Arrowcarts [merged]
Well now a Zerg can’t easily take a tower! Well now it’s nearly impossible for anything under the Zerg size to take anything fully sieged. I predict the community answer will just be bigger zergs. After all small group sieges just got much much more difficult and we already know what the path of least resistance is.
CD→SoS→BG→ET→DB→JQ→SoS→
Mag→JQ→SoS→JQ→TC→FA→DB→FA→Mag→TC→KN
I’m down with this change if they remove towers and keeps from the point system and make it a function of player kills (or at least just count player kills). Sieging towers is the least interesting aspect of WvW and it just got more boring, more one dimensional, and more zergerific. Great.
Anet removes player skill as a requirement to play → skilled players stop playing.
Last words – “I’m going to jump off this cliff
and pull all those guys down cuz they’ll die.”
Now they just have to lower the max target for siege to 5 and it’ll be fine again.
No but seriously, they didn’t need to buff arrow carts, they were strong enough. And as someone mentioned, defensive trebs, mortars etc are way too op now when we can’t block the shots.
Proud member of Velocity [VcY]
I am not sure how this will any way break up zergs LOL. So an AC can only kill 50+ but they will not kill 5??? If anything it will just require a larger zerg to take objectives. I cant wait for next week the forums will be :
You created a zerg on my sever because no one could take any keeps anymore unless they had a huge zerg to counter the AC’s.
Who says they cannot kill 5? Arrow carts are effective up to 50. Bigger than 50? Compensate with even more arrow carts. The PvD “tactics” lost viability thus zerging itself lost viability… which is good.
There are also a limit to how big zergs can get thanks to WvW population caps. If defense measures overcompensate, then we could see the end of reckless zerging. If a map-wide zerg is needed to take down one objective, then every other point is undefended which makes it risky to zerg.
Appearantly everyone that wanted this. This is the ZERG buster, I am not sure how? This is the everyone buster LOL. No one will be able to take any towers/keeps. This will do nothing but encourage zerging as the only way to take a tower/keep now is a megazerg.
Mesmer/Elementalist/Guardian/Necromancer/Warrior
[TC] Tarnished Coast
Funny really how the people who hate this change often have respectable guilds in their signature. Not at all people who would oppose to mechanics that would break mindless zerging.
7.2k+ hours played on Minesweeper
1931885 kitten 2746:Worst WvW Patch ever. Rams are now useless. And every other form of siege as well, because you can’t block shots from mortars or trebuchets any more.
And the only way to win a siege is now if you have the higher position for your trebuchets, otherwise there ist now way to win. Only one Trebuchet for defense you don’t instantly see, because its behind a wall and all your catapults are completly useless.
Great Job Anetthank you! this post!
EVEN if you enjoy siege wars, without the ability to block treb shots, even the siege game has become one faceted and boring
I think you guys should learn more about siege warfare, now it’s a great opportunity for it.
I’m thinking of moving back to Minesweeper. More skill and action in that game now.
They ruined Minesweeper after they redid it in Vista
I am not sure how this will any way break up zergs LOL. So an AC can only kill 50+ but they will not kill 5??? If anything it will just require a larger zerg to take objectives. I cant wait for next week the forums will be :
You created a zerg on my sever because no one could take any keeps anymore unless they had a huge zerg to counter the AC’s.
Who says they cannot kill 5? Arrow carts are effective up to 50. Bigger than 50? Compensate with even more arrow carts. The PvD “tactics” lost viability thus zerging itself lost viability… which is good.
There are also a limit to how big zergs can get thanks to WvW population caps. If defense measures overcompensate, then we could see the end of reckless zerging. If a map-wide zerg is needed to take down one objective, then every other point is undefended which makes it risky to zerg.
Appearantly everyone that wanted this. This is the ZERG buster, I am not sure how? This is the everyone buster LOL. No one will be able to take any towers/keeps. This will do nothing but encourage zerging as the only way to take a tower/keep now is a megazerg.
Zerg out of reset to take as much as possible, upgrade, ride out the week on ac’s
CD→SoS→BG→ET→DB→JQ→SoS→
Mag→JQ→SoS→JQ→TC→FA→DB→FA→Mag→TC→KN
People don’t realise that the enemy won’t be the only one using arrow carts. Some posts I read make me facepalm a million times over and over and over again. As if you won’t be the one that will ALSO have an arrow cart by your side.
And what’s even funnier is that people complain about zergs. Now something comes that will clear out zergs, and people complain about it.
Grow up and develop new strategies, it’s not the end of the world.
Yup, because I will totally let you build your offensive AC to reach my deffensive AC, right? And if the place you build your AC is in range more then 1 deffensive AC, you might be able to build one, but not shoot from it more then once. If once.
Unless they build it before the swords appear on your map and you come scrambling for your AC to defend with….
This is one of these changes that doesn’t need discussion, its rubbish because it makes the game less fun.
It encourages all the wrong things, and buffs fighting using an environment weapon from a safe location over using your actual character to fight against another.
They were powerful enough before but they had to be used with cc in choke points to be effective , now their blanket damage is ridculous.
Hand of Blood [HoB]
EU – Aurora Glade
I am not sure how this will any way break up zergs LOL. So an AC can only kill 50+ but they will not kill 5??? If anything it will just require a larger zerg to take objectives. I cant wait for next week the forums will be :
You created a zerg on my sever because no one could take any keeps anymore unless they had a huge zerg to counter the AC’s.
Who says they cannot kill 5? Arrow carts are effective up to 50. Bigger than 50? Compensate with even more arrow carts. The PvD “tactics” lost viability thus zerging itself lost viability… which is good.
There are also a limit to how big zergs can get thanks to WvW population caps. If defense measures overcompensate, then we could see the end of reckless zerging. If a map-wide zerg is needed to take down one objective, then every other point is undefended which makes it risky to zerg.
Appearantly everyone that wanted this. This is the ZERG buster, I am not sure how? This is the everyone buster LOL. No one will be able to take any towers/keeps. This will do nothing but encourage zerging as the only way to take a tower/keep now is a megazerg.
I’m afraid you missed my point… completely.
If fewer defenders are needed to stop a big zerg, then remaining player resources can be used to capture objectives. The zerging server have to muster up all their player resources to take a single objective which leaves every other objective badly defended, allowing the defending server to take them with less effort.
By definition, that is zerg depromotion. If a mega zerg is built, then chances are the mega zerging server will lose many of their other points to capture one point. The server wouldn’t want that. There’s also a limit to how big a zerg can get as well.
Wrong, all that has to be done is leave 2 people at each objective to kill your 5 man team with 2 ac’s lol
Mesmer/Elementalist/Guardian/Necromancer/Warrior
[TC] Tarnished Coast
I am not sure how this will any way break up zergs LOL. So an AC can only kill 50+ but they will not kill 5??? If anything it will just require a larger zerg to take objectives. I cant wait for next week the forums will be :
You created a zerg on my sever because no one could take any keeps anymore unless they had a huge zerg to counter the AC’s.
Who says they cannot kill 5? Arrow carts are effective up to 50. Bigger than 50? Compensate with even more arrow carts. The PvD “tactics” lost viability thus zerging itself lost viability… which is good.
There are also a limit to how big zergs can get thanks to WvW population caps. If defense measures overcompensate, then we could see the end of reckless zerging. If a map-wide zerg is needed to take down one objective, then every other point is undefended which makes it risky to zerg.
Appearantly everyone that wanted this. This is the ZERG buster, I am not sure how? This is the everyone buster LOL. No one will be able to take any towers/keeps. This will do nothing but encourage zerging as the only way to take a tower/keep now is a megazerg.
I’m afraid you missed my point… completely.
If fewer defenders are needed to stop a big zerg, then remaining player resources can be used to capture objectives. The zerging server have to muster up all their player resources to take a single objective which leaves every other objective badly defended, allowing the defending server to take them with less effort.
By definition, that is zerg depromotion. If a mega zerg is built, then chances are the mega zerging server will lose many of their other points to capture one point. The server wouldn’t want that. There’s also a limit to how big a zerg can get as well.
Actually, they’ll only need a couple people to defend what’s theirs as well. It cancels each other out.
What needs to be done is for the ACs to not be able to hit the area in front of the gate where Rams are built…maybe add protective hutches on the rams to protect the users from AC attacks. (Or any overhead attacks, excluding Oil, and Only the user) Ram operators will have to be taken out from ground level (or by Oil) putting the defenders at a disadvantage to rams. Increase gate durability to be on par with rams that cannot be taken out by ACs?
Catas and Golems will have no such protections as one is ranged and the other is mobile.
(edited by Daemonne.5018)
I am not sure how this will any way break up zergs LOL. So an AC can only kill 50+ but they will not kill 5??? If anything it will just require a larger zerg to take objectives. I cant wait for next week the forums will be :
You created a zerg on my sever because no one could take any keeps anymore unless they had a huge zerg to counter the AC’s.
Who says they cannot kill 5? Arrow carts are effective up to 50. Bigger than 50? Compensate with even more arrow carts. The PvD “tactics” lost viability thus zerging itself lost viability… which is good.
There are also a limit to how big zergs can get thanks to WvW population caps. If defense measures overcompensate, then we could see the end of reckless zerging. If a map-wide zerg is needed to take down one objective, then every other point is undefended which makes it risky to zerg.
Appearantly everyone that wanted this. This is the ZERG buster, I am not sure how? This is the everyone buster LOL. No one will be able to take any towers/keeps. This will do nothing but encourage zerging as the only way to take a tower/keep now is a megazerg.
I’m afraid you missed my point… completely.
If fewer defenders are needed to stop a big zerg, then remaining player resources can be used to capture objectives. The zerging server have to muster up all their player resources to take a single objective which leaves every other objective badly defended, allowing the defending server to take them with less effort.
By definition, that is zerg depromotion. If a mega zerg is built, then chances are the mega zerging server will lose many of their other points to capture one point. The server wouldn’t want that. There’s also a limit to how big a zerg can get as well.
Actually, they’ll only need a couple people to defend what’s theirs as well. It cancels each other out.
That is exactly what I meant by the everyone buster.
Mesmer/Elementalist/Guardian/Necromancer/Warrior
[TC] Tarnished Coast
I just checked and since improved cond. damage and duration work on arrowcart, I can 3.5k with the number 3 skill PER TICK on superior arrowcart. They should’ve decreased damage on arrowcart, instead of decreasing it since it was already the most used siege.
The worst part is… It is going to take some time to take into effect… Arenanet will not see the full consequences quickly enough to respond and the people on the forum are too silly to understand… I truely wish the average amount of intelligence and foresight on this forum was above that of the level of a 5 year old.
I don’t normally have the intention of predicting a games inevitable decline, however the few times I have done so, it has indeed happened soon after. Unfortunately this is going to be one of them. This fixes nothing, world versus world will go broken in around a months time when people realize what to do and it will be a wasteland. Don’t take my words for it, just let the future decide, and remember this post when it happens
I’m thinking of moving back to Minesweeper. More skill and action in that game now.
They ruined Minesweeper after they redid it in Vista
They changed a lot of things now in windows 8. There’s dailies you can do and there is an adventure mode.
P.S. 88s on expert (I’m a nub) 32s on medium
7.2k+ hours played on Minesweeper
I just checked and since improved cond. damage and duration work on arrowcart, I can 3.5k with the number 3 skill PER TICK on superior arrowcart. They should’ve decreased damage on arrowcart, instead of decreasing it since it was already the most used siege.
Lol, no way?
Mesmer/Elementalist/Guardian/Necromancer/Warrior
[TC] Tarnished Coast
I am not sure how this will any way break up zergs LOL. So an AC can only kill 50+ but they will not kill 5??? If anything it will just require a larger zerg to take objectives. I cant wait for next week the forums will be :
You created a zerg on my sever because no one could take any keeps anymore unless they had a huge zerg to counter the AC’s.
Who says they cannot kill 5? Arrow carts are effective up to 50. Bigger than 50? Compensate with even more arrow carts. The PvD “tactics” lost viability thus zerging itself lost viability… which is good.
There are also a limit to how big zergs can get thanks to WvW population caps. If defense measures overcompensate, then we could see the end of reckless zerging. If a map-wide zerg is needed to take down one objective, then every other point is undefended which makes it risky to zerg.
Appearantly everyone that wanted this. This is the ZERG buster, I am not sure how? This is the everyone buster LOL. No one will be able to take any towers/keeps. This will do nothing but encourage zerging as the only way to take a tower/keep now is a megazerg.
I’m afraid you missed my point… completely.
If fewer defenders are needed to stop a big zerg, then remaining player resources can be used to capture objectives. The zerging server have to muster up all their player resources to take a single objective which leaves every other objective badly defended, allowing the defending server to take them with less effort.
By definition, that is zerg depromotion. If a mega zerg is built, then chances are the mega zerging server will lose many of their other points to capture one point. The server wouldn’t want that. There’s also a limit to how big a zerg can get as well.
Actually, they’ll only need a couple people to defend what’s theirs as well. It cancels each other out.
Which is good, because in that case the winning server wouldn’t be determined by sheer numbers.
No it will be determined on reset night by who can take the most keeps and upgrade them. If you get doors upgraded you are good for reset night, if you get a WP, you are set all week. Just sentry a few in the tower/keep and wait to win.
Mesmer/Elementalist/Guardian/Necromancer/Warrior
[TC] Tarnished Coast
I am not sure how this will any way break up zergs LOL. So an AC can only kill 50+ but they will not kill 5??? If anything it will just require a larger zerg to take objectives. I cant wait for next week the forums will be :
You created a zerg on my sever because no one could take any keeps anymore unless they had a huge zerg to counter the AC’s.
Who says they cannot kill 5? Arrow carts are effective up to 50. Bigger than 50? Compensate with even more arrow carts. The PvD “tactics” lost viability thus zerging itself lost viability… which is good.
There are also a limit to how big zergs can get thanks to WvW population caps. If defense measures overcompensate, then we could see the end of reckless zerging. If a map-wide zerg is needed to take down one objective, then every other point is undefended which makes it risky to zerg.
Appearantly everyone that wanted this. This is the ZERG buster, I am not sure how? This is the everyone buster LOL. No one will be able to take any towers/keeps. This will do nothing but encourage zerging as the only way to take a tower/keep now is a megazerg.
I’m afraid you missed my point… completely.
If fewer defenders are needed to stop a big zerg, then remaining player resources can be used to capture objectives. The zerging server have to muster up all their player resources to take a single objective which leaves every other objective badly defended, allowing the defending server to take them with less effort.
By definition, that is zerg depromotion. If a mega zerg is built, then chances are the mega zerging server will lose many of their other points to capture one point. The server wouldn’t want that. There’s also a limit to how big a zerg can get as well.
Actually, they’ll only need a couple people to defend what’s theirs as well. It cancels each other out.
Which is good, because in that case the winning server wouldn’t be determined by sheer numbers.
You stopped making sense. Please try again. Try explaining every single aspect of this new patch and how it won’t break the game for me. Explain it to me like you think I’m an idiot, like I’m sure you do.
7.2k+ hours played on Minesweeper
I cant even … Im utterly dumbfounded at why someone at arenanet would think this is a good idea…
They haven’t properly thought through the implications, it will be so much harder to take a tower now so as to be ridiculous.
Miranda Zero – Ele / Twitch Zero – Mes / Chargrin Soulboom – Engi
Aliera Zero – Guardian / Reaver Zero – Necro
You broke WVW, the damage is way to high, can’t cap anything anymore.
NERF ASAP PLEASE.
First troll to receive 10/10
Best golem driver EU
I wish people who threaten to quit would just quit already. Every day the same thing over and over unless anet does what I suggest cause I know more what to do.
If you aren’t having fun, then just quit! Anet isnt holding a gun to yoir head.
Wow, who came up with the arrow cart changes? Just when I started to get back into enjoying this game again.
Beast mode
Maybe in T8, in T2 it was very difficult to take a T3 tower/keep before this nonsense.
Mesmer/Elementalist/Guardian/Necromancer/Warrior
[TC] Tarnished Coast
perfect , just perfect ! we was unhappy because of this long boring sieges of t3 keeps , overpowered arrow carts , huge blobs and low rams hp. You know before this patch with 5 superriors rams was very kitten hard to siege keeps in tier 1 without golems , now its just impossible !
I think arena.net hints to us : shut up you wvw mobs ! this game only about pve ! shut up and finaly leave this game , its not for you !
i think when 90% ow wvw players will leave this game because of this patch – there will be no more wine about wvw problems. Perfect solution anet ! genius ! My wvw rank is 120+ legend , i very regret about time i spent on this.
I am not sure how this will any way break up zergs LOL. So an AC can only kill 50+ but they will not kill 5??? If anything it will just require a larger zerg to take objectives. I cant wait for next week the forums will be :
You created a zerg on my sever because no one could take any keeps anymore unless they had a huge zerg to counter the AC’s.
Who says they cannot kill 5? Arrow carts are effective up to 50. Bigger than 50? Compensate with even more arrow carts. The PvD “tactics” lost viability thus zerging itself lost viability… which is good.
There are also a limit to how big zergs can get thanks to WvW population caps. If defense measures overcompensate, then we could see the end of reckless zerging. If a map-wide zerg is needed to take down one objective, then every other point is undefended which makes it risky to zerg.
Appearantly everyone that wanted this. This is the ZERG buster, I am not sure how? This is the everyone buster LOL. No one will be able to take any towers/keeps. This will do nothing but encourage zerging as the only way to take a tower/keep now is a megazerg.
I’m afraid you missed my point… completely.
If fewer defenders are needed to stop a big zerg, then remaining player resources can be used to capture objectives. The zerging server have to muster up all their player resources to take a single objective which leaves every other objective badly defended, allowing the defending server to take them with less effort.
By definition, that is zerg depromotion. If a mega zerg is built, then chances are the mega zerging server will lose many of their other points to capture one point. The server wouldn’t want that. There’s also a limit to how big a zerg can get as well.
Actually, they’ll only need a couple people to defend what’s theirs as well. It cancels each other out.
Which is good, because in that case the winning server wouldn’t be determined by sheer numbers.
You stopped making sense. Please try again. Try explaining every single aspect of this new patch and how it won’t break the game for me. Explain it to me like you think I’m an idiot, like I’m sure you do.
Are you implying that victory isn’t determined by numbers right now? If yes, then I’ve made my point. If not, then explain to me why else zerging isn’t a problem in WvW.
Hmmm. WvW, this implies large scale battles not 5 on 5. sPvP is for 5 on 5.
If Anet designed WvW to be 5 on 5 then I doubt they would have advertives large scale combat with hundreds of other players. It would have been small scale combat with many small groups.
Mesmer/Elementalist/Guardian/Necromancer/Warrior
[TC] Tarnished Coast
Maybe in T8, in T2 it was very difficult to take a T3 tower/keep before this nonsense.
“Difficult” is subjective. A better answer is to say how many times a T3 tower/keep gets flipped per day. I’m on SoR, and from what I see, T3s get flipped several times a day.
So as of right now you have no problems taking a T3 tower from JQ. You can go do it anytime you like.
Mesmer/Elementalist/Guardian/Necromancer/Warrior
[TC] Tarnished Coast
(edited by Ruprect.7260)
Maybe in T8, in T2 it was very difficult to take a T3 tower/keep before this nonsense.
“Difficult” is subjective. A better answer is to say how many times a T3 tower/keep gets flipped per day. I’m on SoR, and from what I see, T3s get flipped several times a day.
Yeah I play on BG in T1. And T3 stuff gets flipped usually because there is no defenders at that location.
Beast mode
I haven’t personally tried out teh new ACs yet, but if they are overwhelmingly devastating then maybe an increased reload time would be in order.
Was this thread a new mini-game released with the patch? Spot the PvDers?
It’s a little easy tbh.
(edited by Ragnar.4257)
I am not sure how this will any way break up zergs LOL. So an AC can only kill 50+ but they will not kill 5??? If anything it will just require a larger zerg to take objectives. I cant wait for next week the forums will be :
You created a zerg on my sever because no one could take any keeps anymore unless they had a huge zerg to counter the AC’s.
Who says they cannot kill 5? Arrow carts are effective up to 50. Bigger than 50? Compensate with even more arrow carts. The PvD “tactics” lost viability thus zerging itself lost viability… which is good.
There are also a limit to how big zergs can get thanks to WvW population caps. If defense measures overcompensate, then we could see the end of reckless zerging. If a map-wide zerg is needed to take down one objective, then every other point is undefended which makes it risky to zerg.
Appearantly everyone that wanted this. This is the ZERG buster, I am not sure how? This is the everyone buster LOL. No one will be able to take any towers/keeps. This will do nothing but encourage zerging as the only way to take a tower/keep now is a megazerg.
I’m afraid you missed my point… completely.
If fewer defenders are needed to stop a big zerg, then remaining player resources can be used to capture objectives. The zerging server have to muster up all their player resources to take a single objective which leaves every other objective badly defended, allowing the defending server to take them with less effort.
By definition, that is zerg depromotion. If a mega zerg is built, then chances are the mega zerging server will lose many of their other points to capture one point. The server wouldn’t want that. There’s also a limit to how big a zerg can get as well.
Actually, they’ll only need a couple people to defend what’s theirs as well. It cancels each other out.
Which is good, because in that case the winning server wouldn’t be determined by sheer numbers.
You stopped making sense. Please try again. Try explaining every single aspect of this new patch and how it won’t break the game for me. Explain it to me like you think I’m an idiot, like I’m sure you do.
Are you implying that victory isn’t determined by numbers right now? If yes, then I’ve made my point. If not, then explain to me why else zerging isn’t a problem in WvW.
Hmmm. WvW, this implies large scale battles not 5 on 5. sPvP is for 5 on 5.
If Anet designed WvW to be 5 on 5 then I doubt they would have advertives large scale combat with hundreds of other players. It would have been small scale combat with many small groups.
WvW is meant to accommodate both small skirmishes and large scale battles. Right now small skirmishes are insignificant compared to large battles. It’s just two or three zergs going around and taking objectives.
RuprectSo as of right now you have no problems taking a T3 tower from JQ. You can go do it anytime you like.
hahahahahahahahahaha
Any reason I should be able to do it “whenever I want”? Taking T3s are meant to be difficult. Are you saying they shouldn’t be?
The buffed up arrow carts only make it more difficult, but only if you insist on zerging it.
Here is the problem, in my Tier it can take hours of setup to take a keep before this buff. It was very easy to stop a group with AC’s, it was extremely easy to defend a keep. This will make it impossible to take a keep now if you have anywhere near a competetive tier. And this was fun, hours is fine, days is not.
Mesmer/Elementalist/Guardian/Necromancer/Warrior
[TC] Tarnished Coast
almost forget ! Do you like fight with people ? you like to raid with your guild and killing enemies in open field ?
Forget about dat now ! now we apllieng 30 seconds cd before sword appears on the keep. Now you need just sit for hours on arrow carts behind the gates , its boring as hell and you will not get any fun from it ! enjoy ouer epic world versus gates full of arrow carts !
Lol Heijincks. If you are saying that small scale stuff now is insignificant then it is very easy to know who the real zergling is.
Before it was very easy to break zergs by using personal skill and effective teamplay. Now all you need is an arrowcart.
Numbers mattered way less than you are giving them credit for.
7.2k+ hours played on Minesweeper
adding poison to an arrowcart resulting in 33% less healing
Honestly, I love Siege Wars. Seriously, in every game I’ve ever played, I’ve been that guy who managed the turrets and defenses and stuff. I’m ecstatic that commanders will have more reason to place siege weaponry in open-field combat, and that zergs will have reason to siege structures from range whenever possible.
I mean, I get that it’s a pretty massive buff, but in my experience I’ve been able to comfortably heal through AC fire, and in a zerg the things were barely noticeable with all the healing going on.
Honestly, I love Siege Wars. Seriously, in every game I’ve ever played, I’ve been that guy who managed the turrets and defenses and stuff. I’m ecstatic that commanders will have more reason to place siege weaponry in open-field combat, and that zergs will have reason to siege structures from range whenever possible.
I mean, I get that it’s a pretty massive buff, but in my experience I’ve been able to comfortably heal through AC fire, and in a zerg the things were barely noticeable with all the healing going on.
Maybe a couple AC’s you can heal through. You cannot heal through 6+ AC’s, they kill you and your ram very quickly.
Mesmer/Elementalist/Guardian/Necromancer/Warrior
[TC] Tarnished Coast
Was this thread a new mini-game released with the patch? Spot the PvDers?
It’s a little easy tbh.
No sarcasm here but I’m not sure what you mean by this.
The ones that hate the patch are very often from guilds who are in it for the fighting and despise zerging and PvDooring.
And the ones that love it say it’ll break the PvDooring.
So basically depending on your personal opinion of the patch you could mean any of either groups.
7.2k+ hours played on Minesweeper
adding poison to an arrowcart resulting in 33% less healing
They fixed that in the this patch, so don’t worry about that. Though there are still enough reasons to worry.
7.2k+ hours played on Minesweeper
I am not sure how this will any way break up zergs LOL. So an AC can only kill 50+ but they will not kill 5??? If anything it will just require a larger zerg to take objectives. I cant wait for next week the forums will be :
You created a zerg on my sever because no one could take any keeps anymore unless they had a huge zerg to counter the AC’s.
Who says they cannot kill 5? Arrow carts are effective up to 50. Bigger than 50? Compensate with even more arrow carts. The PvD “tactics” lost viability thus zerging itself lost viability… which is good.
There are also a limit to how big zergs can get thanks to WvW population caps. If defense measures overcompensate, then we could see the end of reckless zerging. If a map-wide zerg is needed to take down one objective, then every other point is undefended which makes it risky to zerg.
Appearantly everyone that wanted this. This is the ZERG buster, I am not sure how? This is the everyone buster LOL. No one will be able to take any towers/keeps. This will do nothing but encourage zerging as the only way to take a tower/keep now is a megazerg.
I’m afraid you missed my point… completely.
If fewer defenders are needed to stop a big zerg, then remaining player resources can be used to capture objectives. The zerging server have to muster up all their player resources to take a single objective which leaves every other objective badly defended, allowing the defending server to take them with less effort.
By definition, that is zerg depromotion. If a mega zerg is built, then chances are the mega zerging server will lose many of their other points to capture one point. The server wouldn’t want that. There’s also a limit to how big a zerg can get as well.
Actually, they’ll only need a couple people to defend what’s theirs as well. It cancels each other out.
Which is good, because in that case the winning server wouldn’t be determined by sheer numbers.
You stopped making sense. Please try again. Try explaining every single aspect of this new patch and how it won’t break the game for me. Explain it to me like you think I’m an idiot, like I’m sure you do.
Are you implying that victory isn’t determined by numbers right now? If yes, then I’ve made my point. If not, then explain to me why else zerging isn’t a problem in WvW.
Hmmm. WvW, this implies large scale battles not 5 on 5. sPvP is for 5 on 5.
If Anet designed WvW to be 5 on 5 then I doubt they would have advertives large scale combat with hundreds of other players. It would have been small scale combat with many small groups.
WvW is meant to accommodate both small skirmishes and large scale battles. Right now small skirmishes are insignificant compared to large battles. It’s just two or three zergs going around and taking objectives.
RuprectSo as of right now you have no problems taking a T3 tower from JQ. You can go do it anytime you like.
hahahahahahahahahaha
Any reason I should be able to do it “whenever I want”? Taking T3s are meant to be difficult. Are you saying they shouldn’t be?
The buffed up arrow carts only make it more difficult, but only if you insist on zerging it.
Here is the problem, in my Tier it can take hours of setup to take a keep before this buff. It was very easy to stop a group with AC’s, it was extremely easy to defend a keep. This will make it impossible to take a keep now if you have anywhere near a competetive tier. And this was fun, hours is fine, days is not.
All because of arrow carts? Whatever happened to catapults and trebuchets? The only way I see that taking keeps could be difficult with the new arrow carts in effect is if players insist on smashing doors with swords, rifles, and bows.
Catapults and trebuchets do far more damage than players can on doors anyway.
You can no longer block treb/cata shots. The attacker has to hit the wall/door 50+ times to take it down. A counter treb needs to hit the treb like 3 times to stop it.
If they had buffed AC’s and left blocking alone this may not be as big of a deal.
Mesmer/Elementalist/Guardian/Necromancer/Warrior
[TC] Tarnished Coast
A new patch been added in an “hour or two” I hope this hotfix for the damage on AC’s.
How this even went live, god knows.
Better be an AC fix in this patch, the dmg is just ridiculous.
Lmao i’m having fun with Kain at their spawn with arrow carts.
4 superior arrowcards deal 10k damage per second, 10k!! And that against up to 50 people. That is insane.
First troll to receive 10/10
Best golem driver EU
adding poison to an arrowcart resulting in 33% less healing
Ya, it was fixed this patch.
http://www.votf.net
(edited by Aneu.1748)
4 superior arrowcards deal 10k damage per second, 10k!! And that against up to 50 people. That is insane.
LOLOLOLO, I am so sorry I am missing out on this before they fix it later.
Mesmer/Elementalist/Guardian/Necromancer/Warrior
[TC] Tarnished Coast
Maybe a couple AC’s you can heal through. You cannot heal through 6+ AC’s, they kill you and your ram very quickly.
I’m sorry, but why the kitten, are you trying to ram a gate with 6 ACs? That’s seems incredibly kittening stupid, I thought those kinds of people were weeded out in higher tiers :P.
Also, for the 10k damage, prove it. Otherwise I call BS. On a glass cannon maybe.
Sorrow’s Furnace – Commander/Officer
Kabal of the Righteous [Seed]
(edited by pulsecodesgnl.3470)
Maybe a couple AC’s you can heal through. You cannot heal through 6+ AC’s, they kill you and your ram very quickly.
I’m sorry, but why the kitten, are you trying to ram a gate with 6 ACs? That’s seems incredibly kittening stupid, I thought those kinds of people were weeded out in higher tiers :P.
1. enemy places rams
2. defenders grab supply from keep and build 4-6+ AC’s
3. Rain hell down on rams.
Seems simple to me
Mesmer/Elementalist/Guardian/Necromancer/Warrior
[TC] Tarnished Coast
Maybe a couple AC’s you can heal through. You cannot heal through 6+ AC’s, they kill you and your ram very quickly.
I’m sorry, but why the kitten, are you trying to ram a gate with 6 ACs? That’s seems incredibly kittening stupid, I thought those kinds of people were weeded out in higher tiers :P.
Also, for the 10k damage, prove it. Otherwise I call BS. On a glass cannon maybe.
On my Guardian I got hit by over 2.1k and I’m semi-Tanky. I don’t have a screenshot but a guildie with similar build does, if you want it: http://i.imgur.com/w0LVRTA.jpg
7.2k+ hours played on Minesweeper
Maybe a couple AC’s you can heal through. You cannot heal through 6+ AC’s, they kill you and your ram very quickly.
I’m sorry, but why the kitten, are you trying to ram a gate with 6 ACs? That’s seems incredibly kittening stupid, I thought those kinds of people were weeded out in higher tiers :P.
1. enemy places rams
2. defenders grab supply from keep and build 4-6+ AC’s
3. Rain hell down on rams.
Seems simple to me
You’re telling me, that they have enough time and people to get 4-6 AC’s up instead of just killing the rams themselves? Either you fail at ramming by taking forever, they had a kittenton of people and you were going to fail anyway, or you are talking crap.
Sorrow’s Furnace – Commander/Officer
Kabal of the Righteous [Seed]
The only problem with this is that there is only a couple areas I can think of where a counter treb cannot be countered, but that is a separate issue altogether.
Other than that, why can’t the attackers counter the counter treb then?
But then it is just treb warring back and forth and no more fighting and not everyone can be on the trebs at the same time so it becomes boring. This is not a solution.
7.2k+ hours played on Minesweeper