EOTM Overgrowth Huge advantages

EOTM Overgrowth Huge advantages

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Posted by: Matt H.6142

Matt H.6142

FA was green this week, and I do love Overgrowth. It will be when I’m Red I’ll really be swearing about those advantages.
Invulnerable travel. Omniscient sentry turrets. Supercannons in our backyard to defend the towers. Mortar that can defend Supercannon. (Racked up a lot of lovely kills with that one.)
3 capture points on Observatory. 3 mobs to kill in keep. Healing and Condition Removal Buff.
Whereas
Red has the Mechanical Devourers in its backyard which we’ve turned on them every single time we’ve taken them to tear down their wall in 20 seconds.
A zone wide collection event for an AOE attack.
Blue has a chill buff that works against them if they have to retake their zone regardless if the enemy is defending or not.
A zone wide collection event for a transform after killing a veteran.

Ignoring Koda armour and Wurm tunnel, how does everyone else think it’s fair or not?

I think we need to see some of these advantages/design choices spread out among the zones a bit more.

Fort Aspenwood home
All Professions Level 80

EOTM Overgrowth Huge advantages

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Posted by: Isaac.6041

Isaac.6041

Green keep just needs to be easier to capture the boss takes a while with a medium size group of random players.

EOTM Overgrowth Huge advantages

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Posted by: Radian.2478

Radian.2478

Well, it is true that Overgrowth has the map advantage:

Overgrowth: invincible travel and sentry turrets. The invincible travel is great for catching up to the commander and really has much less use for enemy servers that capture it which can be considered kinda unfair. Many enemies won’t go for observatory because of 3 bosses too. The champ boss also takes the longest by far (can actually be done in under 20 seconds if people pull apart the enemies properly but it comes down to luck when you have a big blob)

Badlands: wurm tunnel is great, no question there. Airport is useless because the airstrike has too long of a casting time, too short of a radius, and not enough damage. Workshop screws over badlands just as much as it helps because it makes their own keep too easy to flip. Their keep is also huge in size which means there’s almost no way to defend the gates (especially with devourerers) and then once the enemies are in, there’s no chokes that you can have sieged up.

Frostreach: forge is good for the 10% damage reduction. Bell Tower and Shrine are more or less entirely useless though.

The bigger problem though is the population imbalance. For the past few weeks, there’s been one side that has won 85% of the time. When one server has more numbers than the rest of the servers combined, there’s nothing the enemy servers can do. Plus, people logging into EoTM and seeing outnumbered only makes them more likely to log off while people on the winning side are more likely to stay logged in.

EOTM Overgrowth Huge advantages

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Posted by: Junkpile.7439

Junkpile.7439

Everything is easy to cap if nobody defend.

Low quality trolling since launch
Seafarer’s Rest EotM grinch

EOTM Overgrowth Huge advantages

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Posted by: Bao Lin Nda.1042

Bao Lin Nda.1042

The biggest problem is that green – at least all the last weeks – has the servers with the biggest population and queues and therefor insane amount of players. It’s just a boring PvD all the time, a brainless karma train.
And, yes, the map itself gives green even some more advantages.

EOTM Overgrowth Huge advantages

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Posted by: Lord Kuru.3685

Lord Kuru.3685

The way it has turned out, EoTM is for karma training and PvEers to get WvW dailies quickly and easily, so who cares?

(edited by Lord Kuru.3685)