Bloodlust Presents Potential Snowballing
- It’s open terrain.
- It only lasts until the enemy holds your points.
- It would cost some serious point bunkering to be able to hold those points, and aside from that fact you miss out on WXP holding the bloodlust points.
- all worlds can get the buff, and it isn’t exactly difficult to remove.
- It’s open terrain.
- It only lasts until the enemy holds your points.
- It would cost some serious point bunkering to be able to hold those points, and aside from that fact you miss out on WXP holding the bloodlust points.
- all worlds can get the buff, and it isn’t exactly difficult to remove.
You do realize that the enemy has to hold three points for 2 minutes before the buff is removed, right? The bigger server can just zerg through and recap it before 2 minutes have elapsed and keep the buff.
But can they do that while defending their towers and keeps on the map? If you are aggressively going after the ruins it means you aren’t defending a tower or keep.
But can they do that while defending their towers and keeps on the map? If you are aggressively going after the ruins it means you aren’t defending a tower or keep.
Of course they can. They have more people. It’s just another thing that helps the larger zerg.
What happens is that you wake up spawncamped by a zerg with 3x orb bonus.
Good luck.
I’m looking forward to seeing it in action. More objectives to spread the zerg thin. Especially since it caps so slow and has a fixed rate.
I think they may be one of the first objectives in WvW where zerging isn’t the greatest solution.
Head Deany Kong of Deany and the Kongs [Kong]
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But can they do that while defending their towers and keeps on the map? If you are aggressively going after the ruins it means you aren’t defending a tower or keep.
A queued map can have a zergball of 60 and still have ~40 people spread out defending and upgrading.
But can they do that while defending their towers and keeps on the map? If you are aggressively going after the ruins it means you aren’t defending a tower or keep.
The ruins are just an additional objective to capture on the map. A larger server will still be able to assign more players to each objective than a smaller server, so they will outnumber you no matter what. Now they get a buff in addition to outnumbering you, so they win because they have more players than you and then they win again because each of their players is more powerful than each one of your players. The sports league wannabe WvW competition is also rich, I’m sure basketball games where one team has 8 and the other has 3 would be wildly popular.
Complains about zergs. …… roams with the zerg, nice work players on perpetuating the cycle that you blame anet for, how could anet have a game mode like wvw and make It apply to the massive amount of players and make it fair, maybe remove the commander tag so no one knows where to group up for the massive zerg fest since that’s what most people do in wvw, like whats a pug genna do when there’s no blue Doritos to follow around aimlessly
I think the saddest part of this change is that, almost unanimously, WvW players were against a stat buff. The potential for (or inevitability of) the aforementioned snowballing is obvious, and you will end up with the stacked server controlling the buff for the majority of the time.
I really wish ANet had listened to their players on this one. :-( It should have given an upgraded version of the outmanned buff, and if you hold all three you get the free armor repairs. What we got is likely to be very gamebreaking, as it was proved to be before.
The saddest part is that this ALREADY HAPPENED IN THE PAST with the old orb mechanic.
Larger population servers will have the buff most of the time and the outmanned ones will endure it.
Things i can’t undestand are Anet putting this repawn tower easy capture system and now they do the other way round and empower the dominating server.
Algo with the same update they’re destroying any chance of GvG that was harmless to the actual WvW.
Epic job Anet, you’re about to loose a good amount of WvW players.
Apart from that the map design is wonderfull, you just screwed up with the mechanic.
Orbs were not removed because they were concerned about balance or snowballing. They removed them because it was easier to do that than deal with fly hackers and the guys that were doing that with orbs made it too obvious.
Gandara
I’m looking forward to seeing it in action. More objectives to spread the zerg thin. Especially since it caps so slow and has a fixed rate.
I think they may be one of the first objectives in WvW where zerging isn’t the greatest solution.
The zerg will just have one more thing to do as they pass between bay and hills. It won’t spread them thin at all.