Suggestion on capping progression [WvW]

Suggestion on capping progression [WvW]

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Posted by: Dragoon.9536

Dragoon.9536

today for 4+ hrs straight BG and SoR has been trying to (flip) jq Keep constant hail at it when we finally get in kill the lord and has to stand there to cap it the JQ are freaking zombies i tell ya zombies they wont Give it up instead they just spawn run spawn run spawn run ENdless times using messer porting and theif stealthing into teh area just to stop a cap over n over n over like a Infinity icon .

My proposal is to re do the capping requirement to say Percentage of charge base on number of enemy vs ally in the cap zone. This get annoying when One JQ body flock in stops all Capping progress and again and again you see how boring is it to fight a freaking keep that isnt impossible to push into but rather impossible to cap due to how close the Spawn and how far you gotta live thur.

They even have no supply other then switching maps to get more supplies. This gets annoying after a while

Suggestion on capping progression [WvW]

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Posted by: GuardianOMS.8067

GuardianOMS.8067

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.

Sgt Killjoy – “Pedantic” “babe” and “bff” of Saiyr
The devs don’t care about WvW so I’m gonna kill players in PvE!

Suggestion on capping progression [WvW]

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Posted by: Synda Raines.1836

Synda Raines.1836

Park a another zerg between there spawn and the keep

Suggestion on capping progression [WvW]

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Posted by: Sarrow.2785

Sarrow.2785

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.

Admiral Mournn, Tarnished Coast

Suggestion on capping progression [WvW]

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Posted by: Tukmolytes.3467

Tukmolytes.3467

I think it’s just fair since you can do it too if you are on the losing end.

Tukmolytes [TRBO]
Isle of Janthir [2012-2017] → Fort Aspenwood [2017-Present]
Power Ranger

Suggestion on capping progression [WvW]

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Posted by: SchuMidas.4782

SchuMidas.4782

learn something from planetside2, that game is GW2 FPS mode

SchuMidas – Guardian
Guild Pro Baddies [Pro] @ Tarnished Coast

Suggestion on capping progression [WvW]

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Posted by: Hammerguard.9834

Hammerguard.9834

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…

… I still want tengu.

Suggestion on capping progression [WvW]

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Posted by: jojojoon.8607

jojojoon.8607

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.

Suggestion on capping progression [WvW]

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Posted by: BBMouse.6510

BBMouse.6510

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 …

Suggestion on capping progression [WvW]

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Posted by: jamesigall.5938

jamesigall.5938

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.

80 DPS War / 80 DPS Ranger / 80 Support Guard
Blacktalon
Army of Devona [AoD]