Some quick easy changes that would help Tpvp
1 ok
2 please no
3 ok
1 ok
2 please no
3 ok
With 2. why not? Are you afraid that this will create only straight out zerging? Because I don’t think that will be an issue, since having a point and its reward will still be equally usefull, just not that much more usefull where in the current system you have non-fighting tactics and player deaths to hold one in favor of winning battles or ninjaing another (favoring very mobile builds thus limiting other class build choices in Tpvp).
1 ok
2 please no
3 okWith 2. why not? Are you afraid that this will create only straight out zerging? Because I don’t think that will be an issue, since having a point and its reward will still be equally usefull, just not that much more usefull where in the current system you have non-fighting tactics and player deaths to hold one in favor of winning battles or ninjaing another (favoring very mobile builds thus limiting other class build choices in Tpvp).
It would favor spawn camping heavily, much more so than it does now.
because i prefer if they focus more on equalizing glory earned after each match for all team member like:
(∑ points earned player1:player5)/5
obviously it needs some more rule to prevent afk farm, maybe only in payed tourney… but it could be something
I think after all this time there is only one thing that everybody can do that would RLY help
= Stop playing pvp=
If everyone would decide to quit pvp then probably anet game producers would wake up and maybe hire better developers and more programers to get this game going – coz its slowly drowning into oblivion with conquest mode as the biggest fail of the year.
1 ok
2 please no
3 okWith 2. why not? Are you afraid that this will create only straight out zerging? Because I don’t think that will be an issue, since having a point and its reward will still be equally usefull, just not that much more usefull where in the current system you have non-fighting tactics and player deaths to hold one in favor of winning battles or ninjaing another (favoring very mobile builds thus limiting other class build choices in Tpvp).
It would favor spawn camping heavily, much more so than it does now.
Spawn camping can go both ways and favors neither team, both teams can gain points at the spawn if a team chooses to just battle it out there. Also this is rarely seen in Tpvp (at least the games I played). There are also two exits and won’t work if you bum-rush out of your starting point on a weaker side they have less guys.
I definitely agree the cap points should be larger. The size of cap points really affects the ability to balance the game as open field combat and fighting on a point must both be accounted for. Currently these two situations play out nothing alike.
I don’t think points per kill should be that high though. There is definitely quite a bit of action taking place. Also more defensive builds should still be viable, though its more so the current implementation of defensive builds that seems off rather than the point allocation. Giving too many points for kills just makes comebacks less likely.
If downed players couldn’t hold the point there would be less reason to finish them. Encouraging players to let people bleed out should be discouraged rather than promoted as there is nothing fun about that. Once they add a system that discourages keeping people in the downstate I could see that being a nice change.
I definitely agree the cap points should be larger. The size of cap points really affects the ability to balance the game as open field combat and fighting on a point must both be accounted for. Currently these two situations play out nothing alike.
I don’t think points per kill should be that high though. There is definitely quite a bit of action taking place. Also more defensive builds should still be viable, though its more so the current implementation of defensive builds that seems off rather than the point allocation. Giving too many points for kills just makes comebacks less likely.
If downed players couldn’t hold the point there would be less reason to finish them. Encouraging players to let people bleed out should be discouraged rather than promoted as there is nothing fun about that. Once they add a system that discourages keeping people in the downstate I could see that being a nice change.
In regards to your thoughts on how increasing points per kill would make it harder to come back, I highly disagree.
Say your down 30 points and down a Point with 1 min to go, pretty much its a loss game since it takes 4-5 seconds to decap a point, then 15-20 cant remember specific, its been 3 months since I tested. Now if you have 15 pts a kill, you can do that if you really go on a focus fire run to take out 2 guys real quick.
To put it another way, I’ve had matches where we killed the other team almost 2-1 for each death, yet we lost because they had better mobility and ninjad better. My team have also won similiarly. To me this is just stupid, to win using tactics that avoid combat, its boring to do and boring to watch and I see it as a major fault particularly because GW2 claims it wants to be a e-sport.
agree with all three.
Add in removing rally in tpvp and we are set.
1 – definitely yes
2 – I’d make it 10 points, that should be fine, but then get svanir to be 35 maybe, guild lord 175, just to balance the things out
3 – NO! It would make the game even more brainless, at least getting downed on point makes some room for the tactic. Also, downed doesn’t mean you’re dead. You are still alive, and not invulnerable or anything, therefore you should be able to cap the point.
1 is a really bad idea. It’s already a nightmare trying to kill double bunker mid on map 2, let’s not have even more points like that.
1 is a really bad idea. It’s already a nightmare trying to kill double bunker mid on map 2, let’s not have even more points like that.
How is it the size of the point makes it harder to kill double bunker in mid?
1 is a really bad idea. It’s already a nightmare trying to kill double bunker mid on map 2, let’s not have even more points like that.
How is it the size of the point makes it harder to kill double bunker in mid?
more space to move and dodge without pulling them off the point
1 is a really bad idea. It’s already a nightmare trying to kill double bunker mid on map 2, let’s not have even more points like that.
How is it the size of the point makes it harder to kill double bunker in mid?
more space to move and dodge without pulling them off the point
I’d rather have more space and allow for more stragies and fighting space (as I mentioned above), and have that risk. You can already have a guardian or 2 bunkers stay on the points at the moment and dodging and sticking to the point….. (less cleave would take place but they want to limit that anyway).