People can still rez fully dead in combat.
No. PvP doesn’t have as large of maps as WvW. Doing so would just increase the frustration level.
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast
Fix? Its not broken. Its working exactly like Anet said it would.
Tag them before they start to ress.
And keep tagging during rez to cause sufficient damage to down the rezzer.
2-in1 :P
Knock them back and they’ll be in combat and unable to finish rezzing.
[ZzZz]Zombie Coast, [CERN]When Zergs Collide
Tarnished Coast
Sending them back to spawn is a better method regardless of whether this is working or not.
“Youre lips are movin and youre complaining about something thats wingeing.”
Dang Hunk it’s incredibly weird to see you not type in all caps.
When you do things right, people won’t be sure you’ve done anything at all.
if they’re not in combat before rez and get hit while rezing you are still able to rez.. this thing needs to be like pvp and just send the fully dead back to spawn. this needs to be fixed asap
This for me is a very minor issue. We have sooooooooooooooooo much more important things to address.
No. PvP doesn’t have as large of maps as WvW. Doing so would just increase the frustration level.
Maybe people will play better knowing they have to walk so far to get back to the fight.
Sending them back to spawn is a better method regardless of whether this is working or not.
That might work on EB, but would not even be suitable for the old alpine maps. The present Desert Borderland is too big and takes too long to navigate back. Your idea is kittened.
Sending them back to spawn is a better method regardless of whether this is working or not.
That might work on EB, but would not even be suitable for the old alpine maps. The present Desert Borderland is too big and takes too long to navigate back. Your idea is kittened.
don’t die and you’ll be ok
No. PvP doesn’t have as large of maps as WvW. Doing so would just increase the frustration level.
Maybe people will play better knowing they have to walk so far to get back to the fight.
It won’t. And it punishes those players who didn’t die with having to wait for guildmates to navigate all the way across a map or act like jerks and not wait for their friends. Do you even lead other players? WvW isn’t EOTM.
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast
forced spawn isn’t right. a team can still win a fight and lose 1 member, after fight is over they must be able to ress their friend.
waypoint should be disabled as long as some party/squad member is in combat, like it is in dungeons. no more run back.
if they’re not in combat before rez and get hit while rezing you are still able to rez.. this thing needs to be like pvp and just send the fully dead back to spawn. this needs to be fixed asap
It’s working as intended. There are tons of things like this that contradict game decisions and blueprints that Anet lays out for us. You just gotta live with them m8. Realize the limitations of the current system….because they aint gonna rewrite code unless they absolutely have to. It’s lazy and it outlines the limitations of the game but that’s how it is.
Tl;DR: You are right, but the present state is ‘working as intended’ so go fish.
The Tiny Yuno Sniper of Ebay [EBAY]
What to do if enemy is rezzing their friend whilst in combat:
- Knock them back with any kind of CC
- Proceed to attack them if they are still rezzing their friend (somehow)
- Make sure you kill them
Or just stun/daze them. Hard CC is worth taking for all kinds of reasons.
That might work on EB, but would not even be suitable for the old alpine maps. The present Desert Borderland is too big and takes too long to navigate back. Your idea is kittened.
Lack of any death penalty is detrimental to the entire structure of MMO warfare. Removing it has nearly eliminated any consequence in a fight and has greatly restricted tactics and strategy when dealing with a larger force.
If players had to run back from spawn, smaller groups could actively engage larger groups and whittle them down. As it is now, large groups only need to survive long enough to fully reconstitute which perpetuates the zerg mechanic over strategic play.
It won’t. And it punishes those players who didn’t die with having to wait for guildmates to navigate all the way across a map or act like jerks and not wait for their friends. Do you even lead other players? WvW isn’t EOTM.
The current system “punishes” smaller groups defending their area. A large zerg can mow over a small group and replenish its force immediately. Due to this there is zero reason to engage a larger force which has basically made a larger zerg king in WvW and limited if not effectively killing strategic play.
“Youre lips are movin and youre complaining about something thats wingeing.”
(edited by Straegen.2938)
The WvW players were asking for zero death penalty for years… ANET heard us and we have it now..
Why would you rewind this back?
You are dead you are out of combat without a chance to get back… Why would you force the downed (killed) to run back?
If their team is winning it’s all good … If loosing the next WP is the spawn anyways…
WvW is about strategy? Oh wow… learned something new… Here I was always seeing it as tactics and operations, not true strategy.
WvW isn’t about strategy, on anything short of and including T1 servers on NA, its not about strategy. Buy a RTS and play it, better yet buy an MMO RTS and play it, you don’t assault things like southern towers or defend them unless you are just playing tactics and for experience. If you were truly playing for strategy you’d windle down the supply camps, then aim for the major threat Garri/Earth Keep/Rampart. Whatever you want to call it. Don’t worry about your spawn keep or the opposite side’s spawn keep for that borderland until after.
Yet, this is not really the case is it? In 3 weeks of being on T2, I’ve only seen any commander take the enemy’s garri twice. Why? No one really cares about strategy, its all about the points and the ease and time it takes to get them. Hence all focus on towers, camps and bay/fire keep and air/hills keep. Nothing else unless in EB then its SMC and its not for the tactical or strategic advantage it offers, its all for the points.