Bigger points with obstacles.

Bigger points with obstacles.

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Posted by: Daishi.6027

Daishi.6027

All these points are small as hell and I find there is no terrain to use to make dynamic plays without giving the point.

Is this intentional? I find the design to be lacking and makes team fights a little to close on a small cluster.

Thoughts?

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

bigger maps for 8 vs 8 or 10 vs 10 with more points, say 5 points maybe.

and larger points with various obstacles inside.

Bigger points with obstacles.

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Posted by: K U T M.4539

K U T M.4539

It’s intentional. Being able to spam aoe on the point makes you better at the game, obviously.

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Posted by: Romek.4201

Romek.4201

spiritwatch would be so cool would they change orbposition with midpoint^^

and make the new mid point big and without water – big fast teamfights and the ssmart ppl can go for orb or sit on homepoint forever and make ownteam in mid outnumbered^^

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Posted by: Cynz.9437

Cynz.9437

i bet necros love such maps

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Posted by: Romek.4201

Romek.4201

necro not op in foefire mid cause enough room

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Posted by: Cynz.9437

Cynz.9437

necro not op in foefire mid cause enough room

only that one lol

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Posted by: The Lost Witch.7601

The Lost Witch.7601

How big would the capture points need to be? Is the size of the middle point: ‘The graveyard’ big enough?

And should all points be increased in size?

I sort of like the smaller points. It makes it possible for me to cap/decap a point by tossing the other off-point in an otherwise never-ending battle for the point. But I can see the appeal in having some more fighting space in team fights.

Maybe new game modes will support teamfights on a different scale.

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Posted by: Alissah.9281

Alissah.9281

Whqt about:

  • Make all capture points bigger
  • being closer to the centre caps it faster.

Example:

  • you need 50 points to fully cap a point
  • a capture point has 4 “circles”
  • the smallest circle thats closest to the centre gives 4 points per second.
  • the next 3, the one after that 2 and the outer one gives 1 per second.

In the graveyard:

  • inner circle is a normal size cap point.
  • the next is just everything on the ground
  • the 3rd is with the small buildings etc, the part thats a bit higher
  • the outer circle are the parts on the stairs.

Technically, someone on the side up the stairs can slightly contest it.
Heres an example:

  • John (red) is standing in the inner circle, producing 4 points per second.
  • Bob (red) is standing in the 2nd circle, which produces 3 points, but it’s overwritte. By john.
  • Alice (blue) is standing up the stairs, producing 1 point per second.
  • the red team now produces 3 points per second (Bob doesnt contribute anything), it will take 17 seconds for red to capture it.

Decapping is 3 times as fast. If John and Bob for some reason die, this is what would happen:

  • Alice jumps down and gets in the inner circle, producing 12 (3 times 4) points per second, it takes 5 seconds to decap.
  • OR Alice stays where she is, and produces 3 points per second, it takes 16 seconds to decap (from up the stairs).

It would make unning around a circle less punishing, but still a bit. (Some professikns just arent super tanky with ‘static’ defense like warrior >__<)

And yea, obstacles would be fun, and perfect for the dynamic Gw2 combat.

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