This can't be working as intended

This can't be working as intended

in PvP

Posted by: UnholyVicar.2056

UnholyVicar.2056

Casually strolling up to enemy trebuchet on khylo, casually 1v1 this mesmer using every single skill under the sun to lock him down and kill him while the game tries to kill me. I’m left at 20% health but still won so feeling fantastic, my teams gonna be so proud.

BUT!

He gets up for no apparent reason midstomp. I get shattered and blurred frenzy instantly, and then I get capped by the mesmer, and he goes back to his kittening trebuchet and we end up losing the team fight because of this. I thought he used a bug to get up but I learnt that one of my teammates died during the fight in clocktower.

While we still won the match overall, this is potentially game breaking. You can’t possibly expect me and every other player to believe that killing a player in the middle of the map, nowhere near where the 1v1 took place with the trebuchet gets you up from downed?

Kittens

(edited by UnholyVicar.2056)

This can't be working as intended

in PvP

Posted by: Noctred.6732

Noctred.6732

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 can't be working as intended

in PvP

Posted by: UnholyVicar.2056

UnholyVicar.2056

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 can't be working as intended

in PvP

Posted by: Schwahrheit.4203

Schwahrheit.4203

This map is a flawed POS. This one of the many reasons why GW2 is having a hard time being an e-sport.

Since people are negative about nerfs, how about we buff to balance then?

This can't be working as intended

in PvP

Posted by: NevirSayDie.6235

NevirSayDie.6235

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.

This can't be working as intended

in PvP

Posted by: nurt.5401

nurt.5401

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.

This can't be working as intended

in PvP

Posted by: BlueprintLFE.2358

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.

I agree though, players shouldn’t Rez off of Treb tagging. You can tag everyone on the map in a short amount of time.

USMC 1st Battalion 10th Marines
Guardian-Blueprinted, Warrior- Grizzilli
[JCM] Guild: Ehmry Bay WvW

(edited by BlueprintLFE.2358)

This can't be working as intended

in PvP

Posted by: nurt.5401

nurt.5401

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.

This can't be working as intended

in PvP

Posted by: denyitbattle.2609

denyitbattle.2609

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.