild - Refers to guilds who focus on taking fights, even if that means sacrificing objectives or points for their server.
  • Guild vs Guild/GvG - Refers to organized fights between guild squad groups that occur outside of the context of an organic WvW matchup. May occur in secluded open field areas of WvW maps, typically in the Edge of the MistsMists Arena or Armistice Bastion.
  • Havoc - A small group of 5-10 people whose purpose is to assist their team by splitting forces out from the main enemy zerg, either by attacking alternate objectives or by harassing stragglers in the zerg.
  • "Incoming/Inc" - Enemy players are moving towards the squad.
  • OJs - Orange Swords will appear on the map to mark when at least 25 players have engaged in combat. Nicknamed OJs (oh-jays) for their orange color.
  • Open field - Refers to areas of the map outside of objectives. Usually used when describing fighting areas. (Fighting open field vs. fighting within an objective.)
  • Pick (Pick Squad) - A squad leader might designate 2-4 players in a zerg as "Pick". Their job is to focus high-priority targets and quickly take them down. (For example, sniping the enemy Commander.)
  • Pin-sniping/Commander-sniping - When a player or group of players focuses on eliminating the enemy commander.
  • Player vs Door/PvD - Refers to players directly attacking gates, occasionally without the aid of a Flame Ram.
  • PPT/PPTer/PPTing - (See War Score) PPT stands for Points-Per-Tick, which are points gained from holding objectives. Groups or players (PPTers) that heavily focus on maximizing their team's PPT score. (PPTing)
  • Pugmander/Pugmanding - When a Commander is leading a group of players (PUGs) that are not formally associated with one another by guild or agreement.
  • PUGs - From the phrase "Pick-Up Group." Slang for player(s) not involved with a guild or organized group, or members of an organized group not part of the Commander's core group.
  • Raid/Rally - Refers to an organized group of players logging in at a pre-arranged time to form a squad. These players are usually part of the same guild.
  • Ram, Cata, Balli, Treb, AC - Shorthand for various siege. (i.e. Flame Ram, Catapult, Ballista, Trebuchet, Arrow Cart).
  • Roaming group/roamers - 1-5 people
  • Tap - Hitting an objective solely to cause it to become Contested. No siege is placed and those attacking the objective are only trying to hinder using the associated waypoint or are trying to cause confusion.
  • Zerg - Anywhere between 15-30 people, depending on the tier your server is used to.
Useful Zerging terminology (usually spoken by the commander)
  • "Blast"- Commander tells players to use Blast finisher skills on certain fields.
  • "Bomb" - Commander tells players to place high damage skills in a certain area.
  • "Breach/Breaches" - Commander calls for Scourges to use their  Ghastly Breach.png Ghastly Breach skills.
  • "Bubble", "Winds" or "Dome" - Commander either tells allied Spellbreakers to use their elite skill,  Winds of Disenchantment.png Winds of Disenchantment, which appears as a large orange bubble or to avoid a bad one, which appear as a brown bubble. Some organized groups may assign multiple bubbles, as done with Stab1/Stab2 (see below). Commanders often call out and maneuver the group to apply damage towards "good" bubbles while avoiding "bad" bubbles.
  • "Bunker" or "Brick Wall" - Commander tells players to bunker. The Squad/Party hold their ground, placing AoE in front of themselves and letting the enemy run into it.
  • "Cleanse" - Commander calls for players to use Condition Clearing skills on allies.
  • "Corrupts/Strip" - Commander calls for classes with boon corruption or removal skills to focus them in a certain area. (Usually Necromancers.)
  • "Empower" - Commander calls for Guardians to use Empower, generating Might.png Might. Some commanders may use this interchangeably with "Pump Boons".
  • "Hard CC" - Commander calls for crowd control skills to be used.
  • "IoL", "Illu" or "Illusion" - Called out by Mesmers when they use  Illusion of Life.png Illusion of Life on downed players.
  • "Lines/Rings/Statics" - Commander calls for "line" type skills such as  Line of Warding.png Line of Warding,  Unsteady Ground.png Unsteady Ground, or  Static Field.png Static Field.
  • "Pull" - Commander calls for players to use "Pull" type skills such as  Spectral Grasp.png Spectral Grasp,  Vortex.png Into the Void, or  Chapter 3- Heated Rebuke.png Chapter 3: Heated Rebuke). (Typically used to pull enemies off of a wall or into a damage area.)
  • "Pump Boons" - Commander calls for classes that share boons, such as Mesmers, Guardians, and Elementalists, to begin using boon distribution skills.
  • "Purges" - Commander calls for players to use Condition Clearing skills on allies, most notably,  Purging Flames.png Purging Flames.
  • "Reflects" - Commander calls for abilities that reflect, destroy, or block projectiles to be placed between the zerg and the enemy, as a counter for projectile heavy groups.
  • "Resistance" - Commander calls for classes that give Resistance.png Resistance, such as Firebrands, Heralds, and Mesmers to share it with allies.
  • "Shades" - Commander calls for Scourges to use Shade skills.
  • "Soft CC" - Commander calls for soft crowd control skills to be used. (Condition based Crowd Control)
  • "Spike" or "Range spike"- Used interchangeably with "Bomb". Commander tells players to place high damage, typically ranged skills in a certain area. Often used in conjunction with Pulls or CCs.
  • "Stab1/Stab2" - Commander calls for 1 person per party to use stability. In an organized group, stability 1 and stability 2 will be assigned to certain party members, typically Guardians.
  • "Stealth/smoke/sneaky" - Commander tells players to grant Stealth to the squad through either stealth abilities such as  Sneak Gyro.png Sneak Gyro or blast finishers combined with a smoke combo field such as  Smoke Cloud.png Smoke Cloud.
  • "Tomes/Tome 1, 2, or 3/Justice, Resolve, or Courage" - Commander calls for Firebrands to use their  Tome of Justice.png Tome of Justice,  Tome of Resolve.png Tome of Resolve, or  Tome of Courage.png Tome of Courage abilities.
  • "Water" - Commander calls for a Water field to be placed on the ground. The player that places it might say "small/large water on tag" depending on the type of water field that was dropped. Others are generally expected to use combat abilities with combo finishers to increase the water field's efficacy, when feasible.
  • "Wells" - Commander calls for Necromancers to use their Well skills. (Typically  Well of Suffering.png Well of Suffering or  Well of Corruption.png Well of Corruption).

Jumping puzzles[edit]

Entrance to one of the Mistwrought Vault jumping puzzles.

The various WvW maps allow access to three jumping puzzles: Obsidian Sanctum, Emerald Sanctum, and Sapphire Sanctum (with Emerald and Sapphire collectively known as Mistwrought Vault). At the end of each of the puzzles is a chest that rewards some equipment, siege blueprints, and badges of honor, as well as the associated achievement from completing it. They may be difficult to complete as they are shared across the competing worlds, and players might encounter hostile players while trying to navigate the puzzle.

Mistwrought Vault[edit]

Primary article: Mistwrought Vault

Mistwrought Vault is a jumping puzzle in the north-west of every Alpine Borderlands map. This puzzle can be completed once per day on either Alpine maps (Blue or Green Borderlands). Completing one does not deny rewards for the other. This jumping puzzle is not present in the Desert Borderlands.

Obsidian Sanctum[edit]

Primary article: Obsidian Sanctum

Obsidian Sanctum is a jumping puzzle which can be accessed via the WvW menu, or through a door in any of the keeps in Eternal Battlegrounds. It is a separate instance from any of the other WvW maps, though players will continue to receive rewards each tick if they had sufficient participation before entering.

WvW bonus events[edit]

Occasionally, there is a Special event with unique effects or mechanics taking place in World versus World.

DurationNameEffect/Description
2015:
December 16, 2014 to
January 13 (UTC-7)
Sneak AttackTemporarily removed white swords that normally appear on objectives, such as towers or keeps in WvW, to encourage players to be more sneaky, as well as encourage players to defend valuable structures.
Every player kill in WvW awarded a point towards their home world's war score, and every kill using a finisher would earn another extra point.
Mist War Summons.png Mist War Summons - Earn increased rewards in WvW during special events! +15% WXP(WvW only) +15% Experience from Kills (WvW only) +50% Magic Find(WvW only)
2015:
11:00 AM, July 17 to
11:00 AM, July 24 (UTC-7)
Golem RushSiege golems cost no supply to construct.
Siege golems move at 100% increased movement speed.
Siege golems deal 100% additional damage against players and other siege golems.
Each kill on an enemy player will grant your team one point toward your realm’s total score.
Mist War Summons.png Mist War Summons - Earn increased rewards in WvW during special events! +15% WXP(WvW only) +15% Experience from Kills (WvW only) +50% Magic Find(WvW only)
2018:
11:00 AM, June 8 to
11:00 AM, June 15 (UTC-7)
2019:
11:00 AM, April 26 to
11:00 AM, May 3 (UTC-7)
No Downed StateMist War Summons.png Call of War - Earn increased rewards in WvW during events! +100% WXP +25% WvW Reward Track Progress +50% Magic Find(WvW Only)
No Downed State.png No Downed State - If you die, you will skip the downed state and go directly to being defeated.
2018:
11:00 AM, Sept 28 to
11:00 AM, October 5 (UTC-7)
Enhanced BloodlustMist War Summons.png Call of War - Earn increased rewards in WvW during events! +100% WXP +25% WvW Reward Track Progress +50% Magic Find(WvW Only)
Major Borderlands Bloodlust.png Enhanced Minor Borderlands Bloodlust - Everyone in your realm gains a 5% bonus to power, precision, toughness, vitality, condition damage, healing power, and ferocity for holding 3 ruins in any Borderland. This bonus goes up if you capture 3 ruins in a second Borderland. Invaders killed by finishers reward your realm with War Score.
Major Borderlands Bloodlust.png Enhanced Major Borderlands Bloodlust - Everyone in your realm gains a 15% bonus to power, precision, toughness, vitality, condition damage, healing power, and ferocity for holding 3 ruins in any Borderland. This bonus goes up if you capture 3 ruins in a third Borderland. Invaders killed by finishers reward your realm with War Score.
Major Borderlands Bloodlust.png Enhanced Superior Borderlands Bloodlust - Everyone in your realm gains a 30% bonus to power, precision, toughness, vitality, condition damage, healing power, and ferocity for holding 3 ruins in any Borderland. Invaders killed by finishers reward your realm with War Score.
2019:
6:00pm, July 5, to
6:00 PM, July 12 (UTC-7)
WvW Core SwapA defeated player drops an orb that be picked up to gain access to skills of the based on the profession of the fallen player.
Mist War Summons.png Call of War - Earn increased rewards in WvW during events! +100% WXP +25% WvW Reward Track Progress +50% Magic Find(WvW Only)

Tournament system[edit]

Previously, tournaments (known at the time as a season) were held for World versus World. Worlds fought other worlds over the course of multiple weeks to earn points; 1st place gave 5 points, 2nd place gave 3 points, and 3rd place gave 1 point. At the end of the tournament, players in each world would receive rewards for their world's ranking based on points earned. Throughout the tournaments, players could earn individual rewards through limited time achievements and achievement rewards.

Rewards

Players who participated in tournaments received WvW Tournament Claim Tickets to trade for other rewards from the Battle Historian. These rewards included Hero's weapons, Mistforged Hero's weapons, Mini Dolyak, ascended accessories, and more.

Tournaments held[edit]

Trivia[edit]

Citadel during Wintersday.
  • The amount of points awarded for holding Stonemist Castle was reduced from 50 to 35 points in the September 14th, 2012 update. This was done because Stonemist became easier to capture, due to the Legendary Castle Lord being moved to the lower floor (the initial placement of the Castle Lord on the second floor resulted in abuse of arrow carts firing from other floors into the lord room).
  • Orbs of Power were removed in the November 1st, 2012 update.
  • Between April 17th, 2013 and February 23rd, 2016, switching between NA, EU, and AUS servers removed your WvW ranking.
  • Before April 11th, 2013, WvW matches reset at Saturday 00:00 UTC.
  • The inspiration for World versus World came from Dark Age of Camelot's realm vs. realm battles.
  • WvW and World vs World are the terms used by both players and by ArenaNet to refer to what is technically World vs World vs World. In game, NPCs refer to it as the Mist War or Battle for the Mists.
  • Map completion used to include waypoints, point of interests and vistas in WvW maps.

References[edit]


Sours: https://wiki.guildwars2.com/wiki/World_versus_World
Guild Wars 2 Outnumbered WvW Roaming #1 Choose Your Fights

GuildWars2.com

Hi all,

Mark your calendars! The first weeklong beta event for the WvW World Restructuring feature takes place from September 24 to October 1. Today we’re here to outline development and beta testing plans for World Restructuring and talk about the future of the World vs. World game mode. We’ll start by describing the overall vision for the feature and then describe the functionality that will be introduced in the first two rollout phases.

World Restructuring: An Overview

World Restructuring is a feature that aims to address player population imbalances and create great matches. It achieves this by deprecating the current concept of “shards” (aka worlds/servers) and introducing a matchmaking system to the game mode, where players, guilds, and alliances (player-managed groups of guilds) are programmatically redistributed to new “teams” (previously known as shards) on a set schedule. This gives us more flexibility and granularity when creating new teams and helps address natural fluctuations in population over time. It’ll also give players more agency in choosing who they want to play with on an ongoing basis and allows long-standing communities to continue playing together.

Matchmaking, when teams are destroyed and recreated, occurs at the beginning of each season. The term “season” in the context of WvW describes the period of time between each matchmaking event. The length of a season is not yet finalized, but could be up to eight weeks long. Before a season begins, players can select which of their current guilds (and by extension, the alliance) they’d like to play with for that season. Once matchmaking occurs, any changes to a player’s selected guild will not take effect until the next season. While the composition of each team is static during a season, you’ll be matched up against different opponents each week using the existing one-up, one-down match up system.

Active WvW players that have not selected a WvW guild before the start of a season will be automatically matchmade onto a team. New players, or players that were inactive for an extended period before the start of a season, will not be automatically placed, but will have the option to choose which team they’d like to join. Teams will become locked (or “full”) once they’ve reached the population cap, like the current system.

Matchmaking will initially use factors such as WvW participation and playtime to place players, guilds, and alliances on teams, but we’re open to adding additional variables to matchmaking (e.g., time zone) once we’ve ironed out the initial kinks with the system.

The functionality detailed above will be rolled out in multiple phases, each with its own set of beta tests.

World Restructuring: Phase One

Phase one of World Restructuring includes a substantial backend overhaul of how World vs World works, but most of this is invisible to the player. On the player-facing side of things, it will feature matchmaking support for unguilded players and guilds. Alliance functionality will come in phase two. The goal for this first phase is to ensure that the system works at scale. We’ll be keeping a close eye on player population balance, queue times, and victory point disparity.

On September 21, a new tab for the World Restructuring feature will become available in the in-game World vs World menu. On this tab, you’ll be able to choose which of your guilds you’ll want to play with during the World Restructuring beta event. Please choose your WvW guild before 11:59 p.m. Pacific Time (UTC-7) on September 23 or you may be matchmade onto a team as an individual player.

The beta event match up will begin at WvW reset on September 24. A WvW bonus experience event will be active between September 21 and October 1 (100% bonus to World Experience, a 25% bonus to reward-track progress, and a 50% bonus to magic find).

At the conclusion of the beta event on October 1, the World and World Linking system will be re-enabled and WvW will return to the current state. For example, if you were on Gandara before, you’ll be back on Gandara once again. Depending on how well the first beta event goes, we may choose to run a few additional tests without significant changes to the feature. Each matchmaking event provides our team with incredibly valuable data for tuning the matchmaking system.

World Restructuring: Phase Two

The next planned addition to World Restructuring will be alliances functionality. This will allow multiple guilds to group together for the purposes of matchmaking. Each team can include multiple alliances. Our current plan is to limit Alliances to a total of 500 players, the same maximum size of a single guild. We’re trying to strike a balance between allowing existing player communities to be able to stick together while preventing the creation of juggernaut alliances. This number is flexible and will be finalized based on what we see during the beta events. The timeline for delivering alliance functionality largely depends on how well phase one goes. If we identify a large number of bugs or core system issues, we’ll need to focus on solving those first.

Beta Development

We’re approaching the development of World Restructuring differently than what you’ve seen from us in the past. Our intention is to release the smallest, functional versions of the feature onto the live servers, beta test it for a limited time, and then use your feedback to improve future iterations of the feature. We’ll rinse and repeat until we’ve landed on a satisfactory implementation and then polish the feature, remove the beta tag, and fully release it.

The reasoning behind this approach is straightforward: WvW is a complicated game mode that’s played in numerous ways. Some players enjoy fights, some enjoy taking objectives, and some enjoy running away from fights (he-he). Experiences can even vary wildly between shards (we’re looking at you, Maguuma). Finding the best solution for population balance that considers these differing playstyles is a challenging proposition and not something that we can do without your input. We need feedback from our players to help narrow in on the right design. We’ll be looking at both hard data and the conversation in the community to determine the feature’s future.

This approach comes with some trade-offs. For one, the initial implementation of World Restructuring will have a limited feature set. You might immediately identify some features that would be nice to have. That’s great! Tell us what you’re thinking and why you want it. This is exactly the reason we’re doing this. We want to build the things that our players want and not waste time on things they don’t.

The second trade-off is that the frontend of the system will be a little rough—using “programmer art,” as we call it. We’re going to hold off on final art and user experience polish until we’ve locked down the design of the feature. In other words, we’re going to focus on making sure the system solves the problem before we make it look nice.

We’ll be monitoring and participating in dedicated feedback threads on the official Guild Wars 2 forum for each beta event. That’s the best place to have your voice heard, whether you’re a solo player, guilded, a guild leader, or a pug commander. We’ll also keep you up to date with our latest observations and decisions regarding World Restructuring via regular updates on the Guild Wars 2 blog.

Looking to the Future

World vs World is an experience unlike any other—an epic combination of battles on a massive scale, competition, community, and of course, rivalry. It scratches an itch that many of us have had since the earliest days of Realm vs Realm gameplay in PC gaming.

WvW, as it is today, is good—but it could be great. As we stated in the July 2 Studio Update blog, our leadership team views WvW as a cornerstone game mode of Guild Wars 2 and we intend to support it as such—and we say this while acknowledging that in the past WvW players haven’t consistently received the support or attention they deserve.

So, let’s talk about future plans and priorities as we know them today, largely informed by your feedback and our own assessment of the mode. These priorities are subject to change as we continue to listen, observe, and learn. If they do change, we’ll let you know.

Player population balance is a critical component of any competitive game or game mode, and imbalances can have a marked, negative impact on gameplay to the extent that the experience no longer reflects design intent. As such, World Restructuring is going to remain our top priority until we feel that it’s been satisfactorily addressed. This will likely remain our focus through the release of Guild Wars 2: End of Dragons™.

After World Restructuring, we’ll be looking to make WvW more rewarding, with a focus on active play. There’s two major parts to this. First, we’ll be looking at improving individual rewards for participation and performance. This will be a mix of adding new rewards and improving older systems. As an example, we’d like to address how support players are under rewarded. Skirmish tracks also take longer to progress than we’d like, especially for new players. Second, we want to give players and guilds reasons to care about winning their current match up and reward them for exceptional performance during a season. Longer-term, we’d also like to introduce systems that would allow guilds to flex and compare their WvW prowess.

Once both population balance and rewards are addressed, our theory is that WvW gameplay may see a significant shift. Players tend to naturally optimize their gameplay towards “the goal”, and with that comes new strategy and meta. At that point, we intend to look very hard at core WvW systems (upgrades, scoring, siege, etc) and balance them to ensure that the WvW experience is still reflecting our vision. No system is safe from iteration!

Everything described above is aimed at addressing foundational issues affecting the WvW experience. Our priorities beyond this point are highly flexible and will undoubtedly be influenced by the community and the needs of the game mode. Expect more communications, just like this one, down the road.

Before we wrap up this section, we did want to mention that we understand how important profession balance is for World vs World gameplay. To address this, after the expansion releases, we’ll be dedicating design resources to overseeing profession balance for the Live game in a full-time capacity, supporting PvE, PvP, and WvW. This will allow us to deliver balance updates on a much more consistent cadence.

Wrapping Up

That’s it for today! If you have questions or feedback regarding World Restructuring or our overall priorities for WvW, please drop us a note on the official forums. ArenaNet staff Raymond Lukes (Lead Gameplay Engineer) and Josh “Grouch” Davis (Head of Live Operations) will join ArenaNet Partners MightyTeapot and Roy on September 16 at noon Pacific Time (UTC-7) on Twitch for a live discussion regarding World Restructuring and the future of World vs World, so we’ll look to address as many of your questions as we can then.

Thank you for reading. We’re incredibly excited to finally bring World Restructuring to life and we’re looking forward to building World vs World into the experience we all know it can be.

–The Guild Wars 2 Team

Sours: https://www.guildwars2.com/en/news/studio-update-world-restructuring-and-the-future-of-world-vs-world/

Wvw gw2

GuildWars2.com

4 2 Since 10/15/21 6:03 PM PST Maguuma 1804.0081 11.8076 Since 10/15/21 6:00 PM PST 104.9966 0.265 2 5 Since 9/24/21 6:03 PM PST Sea of Sorrows 1795.8867 3.8318 Since 10/15/21 6:00 PM PST 101.529 0.2446 1 6 Since 9/24/21 6:03 PM PST Anvil Rock 1786.4762 0.5774 Since 10/15/21 6:00 PM PST 110.6619 0.2941 2 7 Since 10/8/21 6:03 PM PST Fort Aspenwood 1778.0934 2.5718 Since 10/15/21 6:00 PM PST 101.5601 0.2449 2 8 1 Since 10/15/21 6:03 PM PST Darkhaven 1757.8986 Since 7/30/21 6:00 PM PST 139.3577 0.4937 4 9 1 Since 10/15/21 6:03 PM PST Henge of Denravi 1757.7048 Since 5/28/21 6:00 PM PST 107.0355 0.273 4 10 2 Since 10/15/21 6:03 PM PST Jade Quarry 1755.4659 16.7536 Since 10/15/21 6:00 PM PST 110.3204 0.2795 4 11 Since 8/13/21 6:03 PM PST Eredon Terrace 1750.2253 Since 3/26/21 6:00 PM PST 148.1469 0.5748 3 12 Since 10/1/21 6:03 PM PST Borlis Pass 1740.2147 Since 10/1/21 6:00 PM PST 128.4239 0.4109 3 13 Since 10/1/21 6:03 PM PST Yak's Bend 1738.114 Since 5/28/21 6:00 PM PST 107.2225 0.2764 4 14 8 Since 10/15/21 6:03 PM PST Isle of Janthir 1721.9773 105.5347 Since 10/15/21 6:00 PM PST 218.281 0.6097 3 15 1 Since 10/15/21 6:03 PM PST Stormbluff Isle 1718.7538 Since 3/26/21 6:00 PM PST 109.1024 0.285 4 16 Since 10/8/21 6:03 PM PST Northern Shiverpeaks 1716.4532 2.2159 Since 10/15/21 6:00 PM PST 110.0505 0.27 3 17 2 Since 10/15/21 6:03 PM PST Sanctum of Rall 1713.7477 4.1883 Since 10/15/21 6:00 PM PST 137.1223 0.478 4 18 1 Since 10/15/21 6:03 PM PST Kaineng 1711.4738 Since 10/1/21 6:00 PM PST 132.2912 0.4347 4 19 1 Since 10/15/21 6:03 PM PST Crystal Desert 1704.2661 1.5974 Since 10/15/21 6:00 PM PST 115.3467 0.2871 4 20 1 Since 10/15/21 6:03 PM PST Dragonbrand 1693.77 Since 5/28/21 6:00 PM PST 106.4465 0.2697 4 21 1 Since 10/15/21 6:03 PM PST Gate of Madness 1680.1688 Since 7/30/21 6:00 PM PST 143.295 0.5252 4 22 1 Since 10/15/21 6:03 PM PST Sorrow's Furnace 1673.4683 Since 10/25/19 6:00 PM PST 143.3353 0.5299 4 23 Since 10/8/21 6:03 PM PST Ehmry Bay 1528.6343 Since 4/22/16 6:12 PM PST 262.1157 0.5979 5 24 Since 10/8/21 6:03 PM PST Devona's Rest 1300.0913 Since 4/22/16 6:12 PM PST 260.217 0.5979 6
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GW2 WvW - Power Revenant - Cleaving Zergs

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