WvW ascended materials distribution+bloodlust

#1 - Sept. 11, 2013, 10:49 a.m.
Blizzard Post

Hi, I just wanted to make a thread about the way ascended materials are being distributed in WvW as I feel it is a strange system.

Why are the materials coming as drops from npcs which die in a matter of seconds with no effort? What does getting an attack on the weak useless ‘lord’ of a keep/tower actually have to do with taking those places? ANet has to realize that there is a far bigger picture to the process of taking these places, I hope the reason materials don’t come from the overall bonus with WXP is a weird programming issue, why are you making us go through this annoying otherwise pointless chore of trying to tag a mob in a laggy desperate zerg ball just to get a share of the ascended loot that drops in WvW, sometimes it’s more important to keep fighting, not everyone needs to stand in that circle.

Better yet why is there no amounts of ascended materials given as a bonus(perhaps with diminishing returns) for defending keeps/towers? It’s obviously interfering with the WvW game by causing people to want to take take take and ignore defending.

What about the people who will get their realm the bloodlust buff in the next patch? How about an achievement chest with diminishing returns/daily timer to get a small amount of each ascended material when you take 3 of the 5, this would really liven things up and create a flow of the games population taking a run into the middle fights to get their daily ascended materials achievement thoughout the day, this would help keep the buff bouncing around amongst the 3 servers and draw people into WvW.

Just wondering what people think about how annoying and imho senseless it can be to get ascended materials for WvW players.

#6 - Sept. 11, 2013, 12:18 p.m.
Blizzard Post

A couple of points. We are going to move more and more towards trying to increase the rewards in the rank up chests. As for the lack of rewards for defending, it is really a limitation of the way the content currently exists. We are working on solutions to it, but we always face the problem that making a major change to existing, working content is very dangerous and has to have a very long test time. Defending is super simple to get credit for right now, and because of that it’s difficult for us to put a serious amount of rewards on it. If we did, it would incentivize people to stand around, repair a wall for a second or two, then jet off. Until we fix the way that content determines who deserves rewards, we can’t bump the rewards as much as we’d like to.

We absolutely agree that defending is not rewarded well enough and we will address it when we have the best solution.