One player should not deny a cap

One player should not deny a cap

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Posted by: krippler.9826

krippler.9826

This is one mechanic that I think is pretty silly. If we have a circle up, I don’t think a single player should be able to run into the circle and deny the cap. Even after the one player is downed, the ca kitten till prevented. You end up with the server that holds the point just sending one or two players at a time into the circle to deny and stall for time. Meanwhile, the invading server might have 30 people in the circle doing nothing but searching for one person at a time that is denying the cap. I think there should be a threshold. Maybe if your team outnumbers the other within the circle 3 to 1, then you control the circle.

One player should not deny a cap

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Posted by: Handin.4032

Handin.4032

Pulls and knockbacks are your friends if its just a few people…it doesn’t take long to cap, and you should have plenty of CC to keep people out.

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Posted by: Xirin.8593

Xirin.8593

This is one of the few instances where a WvW mechanic doesn’t favor the zerg.

[AoN] All or Nothing

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Posted by: TeamBattleAxe.3901

TeamBattleAxe.3901

If your group can’t kill a single person who has to stand completely visible in a small circle to contest it, you really don’t deserve that camp/tower/keep/etc.

One player should not deny a cap

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Posted by: Pinko.2076

Pinko.2076

This is one mechanic that I think is pretty silly. If we have a circle up, I don’t think a single player should be able to run into the circle and deny the cap. Even after the one player is downed, the ca kitten till prevented. You end up with the server that holds the point just sending one or two players at a time into the circle to deny and stall for time. Meanwhile, the invading server might have 30 people in the circle doing nothing but searching for one person at a time that is denying the cap. I think there should be a threshold. Maybe if your team outnumbers the other within the circle 3 to 1, then you control the circle.

The circles are very small. If 30 people can’t find 1 person that cannot go invisible at all, then they should rethink their position in life.

One player should not deny a cap

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Posted by: Elochai.1280

Elochai.1280

If your group can’t kill a single person who has to stand completely visible in a small circle to contest it, you really don’t deserve that camp/tower/keep/etc.

exactly. We don’t need more zerg favoring mechanics.

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Posted by: whiran.1473

whiran.1473

Hero thief! 15c

One player should not deny a cap

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Posted by: Slamz.5376

Slamz.5376

You just have to learn where the hiding place are and always check them. Like in the SW camp of borderlands someone can stand on the backside of the SE structure and get a foot in the circle.

I think it should be allowed. It’s so rare to actually defend a place once the circle is up as it is. A small number of players delaying the cap long enough for reinforcements to show up probably happens, what, 1 time in 50?

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Posted by: WyldKat.4712

WyldKat.4712

Not feeling it, OP. My honest first reaction, knee-jerk, mostly jerk, was have you tried killing the fellow? Do not deny the hero his heroic opportunity to go out as a hero. Or actually save the cap and live and be all heroic until the zergs wander off again.

Yar. Hero. All that.

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Posted by: Pinko.2076

Pinko.2076

Hero thief! 15c

I would hope 30 people aren’t getting stopped by 1 thief considering he can’t stealth to contest.

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Posted by: nirvana.8245

nirvana.8245

I like the small tactical element it brings to the game. You know your zerg is coming… is it worth the risk to take on 30 players and survive long enough to buy the time your team needed or will it end in faceroll. Honestly, I really think this is an exceptional component in WvW. I don’t know why anyone would be opposed to it.

One player should not deny a cap

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Posted by: krippler.9826

krippler.9826

You guys are missing the point. A lot of you are saying to JUST KILL THE ONE PERSON. But it’s not one person. It’s one person, then another person, then another person, then another person. That’s the strategy. And each of these person’s can put up their invulnurability skills or whatever other type of delay tactics that they have simply to stall because their own server was too busy not paying attention and allowed our group to bust through two walls of a keep. It isn’t that we can’t kill each of these people, it just takes time to do so. And by perpetually sending in one or two people at a time, they can effectively deny the cap. I have been in groups where we’ve had this go on for 20 minutes before the other server’s main zerg finally showed up to start picking us off. I just think it’s a really dumb mechanic. Why should one person, especially a downed person, be able to deny a cap to 20-30 people?