Are the World versus World patch notes, leaked this week, real? No one knows but having had a look over them and having been part of many closed testing groups, they certainly look legitimate. Due to speed and the need to get information out quickly, internal notes are often casual and a little rough around the edges. These look on the money and seem to align with many rumours that have been doing the rounds. The biggest change is probably the reduction in servers, with many pairing off to become giant hubs of activity (i.e Yak’s Bend & Anvil Rock or Sea of Sorrows & Gate of Madness). There's also a Desert Borderland Rework, Tier 1 WvW armor and changes to Stability. On top of this there is word over on the forums that Desert Borderland Camp Guards will be getting adjusted. For the leaked patch notes, take a look below or hit the link


  1. April 19th patch changes

  2. Balance: Stability change – only 1 stack can be removed per second.

  3. Balance: Unlimited target spells like Static Field get a 10 target cap.

  4. Balance: Several more specific skill adjustments to address WvW concerns.

  5.  

  6. [11:40]

  7. NEW AOE CAP??

  8.  

  9. [11:41]

  10. -Final World Links-

  11. NA

  12. Now: 12 Worlds – 4 Tiers

  13. Before: 24 Worlds – 8 Tiers

  14. For simplicity sake, we just took the current top 12 worlds to use as host worlds, and then we reversed the bottom 12 to create the pairings. Using just population metrics gave us slightly different results, but not different enough to merit the additional player confusion.

  15. Yak’s Bend & Anvil Rock

  16. Blackgate & Eredon Terrace

  17. Jade Quarry & Isle of Janthir

  18. Tarnished Coast & Devona’s Rest

  19. Dragonbrand & Sanctum of Rall

  20. Fort Aspenwood & Borlis Pass

  21. Sea of Sorrows & Gate of Madness

  22. Maguuma & Kaineng

  23. Stormbluff Isle & Crystal Desert

  24. Darkhaven & Ferguson’s Crossing

  25. Henge of Denravi & Sorrow’s Furnace

  26. Northern Shiverpeaks & Ehmry Bay

  27.  

  28. [11:43]

  29. April 19th

  30. WvW Reward Tracks & Participation System (Beta)

  31. World Linking (Beta – Population Balance)

  32. Provisions Master Ability Line

  33. Desert BL Layout Rework

  34. Proofs of Heroics (Currency)

  35. Tier 1 WvW Armor

  36. Cultural Armor Vendor

  37. 18/20 Slot Bags for badges

  38. Removal of experience gain in WvW

  39. Addition of Tomes of Knowledge to Rankup

  40. Increased cooldowns on all Guild Tactics by 5-10 minutes. This effects things like Chilling Fog, Airship Defense and Emergency Waypoint.

  41. Objective Map Markers display current upgrade level as silver pips.

  42. Shield Generator skill cooldowns slightly increased.

  43. Balance: Stability change – only 1 stack can be removed per second.

  44. Balance: Unlimited target spells like Static Field get a 10 target cap.

  45. Balance: Several more specific skill adjustments to address WvW concerns.

  46. Likely 2 Weeks Later

  47. Alpine BL rotated back in

  48.  

  49. [11:43]

  50. The new plan is to let the community more directly influence our priorities than they have in the past. We’d still like to do the scoring update next, and then the seasons/battlegroup stuff, but if it turns out those aren’t community priorities then we’ll strongly consider postponing them to work on whatever ends up being the #1 thing the community voted for.

  51.  

  52.  

  53. List of changes that were made to DBL. You’ve noticed most of them, but I’ll list it for others. Oh and Alpine is identical to it’s original state, but with HoT updates (resource nodes are all located inside objectives, support for auto-upgrades and guild claiming).

  54. Fire Keep

  55. Lord Room

  56. Less Gargoyle Turrets

  57. Front half of lava is covered

  58. Added two additional bridges into the lord room

  59. Outer Gates

  60.  

  61. [11:43]

  62. Wider Fighting spaces

  63. Lava has been reshaped and is often covered by grates or larger platforms

  64. Dolyak routes have slightly changed, this is especially true for the south side

  65. It’s easier to walk around the outside of the keep from the south side to the north side (less backtracking)

  66. Upper Dunes

  67. Half of the dunes are gone, it’s easy to see into the fire keep from above

  68. There’s a new faster path into the fire keep from the south side.

  69. Less spawns up here, since there is less space for them.

  70. Veteran Sand Wurm event moved slightly.

  71. Oasis

  72. There’s a new smoothed path into the SE side of the keep.

  73. North Shrine

  74. Got rid of the huge random stone wall

  75. Shrine is now atop a metal grate over lava

  76. Air Keep

  77. Lord Room

  78. Less Bird Turrets

  79.  

  80. [11:44]

  81. More staircases leading up to room

  82. Outer Gates

  83. Wider bridges

  84. No Bird turrets on bridges

  85. Less Jump pads everywhere (these are now staircases or ramps)

  86. It’s easier to walk around the outside of the keep from the south side to the north side (less backtracking)

  87. South Shrine

  88. Staircase leading up to SE Camp instead of jump pads

  89. Less bamboo bridges, these are more straightforward

  90. No river, elevation of the floor has been raised

  91. Oasis

  92. Jump pads removed, new regular path leading into keep area

  93. Earth Keep

  94. Lord Room

  95. More routes leading up to platform

  96. Canyons

  97. Wider fighting space

  98. Less big rocks

  99. Less Teleporters

  100. Overall

  101. Barricades Removed

  102. ~12 Hay Bales scattered about. These are no fall damage locations.

  103.  

  104. [11:44]

  105. Phase 2: Scoring Update (QTR 4ish)

  106.  

  107. One of the next big features the WvW team is planning on tackling is making improvements to our Scoring system. This will also come with some additional rewards improvements that we were holding off on. The update is currently projected to take at least 3 months to implement, and could easily go longer. (Fair warning, this post is really long and detailed)

  108. Overview

  109. As part of WvW 2.0 we plan to update the way WvW matches are scored.

  110. We are doing this for a few big reasons:

  111. Reduce the need for 24 hour coverage by reducing the effects of off hour capping (night capping)

  112. Losing while your team is asleep is no fun

  113. Reduce the number of runaway matches

  114. The feeling of hopelessness when your team is down 100,000 points after a single day

  115. Give players a real opportunity to make a comeback

  116. Matches are often decided in the first

  117.  

  118. [11:44]

  119. Placement

  120. Points for 1st – 3/6/9

  121. Points for 2nd – 2/4/6

  122. Points for 3rd – 1/2/3

  123. Action Level

  124. Time of day (Time Band) determines the minimum Action Level for the skirmish, but if the Action Level from actual map participation is higher, that will be the value used.

  125. This is to mitigate the effects of nightcapping without strictly saying that 12am – 8am is simply a lower scoring time period.

  126. Prime Hours

  127. Action Level 3 (Cannot be increased)

  128. 4 PM – 10 PM

  129. Subprime Hours

  130. Action Level 2

  131. 10 PM – 4 AM

  132. 10 AM – 4 PM

  133. Off Hours

  134. Action Level 1

  135. 4 AM – 10 AM

  136. Similar to the participation calculation for an individual player in the Rewards Update, but at the full cross-map level.

  137. Each map calculates it’s action level separately and then sent to the server at the beginning of each 2 hour skirmish.

  138.  

  139. [11:47]

  140. The map action level is a weighted average of the points generated by each of the three teams.

  141. The server averages the action level of the 4 maps and then lets the clients know what the current action level is

  142. Action Level is set at the beginning of a skirmish and cannot change until the start of the next skirmish.

  143. Action level should not be game-able

  144. By a small number of players

  145. By a single side

  146. By two sides coordinating to trade kills or objectives.

  147. With a grace period, so that 200 people logging off simultaneously right before the start of a new skirmish doesn’t suddenly drop the level.

  148. Last Stand

  149. Last Stand describes the final day of any week long matchup

  150. During Last Stand, skirmish placement points are tripled

  151.  

  152. [11:47]

  153. This is intended to provide a final comeback mechanic for teams that are behind and give teams that are behind hope that they are still in the match.

  154. Note: We have tentative plans to move reset times back to Saturday so that Last Stand can happen on Friday night.

  155. Last Stand Placement

  156. Points for 1st – 9/18/27

  157. Points for 2nd – 6/12/18

  158. Points for 3rd – 3/6/9

  159. Skirmish Scoring

  160. Points for Capture

  161. Objectives will award score (for the current skirmish) both on capture, and again on each tick.

  162. This is the method that Edge of the Mists scores objectives, and prevents teams from getting nothing for capturing an objective, but then losing it before the tick scores.

  163. EotM currently awards roughly 3x the objectives tick score on capture. EotM should be normalized to 1x tick score when WvW 2.0 rolls out, so scoring is consistent across all of WvW.

  164.  

  165. [11:47]

  166. Capturing upgraded objectives is worth higher amounts of Warscore and Participation(individual rewards.)

  167. Holding upgraded objectives is worth higher amounts of Warscore per tick (PPT).

  168. A fully upgraded keep would be worth double the current value, so 25 -> 50

  169. Castle – 35/46/57/70

  170. Keep – 25/33/41/50

  171. Tower – 15/20/25/30

  172. Camp – 10/13/16/20

  173. Points for Kill

  174. The amount of score earned from PPK will increase to be proportionally more siimiliar to the amount of score earned from PPT (Points Per Tick.)

  175. A rough number would be 1 -> 5, with diminishing returns on killing players who have been alive for less than 5 minutes.

  176. Caravans

  177. *Warscore for Caravan Kills, Caravan Delivery and Sentry Capture should increase by at a similar rate as PPK.

  178. Ex: If killing a player is increased from 1-5 points, killing a dolyak should also increase from 1->5 points.

  179.  

  180. [11:48]

  181. Communicate Warscore actions in world better.

  182. Ex: Kill a dolyak and a +5 Warscore floater appears above the corpse for a few seconds.

  183. *Top center point graph should give better feedback when it updates.

  184. Ex: the line should flash and refill everytime objective ownership changes.

  185. Rewards

  186. Skirmish Rewards (Every 2 Hours)

  187. Grants Reward Track Points (large amount)

  188. Amount based on world placement at the end of the Skirmish

  189. Requires at least some recent participation (Reward Level 1 or higher)

  190. Reward Track Points Awarded

  191. 1st – 2000

  192. 2nd – 1500

  193. 3rd -1000

  194. Amount also modified by the number of Ticks a player participated in

  195. 8 possible Ticks per Skirmish

  196. For each Tick a player participated in, they will earn an 1/8th of the full reward amount

  197. Indirectly awards whatever items are on WvW Reward Tracks

  198.  

  199. [11:48]

  200. skirmish Summary Bouncy Chest type UI to claim rewards

  201. Displays skirmish world placement and reward points

  202. Fills reward track bar and grants any item reward if a new tier is achieved

  203. Match (Every Week)

  204. Grants a huge amount of Reward Track Points

  205. Amount based on world placement at the end of the Match

  206. Amount also modified by the number of Skirmishes a player participated in.

  207. Requires participating in at least 10 Skirmishes to earn the full reward amount.

  208. For each Skirmish a player participated in, they will earn an 1/10th of the full reward amount

  209. Grants WvW Armor Upgrade Tokens

  210. Also grants Tournament Tickets as an additional reward during tournament weeks.

  211. 1st – 6,000 Reward Track Points & 3 Armor Tokens  (+300 Tournament Tickets)

  212. 2nd – 4,500 Reward Track Points & 2 Armor Tokens (200 Tournament Tickets)

  213.  

  214. [11:48]

  215. ***3rd – 3,000 Reward Track Points & 1 Armor Token (100 Tournament Tickets)

  216. Match Summary Bouncy Chest type UI to claim rewards (Fancier than Skirmish)

  217. Displays match world placement and reward points

  218. Fills reward track bar and grants any item reward if a new tier is achieved

  219. Veteran Bonus

  220. Stacking Reward Track multiplier gained for playing consecutive weeks of WvW.

  221. Each consecutive week of play (starting with week 2) grants a 10% bonus to reward track points earned.

  222. Stacks up to 3 times.

  223. Week 1 – No Modifier

  224. Week 2 – +10% Reward Track Points

  225. Week 3 – +20% Reward Track Points

  226. Week 4+ – +30% Reward Track Points


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Last Updated: Apr 13, 2016

About The Author

Lewis is a long standing journalist, who freelances to a variety of outlets.

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