Raid on the Capricorn: Sharks need to go.
Why does one team get an automatic advantage with a horde of bleeding sharks just because they’ve already won control of an area? What possible justification can be given for allowing one side that’s already succeeded to get an large advantage to help them keep the point?
This sort of map mechanic makes sense in a WvW situation where there’s often NPCs to help players out who take the time to complete whatever objective is necessary to turn them into allies. But in an sPVP match this kind of thing has no place.
Cannons require a player to man them. Trebs require a player to man them. Sharks require…..?
l2read other threads. No comments other then that.
I love how people don’t even bother reading that the game design posted himself less sharks coming Nov 15th…
Meh who cares, just roll a thief and spam the spear 5 until even the sharks die of boredom.
Maguuma
I love how people don’t even bother reading that the game design posted himself less sharks coming Nov 15th…
Unless it’s like 1-2 in the whole lake, I don’t really care if it is less.
it’d even out more if they didn’t switch over to a team this would make them focus on everyone rather than just one or two people on the opposing team down there, just a thought. Or by not making them swarm from everywhere possible when the ruins is under attack. There’s more than one way to test out in fixing this.
I want the sharks to be there, I think they add a bit of fun, but I agree that they are too many.