WvW strategic dynamics
bump due to d3 style forum flooding
This may upset a few people, but I think the majority may largely agree with me when I say that WvW needs some tweaking done to how fort battles go down. It’s of my view that siege weapons ought to be required to both defend and attack fortifications in wvw. Now some may argue that it’s already the case, but step back for a moment and consider why the zergfest actually works. Currently, defenders cannot attack below without ranged aoe, and even with ranged aoe you are obstructed until you place yourself up on a ledge ready to be yanked down by pull skills. While on defence, ranged aoe endlessly bombards any area above the actual gates, making it impossible to inflict any real damage do the attackers or maintain siege equipment placed there. Yes, people should be more intelligent and build siege items in areas that are more difficult to reach, but it is possible to use elementalist aoe to target towers that are roughly 80 in game yards high off of the ground.
It’s a fact that not all ranged classes possess aoe skills that reach as far as others, but it IS a fact that all form of mindful strategy has been eliminated in fort battles due, almost entirely in part, to ranged aoe zerging; a problem which is only further compounded by the inability to see 80% of the players attacking the forts at a given time.
It used to be the case that I could see all of my opponents, and I know I am not alone when I say that as of last Friday the game appears to very slowly reveal all people on the field. I understand this change was likely brought about to allow for less lag for machines with fewer capabilities in large group areas so that more people may enjoy the WvW environment, but the inability to see more than a handful of opponents when you make the decision to stand and fight is a serious issue in and of itself, especially when you are unable to target players that are attacking you, because they have not been rendered onto the screen.
tl;dr I apologise for the length of this post, but the wvw experience, without ranting bout queue issues or match ups with realms that appear to never “sleep” appears to be relatively a mindless matter of aoe zerging forts back to back of which I am certain was not the experience anet had hoped to design when siege was taken into consideration. Trebs are very much strategic items, but it should never be the case that 20 to 50 players on defence are entirely crippled from using the smelting pots above gates or even getting a ranged shot over the fort walls due to ranged aoe zerging and poor obstruction mechanics.
bump due to d3 style forum flooding
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