It was a mistake to not making Killing Blows a part of the scoring
Question:
My server can’t even take their own keep in Eternal Battlegrounds. It’s always about a dozen people vs 50 right outside of our spawn. Because my server is full of morons, they decide to try and fight against them.
The problem is that, against a larger force, and downed enemies will be revived quickly, so finishing them really wouldn’t help a smaller, dumber server, would it?
It was a mistake to not making Killing Blows a part of the scoring
in WvW
Posted by: Trimethicon.7405
The more time I spend in WvW the more I see how much of needs to be redone. Its sad really, because prior to launch I viewed WvW as my long-term addicition, lately I’m losing the desire to even queue up.
Yaks Bend
TOG – (The Orrian Ghosts)
“The problem is that, against a larger force, and downed enemies will be revived quickly, so finishing them really wouldn’t help a smaller, dumber server, would it?”
Yes, the downed state favoring lager forces is another problem. I personally don’t think a downed state is appropriate in pvp settings, so I’d just remove it to solve the problem.
I suppose you could change it in other ways that would be more fair, like capping the number of players that can rally off something in WvW to 1-3 or something (when I see 5+ people rally from a deer dieing in WVW my blood boils), while capping the number of people that can heal also at 1. But removing it is probably the best option imo.
DIsagree.. Something like this is just begging to be exploited. Have a friend transfer to enemy server, have them take armor off (0 repair costs), and just kill them over and over. It would work if there was a limit to how often you could kill the same person and get points for it, maybe.
and also perma banning both players too (:
Perm banning people just for that? This community is way too harsh.. once ArenaNet starts laying waste to your accounts for more bogus reasons you won’t be so vigorous
It was a mistake to not making Killing Blows a part of the scoring
in WvW
Posted by: BaldricBlack.4359
If you make the points based of /dancing without clothing on the ONLY thing people will do is /dance naked at the way point.
WvW is an objective based game you get points for capturing the objectives. As an individual you get experience from killing other players, THOSE are your points, enjoy them.
WvW Zergling on Isle of Janthir
I’m not as good as I think I am… :\
It was a mistake to not making Killing Blows a part of the scoring
in WvW
Posted by: Dinas Dragonbane.2978
Kills DO score points…otherwise all server point totals would be in increments of five, as that’s what the objectives all generate (5/10/25/35).
Tri-Lead of Ascension [WAR] of Borlis Pass
Downed state should be removed from PVP all together. It doesn’t add anything positive to it. IMO it actually adds several negative things:
1)The larger group can get their people back up crazy fast.
2)Sometimes people rarely die because of this mechanic. This causes already possibly stale fights to turn even more boring. People get downed but they don’t die and that is lame.
3)One way a smaller force can push back a larger one effectively is by being smart about their kills and killing some key players to even the playing field. With downed state it makes this immensely more difficult for the smaller force.
4)Makes it too easy to react to focus fire. If people get focused quickly and efficiently they should be dead and that is that. Also ties into point 3.
5)Takes to long to finish someone off. In many cases trying to finish someone off can effectively weaken your position in the current fight. If they are efficient at preventing you from doing so you spend a disgusting amount of time trying to finish them off, because of the long induction and cc that may be used to stop you.
6)Also tied into point 5 is that the alternative to kill them with raw damage takes too long as well and takes you away from other aspects of the fight and provides for a bland way to finish someone off. Even if you AOE many times someone can sit there through your AOE and get the person back up and that is just stupid.
7)Setting back the inevitable. This allows you to sit your butt on the ground throwing rocks and what have you. If you get back up oh look now it’s just a longer fight. It just drags out fights to longer than they need to be and removes much of the tactic of getting in there taking care of it quick and getting out or taking the point before enemy forces arrive. Lets not forget about the overly annoying and irritating skills that allow one to warp or move around to avoid a finish while the other players chase you around. Lets be honest here this is only a delay in what will eventually come and is unnecessarily annoying and lets not forget about skills like vengeance.
Overall downed state really just drags out the fight to unnecessarily long durations and prevents people from dying. I don’t know about everyone else but I find pvp much more fun when everyone on both sides is dying more often. I do however find this mechanic viable in PVE. I see where it could be of much use in PVE. However, in PVP I think it has no place and takes away from what could be an otherwise good PVP experience. I find GW2 PVP to be fun, but I think it would be more fun if they took downed state out of PVP.
Commander
(edited by Elochai.1280)
What mechanics are there that don’t favor the zerg?
We have tiny maps, AOE caps, downed state, no raid groups that can mark a single target, invisible enemies (impossible to judge the size of an enemy force accurately).
Combine all that and you get the zergfest that is WvW, like it or not.
WvW Captain – Horde of Miscreations, Borlis Pass Alliance