Need to adjust Courtyard

Need to adjust Courtyard

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Posted by: Jelzouki.4128

Jelzouki.4128

Unlike playing in every other map, courtyard is really difficult when it comes to making a comeback. As soon as your team begins to go down, everyone is separated by the respawn time and cannot huddle together to regroup because you get a debuff and it kicks you out.

This map literally snowballs you to failure.

I understand you are kicked out of the spawn area so the team doesn’t camp up there, but it is necessary for your group to get itself together to make a comeback.

Unlike the other maps your team is not separated, and the pressure of damage is real.
Having 1 less member on the playing field really hurts your team.

THE SOLUTION

Shorten respawn rates OR allow players to wait a little longer in the spawn area so they can regroup with their teammates.

Open to more suggestions to making this map better!

http://strawpoll.me/3648686/r Queue for PvP from any map. Vote Here. Zojoel [ASAP Zerg]

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Posted by: xDudisx.5914

xDudisx.5914

The map is too large and has no side objectives, this allows the other team to just bunker down and waste time after getting some kills. The map should be reduced in size (maybe just the central ring) or add 1 big conquest point at mid

Ouroboro Knight’s [OK]

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

maybe completing removing the respawn time, making it instant respawn, might be better. at least fallen team mates can attempt to quickly get back to their team mates, or the surviving members can try to fall back to their spawn point to regroup with their newly respawned team mates.

and the other team who was spawn camping may risk getting worn out due to battle of attrition.

this way, at least everyone may have a good chance to get some points for participation.

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Posted by: xDudisx.5914

xDudisx.5914

This is the problem of trying to balance the entire game in conquest mode, it makes everything else unbalance. Stealth and some other mechanics are too op in a map with no point to hold.

Ouroboro Knight’s [OK]

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Posted by: Jelzouki.4128

Jelzouki.4128

maybe completing removing the respawn time, making it instant respawn, might be better. at least fallen team mates can attempt to quickly get back to their team mates, or the surviving members can try to fall back to their spawn point to regroup with their newly respawned team mates.

and the other team who was spawn camping may risk getting worn out due to battle of attrition.

this way, at least everyone may have a good chance to get some points for participation.

I think 5 seconds would be reasonable as opposed to the current 10 or 15? Forget which one.

http://strawpoll.me/3648686/r Queue for PvP from any map. Vote Here. Zojoel [ASAP Zerg]

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Posted by: Flyphish.6398

Flyphish.6398

They have adjusted the respawn time, the match time and the point values for kills, it seems to be a work in progress. It is getting better…slightly.

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

would a “Oppressed” Effect for the team that is being steam rolled help the situation?

[Effect] Oppressed
“Decreased incoming damage; stacks intensity.”

- each stack reduces incoming damage received by 20%
- 5 stacks means reduces incoming damage by 100%
- increases by 1 stack when killed.
- removed when a kill is scored.

or … too much hand holding is no good?

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Posted by: Dave.2536

Dave.2536

would a “Oppressed” Effect for the team that is being steam rolled help the situation?

[Effect] Oppressed
“Decreased incoming damage; stacks intensity.”

- each stack reduces incoming damage received by 20%
- 5 stacks means reduces incoming damage by 100%
- increases by 1 stack when killed.
- removed when a kill is scored.

or … too much hand holding is no good?

It’s a unique idea, although I’m not sure this kind of hand-holding is good (I’d cap the reduction to 40% tops). The damage reduction should also apply to conditions.

Perhaps split the courtyard into 5 “zones”:

R2 (at red spawn): Red -40% damage taken (including conditions)
R1 (near red spawn): Red -20% damage taken
C (main arena area): No change
B1 (near blue spawn): Blue -20% damage taken
B2 (at blue spawn): Blue -40% damage taken

I’d prefer something with a primary intent of rewarding positional awareness rather than hand-holding, although it would (at the same time) make spawn camping and forced respawns less difficult to deal with.

Perhaps it should come with conditions to prevent turtle play by a team who is ahead. Some things that come to mind:

- Buff starts at the “2 level” after player respawns, and only downgrades (to 1 and then nothing) as the player makes his way toward the center courtyard
- Buff can only apply when a team is tied or behind
- Buff can only activate when teammate(s) are downed or defeated (buff ends when teammate respawns)
- Buff has a 30 second cooldown before it can reactivate

Feel free to expand on this, or just call me crazy lol

Content in this game will always seem
to be faceroll at the high levels, because it
needs to be accessible to the casuals and bads.

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Posted by: Jelzouki.4128

Jelzouki.4128

would a “Oppressed” Effect for the team that is being steam rolled help the situation?

[Effect] Oppressed
“Decreased incoming damage; stacks intensity.”

- each stack reduces incoming damage received by 20%
- 5 stacks means reduces incoming damage by 100%
- increases by 1 stack when killed.
- removed when a kill is scored.

or … too much hand holding is no good?

It’s a unique idea, although I’m not sure this kind of hand-holding is good (I’d cap the reduction to 40% tops). The damage reduction should also apply to conditions.

Perhaps split the courtyard into 5 “zones”:

R2 (at red spawn): Red -40% damage taken (including conditions)
R1 (near red spawn): Red -20% damage taken
C (main arena area): No change
B1 (near blue spawn): Blue -20% damage taken
B2 (at blue spawn): Blue -40% damage taken

I’d prefer something with a primary intent of rewarding positional awareness rather than hand-holding, although it would (at the same time) make spawn camping and forced respawns less difficult to deal with.

Perhaps it should come with conditions to prevent turtle play by a team who is ahead. Some things that come to mind:

- Buff starts at the “2 level” after player respawns, and only downgrades (to 1 and then nothing) as the player makes his way toward the center courtyard
- Buff can only apply when a team is tied or behind
- Buff can only activate when teammate(s) are downed or defeated (buff ends when teammate respawns)
- Buff has a 30 second cooldown before it can reactivate

Feel free to expand on this, or just call me crazy lol

I feel like 40% is excessive….how long would this buff last for?

http://strawpoll.me/3648686/r Queue for PvP from any map. Vote Here. Zojoel [ASAP Zerg]

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Posted by: Kuldebar.1897

Kuldebar.1897

I don’t understand the “hate” for the Courtyard match. First off, it adds variety, a different type of scenario is nice to have. Second, if the concerns are about “bunkering” how about using bunker buster tactics?

Yes, having Team mates get killed and thus separated from their Team upon respawn sucks…but that’s kinda the whole freakin’ point, it is a DEATH MATCH. Being able to respawn after being killed is already ez-mode if you think about it.

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Posted by: DaLup.2913

DaLup.2913

Not true, I was in a pug group that quickly went down 200-0. One of out players rage quit and we came back to win 400-500.

To many people cry, complain, and give up way to easily. The whole idea behind courtyard is to work as one cohesive unit, not run around solo with selfish kittenty builds that only help yourself. Courtyard forces you to communicate with your team or you most likely will be blown out when facing a decent team.

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Posted by: Jelzouki.4128

Jelzouki.4128

Not true, I was in a pug group that quickly went down 200-0. One of out players rage quit and we came back to win 400-500.

To many people cry, complain, and give up way to easily. The whole idea behind courtyard is to work as one cohesive unit, not run around solo with selfish kittenty builds that only help yourself. Courtyard forces you to communicate with your team or you most likely will be blown out when facing a decent team.

That doesn’t necessarily argue that courtyard doesn’t snowball.

http://strawpoll.me/3648686/r Queue for PvP from any map. Vote Here. Zojoel [ASAP Zerg]

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Posted by: Dave.2536

Dave.2536

Perhaps it should come with conditions to prevent turtle play by a team who is ahead. Some things that come to mind:

- Buff starts at the “2 level” after player respawns, and only downgrades (to 1 and then nothing) as the player makes his way toward the center courtyard
- Buff can only apply when a team is tied or behind
- Buff can only activate when teammate(s) are downed or defeated (buff ends when teammate respawns)
- Buff has a 30 second cooldown before it can reactivate

Feel free to expand on this, or just call me crazy lol

I feel like 40% is excessive….how long would this buff last for?

40% would pretty much only ever apply within 600 or so range of the respawn area. It seems like a lot when compared to the status quo of 0, but I was mainly trying provide a contrast to Deimos’ idea of stacking 20% up to 100%.

The 20% would go all the way to the forced exit areas, and most of the rest of the arena would be unaffected.

On another note, what if the -40% buff changed to -20% incoming damage and +20% outgoing damage? (we would change the -20% to -10% incoming/+10% outgoing as well) It would be have a similar deterrent effect but would require more active play to maintain that deterrent.


Overall, though, I don’t think CY even needs to be this complicated. As many have mentioned, perhaps we should just get rid of respawns altogether and move to round based elimination (with a timer to prevent excessive running/stealthing by the losing side).

In addition to the change to round based elimination, the main other idea I’d like to see implemented is reducing map voting to 1 vote per queuing party, so an organized team has less opportunity to farm the map (or any other that they can specifically spec for) against smaller groups.

I’d only push for a buff proposal if changes to round-based CY or 1-party-1-vote were both completely off the table.

Not true, I was in a pug group that quickly went down 200-0. One of out players rage quit and we came back to win 400-500.

Great, so your PvE-focused rallybot left and you guys beat up on their rallybots and snowballed the match the other way. Your point?

Content in this game will always seem
to be faceroll at the high levels, because it
needs to be accessible to the casuals and bads.

(edited by Dave.2536)

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Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

the courtyard isn’t the cause of a snowballing effect, only teams cause that with there lack of attention.

My names Kelfar son Zenos in game the last few days i have been instructing people on courtyard how to avoid these zerg rushes , the latest being they all stealth up with theifs and mesmers then move onto bomb the poor teams of pugs.

sadly it didn’t work at all after a bit of coordinating , and most people still don’t Line of sight , when they can check the proffessions on the opposing team and see if they consist mostly of Ranged , then later on find out that they have ham/bow warroir or somthing and never change tactics.

most of them don’t even notice two dead team mates and continue to fight 3vs5 , rather than using misdirection/ portals or superior mobility to Stretch the time of the fight untill those two dead players respawn making the endless cycle of feeding the snowball effect Meatgrinder, its all on the players.

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Posted by: displacedTitan.6897

displacedTitan.6897

This map is kittening awful. It just should not be in the rotation of ranked arena, the end.

If they want team deathmatch to be a thing make it ROUND RESPAWN! It isnt hard at all, look at games like CSGO.

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Posted by: Zietlogik.6208

Zietlogik.6208

I personally think the map is too small, or at the very least, has too many choke points (every area other than the center is prime target for a full team AoE wipe)

It just needs to be expanded, or given more vertical areas to traverse, just like most GvG maps in Gw1 had glank routes, extra areas to traverse outside bases and 3+ large areas for team fights.

The current map has 1 area for team fights, 2 areas for spawn camping, and what feels like infinite choke points beyond those.

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

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Posted by: Dondagora.9645

Dondagora.9645

What I think is needed is to remove the choke points. This reduces fights greatly to simple zerging at times. For a deathmatch, we need an open ring with obstacles, at best, to use to our advantage. This might create more of a chance for those not built for the smashing of the two teams together.

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Posted by: LianaEarthAngel.9687

LianaEarthAngel.9687

I cannot stand Courtyard…its like ONE giant ZERG…so unnecessary and soo NOT GUILD WARS. Make this stupid arena a 2v2 match …..then it will be saved…..I would rather play Raid on Carpricorn over and over than get into this stupid arena…..there is no point to it its a giant manslaughter all pint up in corners..its not big enough for a full team and its definitely NOT fun. please make our pvp more challenging and enjoyable like AB in GW1……people r angry….we want 2v2 or 3v3 1v1 arenas with real rewards.!!!!!!!