Borderlands, what's wrong ?

Borderlands, what's wrong ?

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Posted by: Angelyne.2936

Angelyne.2936

Actually borderlands are pretty empty, CBE is full and massively zerged and there’s a lot of EotM.

so what’s wrong with news frontas ?

1) maps are far too bigs, so bigs that keeps aint defended anymore, just like EotM they just leave it and cap it later.

2) what the point to keep a keep when it’s door is destroyed by a deathstar laser beam … who the hell got that idea ? ArenaNet, please, fire him.

3) Verticality … when you finaly found someone, he is bellow, or upper, but anyway you can’t catch him. bridges everywhere, fear/bump fiesta, fun = 0.

4) no roamers anymore, new maps are just horrible for roamers.

5) unscoutable structure, believe it or not, but some ppl loved to stay in fort, for an hour or two, garding it, calling for help, refreshing weapons timer. no, between nearlly unscoutable fort (far too bigs) nd the fact that noone will come to defend anyway, scouts are just scr.w..

6) KarmaTrain speed too slow. well, i dont care about Karma, but it seems that some are …

Beside that, there’s some good places to fight guilds if at least they would come too. for an hour or two i never saw more than 2 ppl yesterday evening.

Angelyne – Guild Leader for Metatrone – Vizunah Square [Fr] on EU Ladder

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Posted by: Weli.4568

Weli.4568

I actually enjoy the maps but I can see where you are coming from.

1) Indeed the maps are quite big and moving around it is a bit of pain in the kitten . At least if you are at let’s say north camp and you notice that west keep #4everBay is under attack. You most likely won’t make it in time to defend it as there is no waypoint in the keep. Plus the big size of the keep does not help. If you can’t identify where the attackers are at then defending just got ten times harder.

2) Totally agree with this point. The laser beam from the middle event is just ridiculous even though I can understand kinda why it was implemented. If a server is severely outnumbered and they have no objectives they can technically use the middle event to get some foothold on the map. But then again if they are already out numbered by a lot then they won’t most likely get that event done for their server :/

3)The verticality is nice but can be a pain in the kitten if you are roaming. All the fear builds and such as seen from EotM. Not fun except for the guy trolling.

4) I’ve seen some roamers tbh but the big maps make it hard to find the players. Only thing helping is the tracking from sentry’s but that in a way ruins any surprise attack you would have for the enemy blob if you are trying to go defend or trying to sneak attack.

5)The keeps especially are hard if not impossible to scout alone. The spots where the enemy can enter are numerous. So the safest way I guess is to scout only the inner but then it would be too late if you spot them there. Defending on the other hand if you make it in time considering the points made before has been made more easy. Having, cannons mortars and such ready at the keep is interesting concept but a pain in the kitten . The ac’s having advantage on higher ground is fun but they are near to impossible to destroy before your counter siege gets destroyed.

6) Ain’t nobody got time for K-train tho.

I hope the waypoints would be changed to the way they were before The satisfaction of waypointing enemy garrison was just bueno. Also could the waypoints be moved from the southern towers to the keeps? That way it would make more sense to defend the keeps as you’d be defending your place to fast travel on the map. Considering the size of the map too it would make sense having the waypoint more towards the center of the map.

Scatter the Weak [WK], Extraordinary Gentlemen [EXG]
Desolation

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Posted by: Dawdler.8521

Dawdler.8521

You didnt even mention whats the most wrong with it – it breaks the core principles of alpine and EB WvW map design.

- Towers dont threaten keeps due to being too far away.
- Keeps dont control their area due to no waypoints.
- Camps are no longer the lifeblood of upgrades due to autoupgrades (at least EB only suffer this).

And you can pretty much stop there, because everything else people mention is superficial, fixing stuff like the PvE event or flattening the map with a bulldozer wont change this.

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Posted by: Catalin.5341

Catalin.5341

1) learn the map
2) yes I agree, the laser is too powerfull, it destroys even oils and walls not just gates
3) learn the map
4) roamers need to learn the map
5) scouting is much easier because of the lack of supplies for upgrades and because dolyaks bring supplies faster; this hasn’t changed scouting unless you’re a masochist and liked building a superior treb in 40 minutes
6) that’s the whole point of this new map, to reduce rewards and keep farmers in PVE and to reduce the blobbing

EU Seafearer’s Rest, Guilds: [AR] [tD]
Catalin Puf (Human Elementalist)
Catalin Elf (Sylvari Thief)

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Posted by: Catalin.5341

Catalin.5341

The keeps especially are hard if not impossible to scout alone. The spots where the enemy can enter are numerous. So the safest way I guess is to scout only the inner but then it would be too late if you spot them there.

Pls check my guide on this forum – https://forum-en.gw2archive.eu/forum/game/wuv/Quick-guide-to-Desert-Borderlands
Bay had 3 outer gates and 3 inner gates all spreaded very far away, now it has only 2 gates at inner. There were ton of walls including underwater walls which were hard to scout, now in undercroft you can protect both walls wityh one cart.

PLEASE LEARN THE MAP AND STOP WINNING LIKE LITTLE KIDS

EU Seafearer’s Rest, Guilds: [AR] [tD]
Catalin Puf (Human Elementalist)
Catalin Elf (Sylvari Thief)

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Posted by: Weli.4568

Weli.4568

The keeps especially are hard if not impossible to scout alone. The spots where the enemy can enter are numerous. So the safest way I guess is to scout only the inner but then it would be too late if you spot them there.

Pls check my guide on this forum – https://forum-en.gw2archive.eu/forum/game/wuv/Quick-guide-to-Desert-Borderlands
Bay had 3 outer gates and 3 inner gates all spreaded very far away, now it has only 2 gates at inner. There were ton of walls including underwater walls which were hard to scout, now in undercroft you can protect both walls wityh one cart.

PLEASE LEARN THE MAP AND STOP WINNING LIKE LITTLE KIDS

Ah don’t get me wrong. I like the new maps. Just basing my points/opinions on the experience I’ve had on the borderlands thus far. ^^

Plus I found defending the former Bay rather easy to scout and defend. Sure it was the easiest keep to attack too. But thanks for the guide.

ps. I like winning like little kid

Scatter the Weak [WK], Extraordinary Gentlemen [EXG]
Desolation

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Posted by: Jim Hunter.6821

Jim Hunter.6821

The keeps especially are hard if not impossible to scout alone. The spots where the enemy can enter are numerous. So the safest way I guess is to scout only the inner but then it would be too late if you spot them there.

Pls check my guide on this forum – https://forum-en.gw2archive.eu/forum/game/wuv/Quick-guide-to-Desert-Borderlands
Bay had 3 outer gates and 3 inner gates all spreaded very far away, now it has only 2 gates at inner. There were ton of walls including underwater walls which were hard to scout, now in undercroft you can protect both walls wityh one cart.

PLEASE LEARN THE MAP AND STOP WINNING LIKE LITTLE KIDS

I’m assuming you meant whining? Because I can’t simply stop winning, it just comes naturally to me.

I like how you completely ignored Dawdler’s post. He pointed out clear design flaws that can’t be changed by “learning the map”.

Also known as Puck when my account isn’t suspended
LGN

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Posted by: Catalin.5341

Catalin.5341

- Towers dont threaten keeps due to being too far away.
- Keeps dont control their area due to no waypoints.
- Camps are no longer the lifeblood of upgrades due to autoupgrades (at least EB only suffer this).

1) I agree towers are not really required to be captured since you can’t treb from them the keep. So basically Academy and Necropolis are only captured for points while Outpost and Depot are very important to defend for WP if you can use it.

2) In my opinion WPs should be removed completely. You can already traverse the map in -5 minutes.

3) If dollyaks would spawn slower then the problem would get fixed.

EU Seafearer’s Rest, Guilds: [AR] [tD]
Catalin Puf (Human Elementalist)
Catalin Elf (Sylvari Thief)

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Posted by: Nedus.6952

Nedus.6952

@ OP: you localized most of the biggest issues and with short sentences. Well done. We’re on the same boat and we can hug each other while WvW is sinking.

Ah, and don’t mind those that say “learn the map first”. They just start with the religious assumption that “you didn’t check the map!”.
Not to mention that focusing just on “it is the map” proves that they missed the real changes to WvW (aka the mechanics, not the map). So they have no clue about the bigger picture; they have no idea what they’re talking about.

Passero ~ Jade Sea
Former member of WSR and AG.