Fort Aspenwood
Does anyone actually like "Downed State"
Fort Aspenwood
Probably the ONLY change I’d recommend making is this… if you’re defeated, fade to black. Take away their eyes. You shouldn’t be able to be a “dead spy” lying around in a keep watching what’s going on. When defeated, fade to black in WvW only. You can’t see if somone’s coming to rez you, you can’t spy.
Probably the ONLY change I’d recommend making is this… if you’re defeated, fade to black. Take away their eyes. You shouldn’t be able to be a “dead spy” lying around in a keep watching what’s going on. When defeated, fade to black in WvW only. You can’t see if somone’s coming to rez you, you can’t spy.
I like this, but I prefer “fade to map” as someone else has suggested.
November 15, 2012 – The day a dream died.
Downed is bullkitten in all PvP, that zerg favoring thing needs to be either reduced by significant, big percent of health or get removed completely also we need to be able to hit them while they’re going down and last additional damage needs to be applied.
I like the downed system. I’d even wager that a big chunk of my kills are a result of killing people trying to help their downed friends.
Tryggon Gathol – [RvR] – lvl 80 Warrior – IoJ
Sechnal – [RvR] – lvl 80 Ranger – IoJ
Fun in PvE, terrible in PvP.
I don’t like it in WvW.
Probably the ONLY change I’d recommend making is this… if you’re defeated, fade to black. Take away their eyes. You shouldn’t be able to be a “dead spy” lying around in a keep watching what’s going on. When defeated, fade to black in WvW only. You can’t see if somone’s coming to rez you, you can’t spy.
I like this, but I prefer “fade to map” as someone else has suggested.
Good idea. We sometimes try to fear/knock back spies away from us before killing them but that’s pretty impractical and rather silly. I’d much rather have your idea implemented.
I just came here to say I like downed state and it’s a great system, even in WvW.
Seafarer’s Rest server
I don’t think the down state should be removed, but probably needs to be tweaked a little bit.
I think you shouldn’t be able to be picked up by multiple people (or at least have a cap of the number of people able to pick you up at once) because seeing people get instantly rezzed after you down them is kind of… ?? ? ? ?
I don’t think the down state should be removed, but probably needs to be tweaked a little bit.
I think you shouldn’t be able to be picked up by multiple people (or at least have a cap of the number of people able to pick you up at once) because seeing people get instantly rezzed after you down them is kind of… ?? ? ? ?
There is a cap on ressurectors. Not sure what it is.. maybe 4?
November 15, 2012 – The day a dream died.
I don’t think the down state should be removed, but probably needs to be tweaked a little bit.
I think you shouldn’t be able to be picked up by multiple people (or at least have a cap of the number of people able to pick you up at once) because seeing people get instantly rezzed after you down them is kind of… ?? ? ? ?There is a cap on ressurectors. Not sure what it is.. maybe 4?
Maybe they should lower it a bit then, because people are being picked up way too quickly IMO..
I don’t like it, but just deal with it.
So, after reading through this thread I’ve come to a few conclusions.
1. People that like it are the people that don’t know what they’re doing and often run in zergs.
2. People that dislike it are the people that run in small groups.
3. People say that burst builds are OP and therefor “Downed State” should exist. This is incorrect. You shouldn’t be penalized for picking a spec that kills quickly. Burst builds are very very easily killed. If you die to one while in a group of 4-5 people you deserve to be finished off.
4. People are generally neglecting to mention the amount of interrupts you will have put on you if you go to finish off a player in a zerg. There will inevitably be 3 hammer warriors and guardians standing on top of you simultaneously interrupting you without any kind of diminishing returns.
5. People are saying without downed state this game would be like every other game. This is also incorrect. Downed state is horrible and poorly though out addition to this game. If you removed it you would still have all of the other innovative features of this game without the most annoying one ever implemented in any game ever made.
I’m sure I missed some but these were the main points that keep getting brought up. A few of which are fact less and just plain annoying.
So, after reading through this thread I’ve come to a few conclusions.
1. People that like it are the people that don’t know what they’re doing and often run in zergs.
2. People that dislike it are the people that run in small groups.
3. People say that burst builds are OP and therefor “Downed State” should exist. This is incorrect. You shouldn’t be penalized for picking a spec that kills quickly. Burst builds are very very easily killed. If you die to one while in a group of 4-5 people you deserve to be finished off.
4. People are generally neglecting to mention the amount of interrupts you will have put on you if you go to finish off a player in a zerg. There will inevitably be 3 hammer warriors and guardians standing on top of you simultaneously interrupting you without any kind of diminishing returns.
5. People are saying without downed state this game would be like every other game. This is also incorrect. Downed state is horrible and poorly though out addition to this game. If you removed it you would still have all of the other innovative features of this game without the most annoying one ever implemented in any game ever made.
I’m sure I missed some but these were the main points that keep getting brought up. A few of which are fact less and just plain annoying.
So your opinion = fact, but my opinion = incompetence.
Got it.
November 15, 2012 – The day a dream died.
I’m actually quite pleased with how the mechanic currently works. I just wish they’d polished it a little more around the edges to make sure that each profession stood an actual chance to get out of the downed state, while still having that unique feel that each profession has.
I’m actually quite pleased with how the mechanic currently works. I just wish they’d polished it a little more around the edges to make sure that each profession stood an actual chance to get out of the downed state, while still having that unique feel that each profession has.
Sorry, what? You want an even better chance for classes to be able to resurrect themselves? Isn’t it already easy enough? I just can’t agree with this. In no way should anyone ever be rewarded with a second chance after already losing once. It just makes no sense.
Yep I actually like it. Of course it could use some work but it isn’t nearly as dramatic as folks make it sound. It adds another layer of having to make choices in combat and I’ve seen plenty of situations where smaller groups are still able to beat a much bigger group so I’m not convinced about the argument that it favors the zerg.
If you don’t want enemies to be rezzed you gotta focus on the rezzers, just like in other games it’s in many situations wise to focus on the healers because else you can’t kill anyone either.
If we remove the downed / rezzing mechanic we might as well implement tanks and healers so we can stack tanks at the entrance of a keep that are focus healed so the enemy is unable to enter after the siege equipment has done it’s job like in some other games. Else you’ll only have burst spec zergs running around destroying everything in their way within seconds.
I prefer long lasting epic large scale battles.
(edited by holska.4127)
I’m sure I missed some but these were the main points that keep getting brought up. A few of which are fact less and just plain annoying.
These points keep getting brought up because there’s a large amount of players that disagree with you so your conclusions only count for yourself and aren’t facts either.
I’m not sure why you people all seem to think that downed state is evil and prevents smaller groups from killing larger groups. I run with a guild that does almost exclusively 10-man-or-less tower ninjaing. Two days ago, we were able to hold off a team of about thirty with a team of about 5 in a chokepoint while there rest of the guild took a tower behind us. By communicating, we were able to kill almost the entire group with coordinated AOEing. I think maybe one person rezed and escaped. It’s stupid easy to kill a downed enemy if you know what you’re doing and talk to your buddies.
EDIT: if you’re wondering, our “strike team” in the chokepoint was 2 eles, a theif, a necro, and a warrior. We threw down every AOE we had and the necro turned all their boons into conditions. That kind of thing can down everyone crazy fast. Then you just throw down another wave of AOEs and spike the survivors.
Another proponent of the downed state here—I love the tactics and teamwork it brings to the table. It does need a few adjustments, but the idea is excellent. I pull 1v2 and even 1v3 on my Guardian on occasion in WvW. It’s not by any means impossible, even though it does increase the challenge somewhat.
Deal with downed opponents by hitting them occasionally to prevent them from self-rezzing, knock back enemies that try to res them (or take the opportunity to AoE them both into a puddle), keep enemies that are about to die isolated from allies, stability- and stealth-stomp, pop an Aegis or a blind to stop interrupt skills. There are many ways to counter the downed state, and it always earns my respect when I see people who both use and counter it effectively.
I’d prefer that rezzing fully-defeated players take longer (or be outright impossible) in WvW, but that’s another topic entirely.
I typically run in a small group in PvE and WvW (either duo or trio, sometimes up to 4 people) and I think the downed mechanic adds a lot to the game. For starters, it means that a random spike in damage doesn’t instantly kill anyone (though it’s still a very good start).
It also adds a good deal of strategy. For example, you should blind/daze certain classes before trying to finish them so they don’t interrupt you. You can also use NPCs to your advantage, taking them close to death, allowing yourself to be downed, and killing them for an fast rally. If you’re winning a fight in WvW, make sure there are no near-death mobs nearby before downing your enemy. Downed players also make great targets for AoE skills.
I do think the mechanic made some fights lazy. Numerous dungeon bosses have their power cranked up such that they constantly down players, but otherwise have no strategy or special mechanics.
If you wanna remove downed state, you better gimme a direct healing class. Thats your balance issue.
Maizen Blue – Thief