(edited by someshta.3809)
WvW repair bills
They want you to buy gems so you can trade them for gold. It`s bad enough you can die right next to a waypoint and still have to pay silver to rez yourself. It`s still bad enough that just getting knocked down to the last stand state gives your armor a durability hit even if you aren`t defeated. The original game was awsome, you could teleport wherever you wanted to play without getting nailed for a fee and you didn`t have to repair your armor if you died too many times. If you want your game to be fun then why put in so many things that make it NOT fun.
If you are aimless in WvW and wander about picking flowers, mining ore and enjoying the view then you will be repeatedly and mercilessly killed by any rivals that spot you.
If you are poorly organised and charge about with 50 other poorly organised people trying to knock castles down with your daggers whilst standing under the boiling oil and in range of the defender’s cannons then you will be repeatedly pounded until all your armour is destroyed.
If you team up with a few other people and systematically approach key objectives such as taking and securing supply camps before then taking and defending a tower then you will still be killed and your armour will still be damaged BUT you will have earned significant experience, karma and, most importantly for the armour repair bill, coin. Do it right and you will earn significantly more coin than you have to spend repairing your armour just by following the objectives and their associated events.
This is one thing that I dont agree with in Gw2, imo there should be no repair bills for something that lasts so long and something that dying is so frequent in.
GW2 people! Remove repair bills for WvW! Rawr!
“no repair bill for somethingh that lasts so long and something dying is so frequent in.”
So Orr shouldn’t have a repair bill attached to that zone? It’s a gold sink. If you’re bad, you pay more. It is incentive to you know, not bloody well die or zerg in.
As Blitz said, you need to organize in Wpvp. It is “world” pvp, so expect to see roving bands of enemies. Running solo it WPVP is a very large risk. Make a group, invite people to a party and try to obtain smaller objectives first.
Make sure you attack the local fauna, they tend to drop decent “junk” gear that you can sell to fund your repairs.
If you are aimless in WvW and wander about picking flowers, mining ore and enjoying the view then you will be repeatedly and mercilessly killed by any rivals that spot you.
If you are poorly organised and charge about with 50 other poorly organised people trying to knock castles down with your daggers whilst standing under the boiling oil and in range of the defender’s cannons then you will be repeatedly pounded until all your armour is destroyed.
If you team up with a few other people and systematically approach key objectives such as taking and securing supply camps before then taking and defending a tower then you will still be killed and your armour will still be damaged BUT you will have earned significant experience, karma and, most importantly for the armour repair bill, coin. Do it right and you will earn significantly more coin than you have to spend repairing your armour just by following the objectives and their associated events.
A single player, properly build, can take out dolyaks with their escort, claim territory points guarded by veteran NPCs, take out whole supply camps alone as well as neutral creature camps (Ogres, Moles, Hyleks). In order to escape ganks, you’ll need stun-breakers, anti-CC and speed boosts, among many other things.
Lone players can lay quite a devastation to enemy team, by drawing off entire groups of players in a futile chase, starve keeps and towers by taking their supply down and destroy abandoned siege engines that the enemy could use later. 2-3 player groups are even more deadly, completing their objectives before they’re spotted, complementing each other’s build with added support/control/damage synergy and even ressing each other on the spot when things go awry.
Compared to that, zergs are pretty predictable and static, both in their behaviour and performance. The game-changers are these lone players sabotaging enemy lines and communicating information back to their squad, guild and server, as well as many compact player groups making blitz attacks, stealing orbs or collapsing on the enemy camping the gates or shooting with their siege engines from the hill.
(edited by Demosthene.2195)
I agree. Proper thing to do would be: No damage to items when killed by another player. Of course the rewards for doing objectives in WvW should not include money then. Would increase the fun. Of course it would decrease the money they make. But I would rather pay a monthly subscription instead of buying gems where it you could have to buy neverending amount and end up paying more than with a subscription.
I did not mean to suggest that a lone player in WvW had no role – far from it as Demosthene indicated.
However, the fact remains that you have to be focused, organised and complete the WvW objectives in order to avoid the originally stated problem that costs > repairs.