Foefire puts Red Team at a disadvantage

Foefire puts Red Team at a disadvantage

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Posted by: InsidiousWaffle.7086

InsidiousWaffle.7086

I main a thief, but any teleporting class should know what I mean. From spawn to the close node on blue team, you can shadowstep immediately after spawning, all the way to the node. However, on Red team the offset plates block line of sight, and by extension teleport, which means you cannot shadowstep towards home until you leave the red base. Please flatten the terrain in the red keep to allow both sides to shadowstep the same amount. Thanks.

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Posted by: Ario.8964

Ario.8964

Also please fix the quarry node, the area is riddled with flat terrain that still leaves you with no valid path. Puts all port classes at a serious disadvantage and does not allow for fair play to occur.

[Teef] Dragonbrand Thief and Engi main www.twitch.tv/ariodoesgaming and Ario Does Gaming on Youtube!

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Posted by: Celine.6857

Celine.6857

Similar issue on Khylo but different reasons. There are huts you can jump up on to get to mid supposedly faster if you’re a skilled jumper (lol) than the other side. Can’t recall which side, sorry.

Samantha
Guild: Creators of Destiny Awakening [CDA] Disabled GW2 gamer; love all aspects of GW2!
Champion: Magus, Illusionist, Phantom and Shadow

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Posted by: Ross Biddle.2367

Ross Biddle.2367

Guys, the game just came out. At least give them a little bit of time to smooth out these edges.

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

Similar issue on Khylo but different reasons. There are huts you can jump up on to get to mid supposedly faster if you’re a skilled jumper (lol) than the other side. Can’t recall which side, sorry.

actually the huts is more prone to slipping if you are not careful or latency issues.

the barrel is actually faster and less prone to slip.

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

Guys, the game just came out. At least give them a little bit of time to smooth out these edges.

ooowwww ross u wrecked my /s detector !
the reading is over 9000 !!!!

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

Also please fix the quarry node, the area is riddled with flat terrain that still leaves you with no valid path. Puts all port classes at a serious disadvantage and does not allow for fair play to occur.

i think waterfall also have a lower spot to hide where projectiles can’t hit. and unaware defenders may think you have left the point but you are still hiding there.

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

off topic, but on the forest map, red team far point attackers can hide behind the pillars above the blue home point and kite from there.

blue team far point attackers can’t really do it at mines.

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Posted by: Ohoni.6057

Ohoni.6057

This seems like it would be easy to fix, just “cheat” using invisible walls. Just overlay the visible terrain with an invisible version of it that is flatter than it appears, so that pathing is consistent and shadowstepping can function properly. They wouldn’t actually have to change anything about the visible design.

“If you spent as much time working on [some task] as
you spend complaining about it on the forums, you’d be
done by now.”

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Posted by: Krysard.1364

Krysard.1364

off topic, but on the forest map, red team far point attackers can hide behind the pillars above the blue home point and kite from there.

blue team far point attackers can’t really do it at mines.

Applied to defenders also, so… .-.

M I L K B O I S

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Posted by: FrizzFreston.5290

FrizzFreston.5290

Guys, the game just came out. At least give them a little bit of time to smooth out these edges.

Fun Fact. This issue didn’t exist when the game came out. Until they updated all teleport skills at some point to have a valid path to combat invalid teleport jumps to terrain that wasn’t supposed to be accessible.

Looked up when this was: Update – March 16, 2015 all teleport skills got changed.

“It isn’t working!” CL4P-TP
Ingame Name: Guardian Erik

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Posted by: Astralporing.1957

Astralporing.1957

off topic, but on the forest map, red team far point attackers can hide behind the pillars above the blue home point and kite from there.

blue team far point attackers can’t really do it at mines.

At the same time, it takes slightly longer to get to mid from red than from blue (using the bottom path). Not sure why, the path does look identical.
(now, that was without teleports, it’s possible with them it’s different)

Actions, not words.
Remember, remember, 15th of November

(edited by Astralporing.1957)