World: Isle of Janthir (NA)
Combat Rezzing Needs to Change
World: Isle of Janthir (NA)
Making the change should be rather simple as they have already limited the affected number of people in an AOE to 5. Which is just looney in my opinion.
Stonehenge Grr – [Heap]
Don’t’ forget people logging out while in battle just before they die, it is just as bad or worse.
kelman that is just plain annoying.
Stonehenge Grr – [Heap]
One of my posts on the same topic.
The Fallen Sons
Sorrows Furnace
I didn’t read the whole thread but I read the op, and thought, maybe this should be considered as a replacement for the current Outmanned buff. The side that is outmanned could be given advantages to dealing damage to enemies in the downed state and/or have their finishing moves become faster/instant. Also maybe have the Outmanned buff grant a bonus to the damage dealt to enemy players who are rezzing fallen allies. This would help the Outmanned group to be better able to use guerrilla tactics to help thin larger groups. My 2 cents.
@Dark Savior.7589:
Why only for outmaned? That is not a problem of the server being outmaned, it’s a problem of fighting in the smaller group/outside the Zerg. And with the current system you can’t thin the larger group, even if you get managed to kill one (not down) they just revive him in such a short time.
The smaller group can’t just stay there and ress one guy for 5s. Who ever trys that is dead. In the bigger group you get less damage (less enemys do less damage and skills do damage to max. 5 player) so you can take that time to revive dead people while in combat. Big advantage for the bigger group (plus they are still more people).
I would love to see the whole dead people rezzing gone. This would make WvW more challenging and tactical. For both defender and attacker.
- Defender can kill the attacker and defeat them
- Attacker can kill the people inside the keep.
- Both sides now have to think about how they manage to get their people bag into battlefield.
- And how to stop the enemy from getting reinforcements.
- And last but not least Zerg vs Zerg will not be the endless battle it is now.
Just fought a thief and a guardian. I killed the thief. Guess what? The guardian did nothing else but sit there and rez the thief. I did nothing but straight dps to the guardian, weapon swapping, perfect timing, everything. This defensive spec’d guardian combat rezzed the thief before I could drop the guardian. And even though I killed one fully dead, they were both back up, literally invincible because of this idiotic, game breaking mechanic.
It ruins any and all purpose of skill in this game.
Mesmer/Thief
NSP
I don’t mind normal ressing. If someone is downed but in downed state, by all means pick them back up. However I dislike resurrecting the defeated. If a player has been downed and then beaten beyond downed state, they should have to waypoint and come back. At least in PvP.
Yeh, i really hate to this thing! If they dont change it, i will quit the game and never come back! Its ruining my wvwv pvp totally.
Downed state does not belong in PVP at all, for all the reasons the OP has listed.
I hate the entire mechanic with a passion to the point where I hope GW2 fails badly so that no other game will ever attempt to mimic this cheesy, annoying mechanic again.
Quoted for truth! I think something like a downed state has never been implemented before in a game because they realized it is just an awful idea. People think that just because something is different in GW2, means its “good”. Sorry people, doing things different for the sake of being different and not because its better and you end up with garbage mechanics like the “downed state”.
I read this and I still can’t tell if this thread is about reviving players in the downed state, or if it’s about reviving fully-dead players.
It’s part of the game, part of the developers’ stated vision that you shouldn’t spend a lot of time in the bleh parts of the game. So reviving fully-dead people is possible, even if it doesn’t make sense in any immersion-type way. And every profession can revive. It goes much much slower in combat, but it’s possible.
The principle is to get you up and back into the action asap. Similarly there’s basically no death-penalty, just minor repair costs that are completely optional while you level up (as you can buy new at-level replacement gear for ~vendor price).
Took me awhile, but I finally found a perfect example. Didn’t wanna use any old example, because I didn’t want people to try and claim it was just a class thing.
Here’s a video of me on my mesmer, fighting 4 other mesmers. It’s proof that this so called pvp game, has a skill cap due to combat rezzing, for those who didn’t understand what I meant.
As long as there’s a skill cap like this combat rezzing mechanic, it can never be called a pvp/wvw game, it’s just a simple zerg fest.
Mesmer/Thief
NSP
I agree,
it’s just totally lame that you can be fighting a 3v1 because the Gankers decided to pick on you and actually manage to down one guy. But hey….all the other two noobs have to do is click on their comrade for 2 seconds and he’s back up while you still get shafted.
The entire system just sucks from end to end. It comes down to bring more numbers or stay at home.
I wish ANet would see it but they seem to insist on shoving their crappy game-mechanic down our throats just because it’s necessary for PvE.
Why not just remove it from wvw/pvp though? It can stay in pve.
Mesmer/Thief
NSP
I would just like to add my support to removing combat res, it makes combat very frustrating and it is getting more annoying the more I play.
Personally I like the idea of resurrecting only when out of combat and having damage interrupt the res process. I also would like some sort of decrease for progress of resing since you can currently begin to res, move away and come back to continue resing with no loss of progress.
I am not a big fan of downed state in WvW either, but resing annoys me much more.
I’m happy with this portion of the system as is.
Foo Guild – www.fooguild.com