How to improve courtyard
I’d love it personally. It would really be like WoW style arena which is the one thing I miss about WoW. Currently courtyard becomes a kittenshow where whoever wipes first gets wrecked out of the gate. I have had some awesome back and forth matches on it, but if it was set up like this I’d bet it would be a lot better. I’d kill for some 3v3 no respawn courtyard (5v5 is fine too though).
make it bigger. If it takes 30secs to 1 min to get from one spawn to anther then there would be a huge advantage to the side that’s fighting right at their own spawn pt.
The game would be better in general if they just made everything 5x larger in area.
i like it.
blows when your team gets wiped and then you get spawned killed.
and if they did this it would be even better if they added a couple more maps and separated the queue into conquest and dm.
Bring PPK back to WvW!!!
I love and hate courtyard, and here’s why:
Respawn issue aside, 5v5 (10 players) is just too big for TDM.
With 10 players at the same spot, the stomping and rezzing mechanics really start to take a back seat to just plain old aoe and cleave dmg. It’s much more viable in a 10 player skirmish to just burn people down instead of making yourself a vulnerable target by trying to stomp or rez.
No player can keep their eyes on 9 others at one time, or even all 5 of their opponents. Add in particle effects, aoe, cleave, mass stealth, AI, blinking, and shared boons, and you’ve got a big, happenstance, incomprehensible clusterphuck. 4-5 people can stunlock and focus down a player in 2-3 seconds with absolutely no recourse, and it’s even more frustrating when they do it from stealth.
I’d speculate that fights like this are a big part of the reason why people don’t vote for spirit watch much: that big mess right at the orb. And yet, people consistently vote for Courtyard in strong numbers: why? Because we’ve been clamoring for TDM since day one, and we’re sick of conquest.
Conquest is a mode that requires serious strategy, leadership, high-level play, and voip to be much more than just a bunch of random 1v2s, 2v3s, 3v4s, and 4v5s spread out across 3 points on a big map. It’s a game of running away when you’re outnumbered, and ganging up on those who don’t. At some point (day 1), I just wanted an even fight with everybody on the same page; not running across the map to decap far because they’re actually too afraid to engage, or bailing on the team to chase some pve gimmick.
And about making a bigger map for TDM: I don’t think it’s necessary. I feel it’ll just create the same uneven fights we get in conquest spread out all over the map, just without the nodes.
TL;DR : 2v2 and 3v3 TDMs are much more fun, shoutable, and comprehensible. 10 man brawls are not ideal with this game’s combat speed and mechanics. Embrace a more common lowest denominator with a mode that doesn’t require 5 people in voip being on the same page just to truly compete. With 2v2 and 3v3 TDM, simply kill the enemy while working with 1 or 2 teammates.
- Perhaps you could flesh out TDM ques with these varying team sizes, and/or a couple more small maps.
I love and hate courtyard, and here’s why:
Respawn issue aside, 5v5 (10 players) is just too big for TDM.
With 10 players at the same spot, the stomping and rezzing mechanics really start to take a back seat to just plain old aoe and cleave dmg. It’s much more viable in a 10 player skirmish to just burn people down instead of making yourself a vulnerable target by trying to stomp or rez.
No player can keep their eyes on 9 others at one time, or even all 5 of their opponents. Add in particle effects, aoe, cleave, mass stealth, AI, blinking, and shared boons, and you’ve got a big, happenstance, incomprehensible clusterphuck. 4-5 people can stunlock and focus down a player in 2-3 seconds with absolutely no recourse, and it’s even more frustrating when they do it from stealth.
I’d speculate that fights like this are a big part of the reason why people don’t vote for spirit watch much: that big mess right at the orb. And yet, people consistently vote for Courtyard in strong numbers: why? Because we’ve been clamoring for TDM since day one, and we’re sick of conquest.
Conquest is a mode that requires serious strategy, leadership, high-level play, and voip to be much more than just a bunch of random 1v2s, 2v3s, 3v4s, and 4v5s spread out across 3 points on a big map. It’s a game of running away when you’re outnumbered, and ganging up on those who don’t. At some point (day 1), I just wanted an even fight with everybody on the same page; not running across the map to decap far because they’re actually too afraid to engage, or bailing on the team to chase some pve gimmick.
And about making a bigger map for TDM: I don’t think it’s necessary. I feel it’ll just create the same uneven fights we get in conquest spread out all over the map, just without the nodes.
TL;DR : 2v2 and 3v3 TDMs are much more fun, shoutable, and comprehensible. 10 man brawls are not ideal with this game’s combat speed and mechanics. Embrace a more common lowest denominator with a mode that doesn’t require 5 people in voip being on the same page just to truly compete. With 2v2 and 3v3 TDM, simply kill the enemy while working with 1 or 2 teammates.
- Perhaps you could flesh out TDM ques with these varying team sizes, and/or a couple more small maps.
Basically everything you said here is 10 players doesn’t work because people are too lazy to adjust their builds and comp to win. There are a couple classes with invul stomps…no need to take damage. If you aren’t running it on this map then you are running a selfish build. It’s all about getting the stomp & rezes off. Classes that don’t have “safe stomp” should cleave to keep enemy players from rezing. How is any of this different from a 4v4 at mid point 75% of the game? Rez, burn targets & stomp. Same exact mechanics besides there isn’t a point under your feet and allows you to fall back or push forward when need; without having to worry about the point being taken.
#1 Player Comoros
(edited by GhOst.4019)
I love and hate courtyard, and here’s why:
Respawn issue aside, 5v5 (10 players) is just too big for TDM.
With 10 players at the same spot, the stomping and rezzing mechanics really start to take a back seat to just plain old aoe and cleave dmg. It’s much more viable in a 10 player skirmish to just burn people down instead of making yourself a vulnerable target by trying to stomp or rez.
No player can keep their eyes on 9 others at one time, or even all 5 of their opponents. Add in particle effects, aoe, cleave, mass stealth, AI, blinking, and shared boons, and you’ve got a big, happenstance, incomprehensible clusterphuck. 4-5 people can stunlock and focus down a player in 2-3 seconds with absolutely no recourse, and it’s even more frustrating when they do it from stealth.
I’d speculate that fights like this are a big part of the reason why people don’t vote for spirit watch much: that big mess right at the orb. And yet, people consistently vote for Courtyard in strong numbers: why? Because we’ve been clamoring for TDM since day one, and we’re sick of conquest.
Conquest is a mode that requires serious strategy, leadership, high-level play, and voip to be much more than just a bunch of random 1v2s, 2v3s, 3v4s, and 4v5s spread out across 3 points on a big map. It’s a game of running away when you’re outnumbered, and ganging up on those who don’t. At some point (day 1), I just wanted an even fight with everybody on the same page; not running across the map to decap far because they’re actually too afraid to engage, or bailing on the team to chase some pve gimmick.
And about making a bigger map for TDM: I don’t think it’s necessary. I feel it’ll just create the same uneven fights we get in conquest spread out all over the map, just without the nodes.
TL;DR : 2v2 and 3v3 TDMs are much more fun, shoutable, and comprehensible. 10 man brawls are not ideal with this game’s combat speed and mechanics. Embrace a more common lowest denominator with a mode that doesn’t require 5 people in voip being on the same page just to truly compete. With 2v2 and 3v3 TDM, simply kill the enemy while working with 1 or 2 teammates.
- Perhaps you could flesh out TDM ques with these varying team sizes, and/or a couple more small maps.
Basically everything you said here is 10 players doesn’t work because people are too lazy to adjust their builds and comp to win. There are a couple classes with invul stomps…no need to take damage. If you aren’t running it on this map then you are running a selfish build. It’s all about getting the stomp & rezes off. Classes that don’t have “safe stomp” should cleave to keep enemy players from rezing. How is any of this different from a 4v4 at mid point 75% of the game? Rez, burn targets & stomp. Same exact mechanics besides there isn’t a point under your feet and allows you to fall back or push forward when need.
Basically, no: that’s not everything I said. Most people need to be talking about strategy rather than trying to focus on and change their whole build in the 90 seconds before courtyard starts anyway. And those 4v4s at mid 75% of the game? They’re generally clusterf’s too, and most games are decided by who wins the first big battle at mid anyhow, sending the opposing team scrambling to far or a pve gimmick. So you popped stability and invulnerability to stomp one guy? Too bad: mass stealth just happened. And each guy in the fight just multiplies the chaos. Again, tone it down to something more comprehensible, plz.
I love and hate courtyard, and here’s why:
Respawn issue aside, 5v5 (10 players) is just too big for TDM.
With 10 players at the same spot, the stomping and rezzing mechanics really start to take a back seat to just plain old aoe and cleave dmg. It’s much more viable in a 10 player skirmish to just burn people down instead of making yourself a vulnerable target by trying to stomp or rez.
No player can keep their eyes on 9 others at one time, or even all 5 of their opponents. Add in particle effects, aoe, cleave, mass stealth, AI, blinking, and shared boons, and you’ve got a big, happenstance, incomprehensible clusterphuck. 4-5 people can stunlock and focus down a player in 2-3 seconds with absolutely no recourse, and it’s even more frustrating when they do it from stealth.
I’d speculate that fights like this are a big part of the reason why people don’t vote for spirit watch much: that big mess right at the orb. And yet, people consistently vote for Courtyard in strong numbers: why? Because we’ve been clamoring for TDM since day one, and we’re sick of conquest.
Conquest is a mode that requires serious strategy, leadership, high-level play, and voip to be much more than just a bunch of random 1v2s, 2v3s, 3v4s, and 4v5s spread out across 3 points on a big map. It’s a game of running away when you’re outnumbered, and ganging up on those who don’t. At some point (day 1), I just wanted an even fight with everybody on the same page; not running across the map to decap far because they’re actually too afraid to engage, or bailing on the team to chase some pve gimmick.
And about making a bigger map for TDM: I don’t think it’s necessary. I feel it’ll just create the same uneven fights we get in conquest spread out all over the map, just without the nodes.
TL;DR : 2v2 and 3v3 TDMs are much more fun, shoutable, and comprehensible. 10 man brawls are not ideal with this game’s combat speed and mechanics. Embrace a more common lowest denominator with a mode that doesn’t require 5 people in voip being on the same page just to truly compete. With 2v2 and 3v3 TDM, simply kill the enemy while working with 1 or 2 teammates.
- Perhaps you could flesh out TDM ques with these varying team sizes, and/or a couple more small maps.
Basically everything you said here is 10 players doesn’t work because people are too lazy to adjust their builds and comp to win. There are a couple classes with invul stomps…no need to take damage. If you aren’t running it on this map then you are running a selfish build. It’s all about getting the stomp & rezes off. Classes that don’t have “safe stomp” should cleave to keep enemy players from rezing. How is any of this different from a 4v4 at mid point 75% of the game? Rez, burn targets & stomp. Same exact mechanics besides there isn’t a point under your feet and allows you to fall back or push forward when need.
Basically, no: that’s not everything I said. Most people need to be talking about strategy rather than trying to focus on and change their whole build in the 90 seconds before courtyard starts anyway. And those 4v4s at mid 75% of the game? They’re generally clusterf’s too, and most games are decided by who wins the first big battle at mid anyhow, sending the opposing team scrambling to far or a pve gimmick. So you popped stability and invulnerability to stomp one guy? Too bad: mass stealth just happened. And each guy in the fight just multiplies the chaos. Again, tone it down to something more comprehensible, plz.
Well since I have only lost 1 match (due to not knowing the timer changed for match end), Yes a mist form stomp from our ele’s to stomp 1 guy. Since when can you invul stomp more than 1 person? lol. This is the hands down most effective stomp ingame besides a engi invul stomp. That’s 3 stomps and now it’s 2v5..gg. Mass invis..ok so we loose 1…now its 3v5. You change your mechanics according to the enemy comp/ play style…Can’t do the same thing every time. You sound like if 1 mass stealth goes off it’s game over. I have yet to see a team that doesn’t blow there mass stealth of the start to try to surprise bomb you. First fight is all fair game. If they were smart they WOULD save it for a couple quick rezes…yet to see that happen.
#1 Player Comoros