Suggestion on capping progression [WvW]
Wow, so many simple suggestions I can make. But no, enemy vs ally in the cap zone is just wrong. WvW has enough issues with zergs being favored, we don’t need more.
The devs don’t care about WvW so I’m gonna kill players in PvE!
Park a another zerg between there spawn and the keep
Naw, it’s fine the way it is thanks. Sounds like you guys all wanted credit for the capture instead of taking the initiative and intercepting the zombies before they reached the circle.
I think it’s just fair since you can do it too if you are on the losing end.
Isle of Janthir [2012-2017] → Fort Aspenwood [2017-Present]
Power Ranger
learn something from planetside2, that game is GW2 FPS mode
Guild Pro Baddies [Pro] @ Tarnished Coast
Yeah, lets make it easier for the 2 servers gang banging the one server for 4 hours straight. Oh I know, I think some lube would come in handy… =/
Also, you can’t prevent a cap or cap a point if you invis or invulnerable…
Sounds like JQ did any awesome job defending their keep against 2 servers if the fight lasted 4+ hours. And now, you’re on the forum complaining about how you couldn’t cap it.
This does not just happen in tier 1. Happens in other servers. It’s flustrating that people spent for hours to cap something just so that some OP invulnerable thief and mesmer combo steal it back in no time. I don’t know about others, but I am losing interests playing wvw because of so many of these tricks/bugs. It has come to a point that whoever exploits these tricks/bugs win the game.
I have seen many suggestions on other treads about this, but nothing has ever been done. So …
A percentage based thing might be nice but it’d be open to exploitation as well – namely on lower servers where you might be capping a tower with 3 or a keep with 10 during some low pop times. Anyway, I don’t see that it can be regarded as an exploit – it works the same in PvE cap circle events, s/tPvP cap circles, and WvW. 1 person will not delay your large force for that long – stealth stops them contesting, and theres only so much invuln to go around. The fact is that if the server can run people back in to stop you flipping the keep with your large zerg (i’d assume given a 4 hour fight and t1) theyre doing pretty well. In my experience the cap circle of a keep turns VERY fast, like 5 seconds, with large numbers inside it – if you can’t keep the enemies from entering the keep in small groups (i don’t see how else they can be keeping you stuck for so long without solos/small groups running ahead) for 5-10 seconds its your problem not theirs.
Of course, I’ve never been above t4, so for all i know they have 100 people in a perfect chain from spawn to the cap circle, it just seems a little odd that you can’t keep them back with some area denial CC (guardian line/ring of warding, ele static field, etc on the door portals) for the few seconds you need.
Blacktalon
Army of Devona [AoD]