Now that we've had a week to think on it...
As being one of those who doesn´t mind to do the “dirty job” now and then, i hate this change. Why ?
Because now the scouting must be much more static, you can´t read the map because there are no yellow swords, Ex: i used to see orange swords approaching something and i was the first one to arrive to actually give the accurate info. Now if i want to scout something i must be there 24/7, it is not that funny.
Besides my game play being worse, leechers gonna leech and follow the karma train, they simply don´t care.
For me a 10/15 limit would be better tbh.
I like it. It was tiresome trying to get people to not attack guards.
I’ve been sitting on my perch in our Garrison for most of my playing time this week, and I’m tired of it. Someone else can claim, upgrade and defend the major points next week.
Sucks in lower tiers.
But Arena Net will of course cater to the majority.
Devonas Rest 4 lyfe
In my opinion Anet should work towards making WvW more dynamic and more about the conflicts. You should always know where the action is going on and possibly even the scale of the battle (whether it’s 5 or 25).
Right now the system forces certain people to bore themselves to tears in an effort to scout a keep or a tower nobody is attacking into.
It`s crap.
All too easy for a zerg or three to stand back whilst their golems melt doors & first time you see orange swords is when glance at map to wp from defending another spot & they are already in Lords room.
No idea if this was good for higher tiers, but generally yet another fail idea…
https://forum-en.gw2archive.eu/forum/game/suggestions/Top-right-GO-away/first#post2096524
Rocking Wizard Wars until this mess of a game is fixed…
Too high. 15 would of been a better number. This kinda hurts small groups because the enemy will see white contested swords and bring a large force at times, due to the objective being contested anywhere from 1-24 players. This happened a couple times to small groups I was in the past week. 5 of us attacking a tower/camp, get stomped by 20+ opponents.
If you are not opening your map every 10 seconds then you are playing WvW wrong anyway …
Good change, i approve
If you are not opening your map every 10 seconds then you are playing WvW wrong anyway …
Good change, i approve
Heh…. it is exactly the opposite, now map gives less info, if you want to scout you must stay all the time inside structures, if you run after u see white swords it might be too late.
I am opening map all the time and i miss the information the other used to give.
I still think it’s too high but it’s been easy to adapt to the only problem I had was last night when no one would listen to my scouting reports on EB while being double teamed while we held SM, that makes me wonder if people would respond to seeing orange swords better.
There’s not enough reward for defending either, I’ve defend 914 towers, 2,000 or so objectives but guilds and groups of people will obviously rather fight for the loot or attack for the bigger reward .
Plays completely opposite professions to his main Teef.
(edited by CrimsonNeonite.1048)
Its a stupid change. It forces more people in playing the role of standing on a wall and just waiting. A task that is unrewarding to the player aswell as mindnumbingly boring.
I don’t like it but I’m very “anti-ninja”.
We should be promoting big fights, not promoting ways to avoid big fights, which is all this change was about.
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained
They should make it so that if archers in towers/keeps can see siege it gets drawn on map for other team. Then people would need to eliminate all guards in area first to ensure stealth. Adds another level to sieging. But as this would require Anet actually adding code into the game I wasting my time suggesting it.
I don’t like it but I’m very “anti-ninja”.
We should be promoting big fights, not promoting ways to avoid big fights, which is all this change was about.
Not everyone enjoys lagfests in zergballs. Mid sized battles happening across the map between 10-15 people groups where’s the fun at.
Not 3 giant zergballs 1 from each side.
I don’t personally mind playing the spotter but i think the 25 player limit is waaay too large. something like 10-15 people would be much better.
Until this game starts paying people for staying in towers as scouts (even when not under attack), this idea is horrible. Staying in a tower is boring enough. And they don’t even get paid for that?
In fact, this applies to many aspect to this game. Protecting yaks, etc. The game reward certain tasks more than other tasks, when all of them are just as important to the match.
The Order of Dii[Dii]-SBI→Kaineng→TC→JQ
Necro Encyclopedia-http://www.youtube.com/watch?v=BrAjJ1N6hxs
(edited by CHIPS.6018)
If you want “small battles” the answer is the make more maps and larger maps to spread the population out more.
You can’t concentrate everyone on 3 maps that you can run across in 5 minutes and then complain about zergs. Letting 24 people capture a keep in 60 seconds using mesmers, golems and a lack of swords is not the way to promote small group play.
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained