(edited by UnholyVicar.2056)
This can't be working as intended
The extreme range on rally has been a problem since the betas and I don’t think ANet has even acknowledged it as something they consider to be an issue.
I agree though – the entire rally system in general is poorly thought out.
This probably isn’t seen as a problem since it very rarely happens, but when it does its so annoying. Happened a few times where I’m so sure that this guy’s gonna die, rallies for no reason and we end up losing the point
This map is a flawed POS. This one of the many reasons why GW2 is having a hard time being an e-sport.
Yeah, that’s pretty bad. I don’t subscribe to the “remove downed state!” cries, but being able to rally because you hit someone with a treb shot is pretty bad. I wouldn’t be opposed to keeping downed state but ditching all rallies on kills, at least in PvP.
the concept of rallying doesn’t feel like a PvP mechanic, it feels like something that was designed completely with solo PvE in mind and then forced into PvP for no particularly good reason.
Rallying provides options for teams. If one of your teammates goes down you have to make a quick command decision on whether to try and rez him or kill the enemy to rally him. Without rally’s you would be stuck in defensive mode when a teammate goes down, you would have to Rez, either stealth, or stability. As of now rallying gives a choice to push on offensively, or defensively revive, sometimes it’s not always practical to revive.
I agree though, players shouldn’t Rez off of Treb tagging. You can tag everyone on the map in a short amount of time.
Guardian-Blueprinted, Warrior- Grizzilli
[JCM] Guild: Ehmry Bay WvW
(edited by BlueprintLFE.2358)
Rallying provides options for teams. If one of your teammates goes down you have to make a quick command decision on whether to try and rez him or kill the enemy to rally him. Without rally’s you would be stuck in defensive mode when a teammate goes down, you would have to Rez, either stealth, or stability. As of now rallying gives a choice to push on offensively, or defensively revive, sometimes it’s not always practical to revive.
Well that’s how it is in other games too, but in choosing to push offensively you’re choosing to leave your player to the wolves, whereas in GW2 for some reason you can kill two birds with one stone and save someone by spamming damage. I just think the concept of killing an enemy to revive your ally is counter intuitive. I’d rather see more effective support skills to keep players standing, and revive skills on shorter cooldowns to bolster out the support role. Support is kind of cheapened when you can revive allies with DPS ya know? Imo it makes different build roles less distinct, which ultimately makes the playing field less diverse and interesting.
The other problem with rallying is that, in a normal game when a fight is close and both teams choose to go offensive to drop a player a 3v3 becomes a 2v2 etc. This almost never happens in GW2 because a 3v3 where 2 players go down around the same time automatically becomes a 3v2 when one side rallys, and that 3v2 quickly becomes a 3v0 landslide victory. If rallying didn’t exist we might actually see some really close 3v3s become 2v2s and then 1v1s etc and remain nail-biters too the end.
Haha, oh my, I haven’t been lucky/unlucky enough to have this happen to me, but i agree that could be extremely annoying. I think for the most part (regarding dmg at least) rally/player-kill-credit is done correctly, but yea, this example might show a need for some “range” factor.
On the other side of that, what about a ranger (or other max range char) that downs an ele at 1200 – 1500 range and then the ele mist forms away another 1200 range or so, can you mitigate not getting the credit for that kill at ~2700 range?
Actually come to think of it, I do remember attacking the treb and having a random rez a couple of times, but there were always in team fights not on the 1v1s so it was a little less obviously annoying.