Acid Bath Babies Go Plop Plop [FizZ]
Boost Defense or see the death of wvw
Acid Bath Babies Go Plop Plop [FizZ]
Seriously…. without people defending structures the game will descend into eotm-style karma blobs.
What do you mean with “will descend”? All night and day WvW is more pvd-blobing and less fighting than eotm. Better organized map-hopping, and not for karma, but for points, but …
This is not a new development. I remember my reaction to the April 2013-Patch:
https://forum-en.gw2archive.eu/forum/wuv/wuv/Pro-Nightcapping-Patch
(edited by Dayra.7405)
Seriously…. without people defending structures the game will descend into eotm-style karma blobs.
What do you mean with “will descend”? All night and day WvW is more pvd-blobing and less fighting than eotm. Better organized map-hopping, and not for karma, but for points, but …
This is not a new development. I remember my reaction to the April 2013-Patch:
https://forum-en.gw2archive.eu/forum/wuv/wuv/Pro-Nightcapping-Patch
Not on the server i play on. We fight AND we defend.
Madness Rises [Rise] – Banners Hold.
Don’t argue with idiots, they pull you down their level and own you with experience.
Seriously…. without people defending structures the game will descend into eotm-style karma blobs.
What do you mean with “will descend”? All night and day WvW is more pvd-blobing and less fighting than eotm. Better organized map-hopping, and not for karma, but for points, but …
This is not a new development. I remember my reaction to the April 2013-Patch:
https://forum-en.gw2archive.eu/forum/wuv/wuv/Pro-Nightcapping-PatchNot on the server i play on. We fight AND we defend.
Cool, which server is it (Hm, Offair, hm, the large Deso-guild that went NA-T1?)? We are currently EU-T2 and during night and day we (and our opponents as well) are rarely more than 30 per team, which isn’t really enough to scout and defend your 1/3 of the objectives (4 keeps and 10 towers).
Not true at all, defense is already OP imho => it is still possible to hold out 50+ blob with 2-3 ppl on trebs/mortars/ballistas/acs.
Additionally, the siege disable trap can be better used as a defensive element rather than offensive one – yesterday I was part of a golem rush (5 omegas) which would up to this point mean breaching both reinforced gates of a garrison in a matter of minutes – now we were stuck there for at least half an hour due to the constant disabling of the golems.
All in all – no, I can’t agree with you – defense is still more powerful than offense in this game, as long as you use your siege smart and have ppl on the siege who can actually use it properly.
And I am personally very happy that it is no longer possible to res lord from downed state with banner – this once again meant that 10-15 ppl with enough skilled warriors could postpone flipping almost indefinitely – always hated that group of warriors hiding on the other side of the inner wall at watergate in garri just waiting for the lord getting killed and then rushing in and bannering him… one again, in my opinion it just should not be able to hold out with 5 ppl against 50 – you are just ruining the game for those 50 :/
Not true at all, defense is already OP imho => it is still possible to hold out 50+ blob with 2-3 ppl on trebs/mortars/ballistas/acs.
Lol. 50 vs 2 and the 2 should have a chance to win?
Here a not counterable strategy: split the 50 into 15:15:20 attack different points of the keep or SM (i.e. 15 per gate, 20 with catas on a wall or on the 3rd door of SM) At least one of the three groups will have 0 opposition
(edited by Dayra.7405)
Seriously…. without people defending structures the game will descend into eotm-style karma blobs.
What do you mean with “will descend”? All night and day WvW is more pvd-blobing and less fighting than eotm. Better organized map-hopping, and not for karma, but for points, but …
This is not a new development. I remember my reaction to the April 2013-Patch:
https://forum-en.gw2archive.eu/forum/wuv/wuv/Pro-Nightcapping-PatchNot on the server i play on. We fight AND we defend.
Cool, which server is it (Hm, Offair, hm, the large Deso-guild that went NA-T1?)? We are currently EU-T2 and during night and day we (and our opponents as well) are rarely more than 30 per team, which isn’t really enough to scout and defend your 1/3 of the objectives (4 keeps and 10 towers).
Its Gunnars Hold – unsure what tier it is since i dont give a rats kitten . Just saying its not all pvd and avoiding fights on every server.
Edit: And nope not a NA guild, just a small roamers/defenders guild I am in with lots of outcasts from the Underworld Server we had to abandon first season since it “collapsed”.
Madness Rises [Rise] – Banners Hold.
Don’t argue with idiots, they pull you down their level and own you with experience.
Personally I have already been in a defense with another person against 40. We had tons of siege covering every spot to counter and in the end kept the keep? Yes, but I can assure you that only happened not because we had siege and defended but because the offensive forces gave up and went to PvDoor our border instead.
Two people can only delay the capture of the keep, can’t avoid it unless the other players go elsewhere due to boredom.
They tried 3 attacks, blobbing a gate, we had a counter for all siege they tried to use, but if they had used a real tactic as splitting up their numbers or kept a constant attack to the keep, sooner or later the gates/walls would go down and they would be the winners.
Two or three players can’t defend and flip camps, escort dolyaks, repair the gate or wall or both that are damaged, rebuild siege, so obviously the keep will run out of supply which will benefit the offensive forces. That’s how you capture a t3 keep, isn’t bashing a blob head against a gate, but with proper tactic and time. With that in mind, if you were able to “defend” a keep with 2 or 3 people wasn’t because of siege, but because the other server didn’t wanted to put effort into taking the keep and decided to withdraw to more simpler tasks, which usually works well since many think 2 hours or more fight for a keep is a waste of time.
Thief / Mesmer / Elementalist / Warrior / Necromancer / Ranger / Engineer / Revenant
Crystal Desert – Eredon Terrace – Fort Aspenwood – Stormbluff Isle
Siege disabler is more powerful as a defensive weapon than it ever is as an offensive weapon due to availability of supply. Anyone can defend a tower/keep with a siege disablers and 100 supply in the tower. That’s 450 seconds worth of disabled rams and catapults. If your server doesn’t respond in that time then you simply weren’t meant to keep the objective.
This post is kind of weird. Siege disabler appears to have prevented some of SoS’s overnight ktrain from running everything over last night. Extremely helpful to defense.
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast
The last update really stuck it to defenders… nerfing banner rez, buffing golems, and one only need look at the siege disable trap to sum up the direction wvw is heading…
“The trick disables the use of enemy siege equipment for 45 seconds and piloted golems for 20 seconds”
In other words… you can disable defensive canons, ac, and ballista for more than twice as long as you can disable the offensive golem rush.
At the very least… all siege regardless of whether it is golems or not should be disabled for the same length of time.
Seriously…. without people defending structures the game will descend into eotm-style karma blobs.
Yep, they’re killing WvW. I have no doubt they eventually plan on just eliminating it all together. They’re just getting us ready to play EOTM style all the time, so that when they get rid of REAL WvW and say “have fun in EOTM” we’re adjusted for it…
They don’t care about WvW, that’s quite clear. If SOMEHOW they do, it’s DEFENDERS, guerrilla warfare (small group style) and solo roamers that they unquestionably do NOT care about. So they apparently either want to promote their new title – Zerg Wars 2 – and or just eliminate WvW all together…
The evidence is clear ^
© sparc.3649 ~ LPC ~ Anvil Rock
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