To stop zerg
So basically make it completely impossible to take a defended tower/keep/castle?
Krall Peterson – Warrior
Piken Square
Like lordkrall, doesn’t make much sense, whats the point of that really? Most of the WvW fun IS zerg.
If anything they should boost small groups when they’re up against much larger ones, multiply toughness for example just so they won’t get wiped in half a second.
Wx3 its zerg play, or watever teamplay lol
Its not supposed to 1 pt take everything.
For such situation you have the outmaned buff, I think dont need to touch carts… The sieges already had nerfs, Anet changed alot sieges since the BWE…
So considered now, they are most annoying to operate it since BWE, enough changes…
No if you force zerg to devide in to smaller group then you will need more coop instead off running in to gate with 100players and simple hit gate until it down you will need to make 1 20 man group gate with rams,1 20 man group to take care off AC and then 2×25 man group to be ready for attacks north/south.
Or if you attack keep then devid so you attack 2 gates at same time with groups that is inbetween to move were needed instead off simple run up to gate press 111111111 run next gate 11111 run to lord room 111111.
But AC was just one Elementalist AOE and every other characters AOE attack do the same, if you hit more then 30 it duble in damage, then you will not want to run in a bigger group then 25.
The number can be higer like 50 or so, onlything i want is that it is some penelty for running in big groups, as it is now its only advantages.
(edited by Shadow.3475)
Why not just give each team a reason to be in multiple places at once rather than forcing them with unassailable bases? Right now every supply camp is ‘linked’ to at least 2 bases. If camps gave out actual important bonuses to the team that holds them when fighting over a base they’re linked to and didn’t have 3 min recap immunity your team would have to play strategically.
The other sort of map control I think could work would be artillery firebases. Basically each base would contain a super-treb that can swing the local balance in favour of the team that holds it, but is very, very easy to capture. Killing the treb would cause a capture circle to appear for 2 min and the treb would respawn after the time ends or if another team captures it.
Large scale pvp doesn’t have to be just a collision between 2 zerg balls that proceed to auto attack each other to death because skill lag stops them doing anything else. Having to fight over multiple places at once raises the skill level of the game and makes it more like strategic pvp and less like pve that just happens to have human players as enemies.
My only agreement here is that the AoE cap should be lifted. If you’re dumb enough to stand in three layers of overlayed arrow cart fire, let natural selection take it’s course.
As for zergs. WvW is all about large scale battles, it’s literally the entire selling point of WvW. In short, hawt zerg on zerg action.
Large scale pvp doesn’t have to be just a collision between 2 zerg balls that proceed to auto attack each other to death because skill lag stops them doing anything else. Having to fight over multiple places at once raises the skill level of the game and makes it more like strategic pvp and less like pve that just happens to have human players as enemies.
Ever run into a zerg of actual skilled players? They’ll flatten your average auto-attacking zergball.
Commander to [SLVR], Housepet to [GH]
No no no you all have it wrong to stop zerg you need to block the entrance to your base with a bunker and fill it with marines. If you happen to play protoss same thing just use your gateway and fill the gap with zealots.
No no no you all have it wrong to stop zerg you need to block the entrance to your base with a bunker and fill it with marines. If you happen to play protoss same thing just use your gateway and fill the gap with zealots.
but now they just jump up the walls!!!1!! much better to just float your base into their base and base in a base so you can base while you base and win!
Now back to GW2, the issue with doing stuff like removing caps is then it becomes much easier to defend against even the biggest of zergs, them splitting up and hitting other area’s doesn’t/wouldn’t make it any easier for them to take that base as generally they’ll have most other points if your at that point anyway.
Of course you could bring in new objectives like others have mentioned, like taking specific contest points gives certain advantages in an area but in the end you’ll still end up with a zerg vs zerg situation, if you don’t then your just trading PvE bases and theres little to no actual pvp/wvw content happening.
Plus as someone else has mentioned the large scale battles are supposed to be the point of the WvW, however personally there is a lot lacking to make those large scale battles anything more than a skill spamming lagfest. But it would take a lot of additional stuff to make them even remotely how I’d like to see large scale siege warfare work.
If you want PvP without zergs, play sPvP.