The saga of your life is a summation of the choices you make.
How to end the speed rezzing of a zerg
The saga of your life is a summation of the choices you make.
Getting a dead penalty of 5minutes that saying; next time you are in down stat you are dead instantly and remove rally on npc death.
http://www.armata.ca/
I don’t see how reviving is an issue. It’s not like players can attack while they’re dead. If people are dead, they aren’t contributing anything to the group and the revivers aren’t really contributing either, they’re sitting there reviving, unable to use skills.
Also, I’d rather not become weaker if I get rolled by a zerg or accidentally fall off a cliff nor do I wish to be teleported against my will, especially if the
spawn is far away.
Sempiternal Order [SO]
Northern Shiverpeaks
(edited by Kazuto.2798)
Watch this be a complaint from T1 or T2. Most of the tiers don’t have that problem you’re experiencing guys.
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald
Watch this be a complaint from T1 or T2. Most of the tiers don’t have that problem you’re experiencing guys.
T5…….close enough.
[CDS] Caedas
Sanctum of Rall
If you want to defeat the speed-rezzing of a zerg, wipe the zerg.
It does wonders.
I don’t see how reviving is an issue. It’s not like players can attack while they’re dead. If people are dead, they aren’t contributing anything to the group and the revivers aren’t really contributing either, they’re sitting there reviving, unable to use skills.
It’s an issue when smaller, more skilled guild groups attempt to wipe a mega blob. It’s common that guild groups will wipe a third or so of a pug blob first push only to regroup and push again to find that the blob forces have hard rezzed the dead. It’s just another indication that mindless hordes win the day in WvW. Of course there needs to be some kind of balance between sheer numbers and skilled play, but the current rez mechanics do more to negate skilled play than balance it.
Never. This game dont punish who lose. Casual players get very frustrated about this, need an easy mode. Is a company policy.
The easiest way would be to disallow people to rez/revive while in combat.
^ Agreed.
Easiest fix would be to simply disallow ressing dead players while in combat.
…but we can’t have that. Combat is simply more strategical when players in the 20 man zerg (which is initially being beaten by the 5 person roaming group) simply dogpile the stomped players and revive them. The group of 5 players should -always- lose to the group of 20 players, because group numbers should be the determining factor as to who wins the fight.
If the 5 man group loses 1 or 2 people, they lost the fight and need to run.
If the 20 man zerg loses 4 or 5 people, they can still win. Just dogpile the corpses and revive.
This is what makes WvW combat so strategic.
I don’t see how reviving is an issue. It’s not like players can attack while they’re dead. If people are dead, they aren’t contributing anything to the group and the revivers aren’t really contributing either, they’re sitting there reviving, unable to use skills.
It doesn’t exactly take a long time to revive people. In most cases, the winning force can spare a few people, ensuring that their numbers don’t get whittled down.
Watch this be a complaint from T1 or T2. Most of the tiers don’t have that problem you’re experiencing guys.
Unless you are in a matchup where all numbers/fights are equal on a map at all times, mass revive affects you.
Rezzing, reviving, rallying is the most broken and fundamentally flawed mechanic in this game.
It needs a serious makeover and it needs to be balanced to suit WvW and PvP, not just PvE.
It is the No 1. feature I look forward to leaving behind once/if I move on from GW2.
I usually end up wiping any zerg that focuses on reviving in combat… its silly
The real problem is the best guilds and players are segregating to just a few servers that have 100% time zone coverage.
I suggest for just in WvW only for trial period, merge Blackgate with Devona’s Rest(1st place with last place), Jade Quarry with Eredon Terrace, Sanctum of Rall with Kaineng etc. Instead of 6 matchups there would be 4 each week. Every week would have different servers merged depending on results.
Chat line complaints would be fun to read if nothing else.
The real problem is the best guilds and players are segregating to just a few servers that have 100% time zone coverage.
I suggest for just in WvW only for trial period, merge Blackgate with Devona’s Rest(1st place with last place), Jade Quarry with Eredon Terrace, Sanctum of Rall with Kaineng etc. Instead of 6 matchups there would be 4 each week. Every week would have different servers merged depending on results.
Chat line complaints would be fun to read if nothing else.
Would be nice just to get full maps again…
Mass ressing isn’t really a problem since you can mass DPS/CC the ressers. It’s not like they’re doing anything.
Beastgate | Faerie Law
Currently residing on SBI
Mass rez is a problem post fight as much as it is mid fight. Large groups cannot be brought down without a larger or substantially more skilled group.
If players had to port on dead, big zergs could be attacked by smaller groups and whittled down. As it is now, most small skill groups get overwhelmed by fire and the zerg continues on by rezzing their dead. If they couldn’t bring back their dead, a small skill group would have a very good shot of slowly wiping or critically wounding the zerg before going down.
Defensive would be MUCH more effective with this system.
“Youre lips are movin and youre complaining about something thats wingeing.”
Mass rez is a problem post fight as much as it is mid fight. Large groups cannot be brought down without a larger or substantially more skilled group.
If players had to port on dead, big zergs could be attacked by smaller groups and whittled down. As it is now, most small skill groups get overwhelmed by fire and the zerg continues on by rezzing their dead. If they couldn’t bring back their dead, a small skill group would have a very good shot of slowly wiping or critically wounding the zerg before going down.
Defensive would be MUCH more effective with this system.
This. With small groups being able to whittle down the size of zergs, there would actually be consequences when a zerg moves deep into enemy territory. Gameplay would be much more strategic and interesting. This is one small change that IMO can make a big difference in the game.