Honesty is not insulting, stupidity is.
>Class Balance is a Joke<
Does a keep waypoint really have to be unusable for 3 minutes, because someone sneezes on a guard…Can you please finally change this so a player has to at least kill a guard or do some damage to a keep before the waypoint goes contested. I don’t even mind if white swords pop, but does the waypoint have to be made completely useless for no reason?
Would like to see this reverted back by tapping a gate. It is indeed silly you only have to aggro a guard and job is done..
Even tapping a gate is lame. I would suggest gate/wall going down to some percent like 75% or 50% (the number can be debated). That is a threat not a ranger plinking arrows from 1200 range or thief attacking a gate with daggers or pistol…..
Would like to see this reverted back by tapping a gate. It is indeed silly you only have to aggro a guard and job is done..
Given the following scenarios:
Which scenario happens more often nowadays?
Contested was adjusted to be an easier “Automated Early Warning” system against zergs…imho
Personally I’d prefer that gates need to be tapped to trigger Contested. At least it shows that a player has to make the choice to “strategically” do it.
(edited by Diku.2546)
Contested should mean some damage has been done to it. You can set this at 1% of the walls or gate. One solitary person should not disable a waypoint for 3 minutes just from waving at the keep as they pass by.
Would like to see this reverted back by tapping a gate. It is indeed silly you only have to aggro a guard and job is done..
Given the following scenarios:
- Single Roamer running around your BL tapping your gates to keep you busy.
- Zerg of 15-50+ players running around your BL & 1 silly pug zergling decides to run a little too close to a Guard.
Which scenario happens more often nowadays?
Contested was adjusted to be an easier “Automated Early Warning” system against zergs…imho
Personally I’d prefer that gates need to be tapped to trigger Contested. At least it shows that a player has to make the choice to “strategically” do it.
Agree with this. The ability to tap shouldn’t be removed all together but swords shouldn’t be triggered just because you ran past something.
Guess were all gonna pretend that waypoints themselves aren’t lame to begin with.
Guess were all gonna pretend that waypoints themselves aren’t lame to begin with.
They give a reason to care about upgrades. Part of the reason dbl was such a failure was the side keeps didn’t originally have wp’s.
Guess were all gonna pretend that waypoints themselves aren’t lame to begin with.
Weren’t you the guy that was complaining about all the running people had to do when they died and wanted Revive orbs to be enabled in WvW? Well, the waypoints are exactly to reduce that running…
My preference would be that WPs only contest when a breach occurs. They would stay contested until the breach is closed. I also like the player map dots and would prefer that over the keep swords. I think all keeps should have that “radar” installed as a T2 upgrade.
My preference would be that WPs only contest when a breach occurs. They would stay contested until the breach is closed. I also like the player map dots and would prefer that over the keep swords. I think all keeps should have that “radar” installed as a T2 upgrade.
That garbage upgrade should be removed from the game. All it does is discourage solo/small groups.
That garbage upgrade should be removed from the game. All it does is discourage solo/small groups.
I couldn’t disagree more. There are far more fights now because of that feature. I actively stick around veteran scout flags to draw players to small scale fights and I am certainly not the only one.
Players see a dot or two by a flag and roamers will show up. Players see a zerg at a flag and a big fight ensues. It is fantastic from my perspective.
That garbage upgrade should be removed from the game. All it does is discourage solo/small groups.
I couldn’t disagree more. There are far more fights now because of that feature. I actively stick around veteran scout flags to draw players to small scale fights and I am certainly not the only one.
Players see a dot or two by a flag and roamers will show up. Players see a zerg at a flag and a big fight ensues. It is fantastic from my perspective.
Yeah, at a flag (sentry).
These draw solo players because they can quickly take the sentry out and now their side has the early warning system.
But towers/keeps have the opposite effect. Unless your side is dominating, small groups just ignore those structures and move on because you have no chance of breaking in before they siege the kitten out of it or call in a zerg to swarm you.
I wouldn’t mind killing a guard as a compromise.
I still tap gates because I just like to know I did contest and we’ll I don’t like eating bolas, cripple and shield bash. Snow leopard bless hunters shot!
But towers/keeps have the opposite effect. Unless your side is dominating, small groups just ignore those structures and move on because you have no chance of breaking in before they siege the kitten out of it or call in a zerg to swarm you.
Pretty much all towers with Watchtower can get hit without popping the red dots using catas or trebs. The only time those red dots show is when players are on a gate or going to the lord. Some towers are trickier than others but all of them have vulnerabilities that small groups can exploit. Keeps currently have no “radar” upgrade but if it did it would be no different.
BTW I would be on board with some type of counter play such as stealth not popping red dots. A small group could be on the lord before they showed up on “radar” which would be fine to me.
I wouldn’t mind killing a guard as a compromise.
I still tap gates because I just like to know I did contest and we’ll I don’t like eating bolas, cripple and shield bash. Snow leopard bless hunters shot!
Only problem with that is it gives defense way to big of an advantage because in a long drawn out keep fight you wouldn’t be able to recontest when the wp reopened. you’d have to wait for a guard to respawn while the defenders continually respawn in.
Maybe a mix of kill a guard/1% damage to a wall/WP remains locked as long as there is a breach.
But towers/keeps have the opposite effect. Unless your side is dominating, small groups just ignore those structures and move on because you have no chance of breaking in before they siege the kitten out of it or call in a zerg to swarm you.
Pretty much all towers with Watchtower can get hit without popping the red dots using catas or trebs. The only time those red dots show is when players are on a gate or going to the lord. Some towers are trickier than others but all of them have vulnerabilities that small groups can exploit. Keeps currently have no “radar” upgrade but if it did it would be no different.
BTW I would be on board with some type of counter play such as stealth not popping red dots. A small group could be on the lord before they showed up on “radar” which would be fine to me.
Yeah they can be hit but in most cases it requires you to be at max range. That’s why I said you can’t break in before they siege the kitten out of it or zerg you.
This isn’t a problem for a zerg who can drop multiple catas to melt the wall before they mount a defense but it’s very discouraging for small groups. Especially when faced with certain servers that will have 4 people inside a tower building a treb to counter a solo roamer.
Don’t forget about the coding aspect & abuse/bug ripple effects if complex logical triggers are required to contest a WP. Simple is best…imho
(edited by Diku.2546)
Yeah they can be hit but in most cases it requires you to be at max range. That’s why I said you can’t break in before they siege the kitten out of it or zerg you.
Uhhh… no. Minimum cata range is outside the red dot range. Try it on Klovan, Durios, Anz in the typical cata spots.
This isn’t a problem for a zerg who can drop multiple catas to melt the wall before they mount a defense but it’s very discouraging for small groups. Especially when faced with certain servers that will have 4 people inside a tower building a treb to counter a solo roamer.
Two of us built a sup cata last night on BG’s T2 Klovan with Watchtower and had the wall down from the usual spot without ever getting marked. Roamers and skirmish crews can take towers that have Watchtower. They just have to be more watchful going in (as it should be).
Might be a thing for EBG towers. Borderland Towers seen to be able to tag you even before you can actually place siege for anything (particulary true for the northern ones).
Waypoint should only be contested if a wall or gate drops below 95% but in return stay contested until the damage is repaired.
I wouldn’t mind killing a guard as a compromise.
I still tap gates because I just like to know I did contest and we’ll I don’t like eating bolas, cripple and shield bash. Snow leopard bless hunters shot!
Only problem with that is it gives defense way to big of an advantage because in a long drawn out keep fight you wouldn’t be able to recontest when the wp reopened. you’d have to wait for a guard to respawn while the defenders continually respawn in.
Maybe a mix of kill a guard/1% damage to a wall/WP remains locked as long as there is a breach.
Obviously I mwant for tagging, not for zerg attacks lol.
I wouldn’t mind killing a guard as a compromise.
I still tap gates because I just like to know I did contest and we’ll I don’t like eating bolas, cripple and shield bash. Snow leopard bless hunters shot!
Only problem with that is it gives defense way to big of an advantage because in a long drawn out keep fight you wouldn’t be able to recontest when the wp reopened. you’d have to wait for a guard to respawn while the defenders continually respawn in.
Maybe a mix of kill a guard/1% damage to a wall/WP remains locked as long as there is a breach.
Obviously I mwant for tagging, not for zerg attacks lol.
Well yeah but it’s kind of hard for an automated system to tell which is which lol.
Might be a thing for EBG towers. Borderland Towers seen to be able to tag you even before you can actually place siege for anything (particulary true for the northern ones).
Yup, the southern ones can be hit from the ruins, the NE one is basically a lost cause if anyone is on the map defending. The NW one actualy isn’t terrible because the hit box on the wall extends ridiculously far out, but you have to run all the way up the west side of the map until your up near North camp and back track down to get to a cata spot without being marked.
So yeah, it’s not impossible for solo/small groups but it is discouraging.
Even tapping a gate is lame. I would suggest gate/wall going down to some percent like 75% or 50% (the number can be debated). That is a threat not a ranger plinking arrows from 1200 range or thief attacking a gate with daggers or pistol…..
I generally agree with this. I’m of the belief that you have to deal 5% damage to a wall or a gate before I would want to see the location become contested.
(edited by Rising Dusk.2408)
I wouldn’t mind killing a guard as a compromise.
I still tap gates because I just like to know I did contest and we’ll I don’t like eating bolas, cripple and shield bash. Snow leopard bless hunters shot!
Only problem with that is it gives defense way to big of an advantage because in a long drawn out keep fight you wouldn’t be able to recontest when the wp reopened. you’d have to wait for a guard to respawn while the defenders continually respawn in.
Maybe a mix of kill a guard/1% damage to a wall/WP remains locked as long as there is a breach.
Obviously I mwant for tagging, not for zerg attacks lol.
You do bring up a good point though, about how it would work when enemies are already inside but there might not be guards getting killed or additional damage done to walls/gate.
You do bring up a good point though, about how it would work when enemies are already inside but there might not be guards getting killed or additional damage done to walls/gate.
It would mean Lord is already dead and you are problably taking the Tower/Keep. But it could just remain contested as long Lord is dead aswell so “Circle Trolls” wouldn’t be able to hold it until a blob WP’ed in.
Well if lord is in combat it should have swords immediately. No 30sec window for a hider to melt Lords face off. What is the respawn for guard npcs?
What is the respawn for guard npcs?
Seens like somenthing between 2 or 3 minutes… It’s hard for me to count time because I play mesmer and alacrity reduce my skill CD’s but I get to use Gravity Well (90s) twice before guards respawn and normally kill the lord before that (at towers at least).
(edited by Jeknar.6184)
Well if lord is in combat it should have swords immediately. No 30sec window for a hider to melt Lords face off. What is the respawn for guard npcs?
Agreed, if lord is being attacked, or has damage, then it should be contested. I think the respawn rate is somewhere between 2-3 minutes, not sure though.
Guess were all gonna pretend that waypoints themselves aren’t lame to begin with.
Weren’t you the guy that was complaining about all the running people had to do when they died and wanted Revive orbs to be enabled in WvW? Well, the waypoints are exactly to reduce that running…
You are mistaken. I wanted neither of those things. I was for the exact opposite of that stuff…..please reread.
I thought with the political situations in the world one could still at least remember which side each person was on. Apparently I was mistaken. Everyone is on any side and humanity continues to sink.
But nice to know I have another fan stalking me around.
Edit: Nice reply….. Only thing is you forget to include the part where I say I was against the item itself. You missed the entire point of that thread. I suggest you reread it in its entirety. Also that thread has NOTHING to do with this thread. Please review the forum rules. If you want to talk about that topic, please reply in THAT thread and we can resolve your inability to understand in the appropriate place. Attempted harassment (although amusing) does not set a healthy precedent, nor does the inability to follow the forum rules.
(edited by Cerby.1069)
Might be a thing for EBG towers. Borderland Towers seen to be able to tag you even before you can actually place siege for anything (particulary true for the northern ones).
All the southern towers are easy to hit without popping dots. NWT can be approched from skritt side but not up the switchback. NET is the real bear but it is hit-able from NEC via treb and a cata placed further back on the road. It may be possible to skate by it on the north side without getting marked but I haven’t tested that. All the towers on Desert can be engaged without popping red dots.
Basically if the problem is red-dots ruin a tower take by a small man, that theory is mostly bunk IMO. We routinely do it with a 2-3 man crew in T1. Sure Jerri, Aldons, Veloka, Lang, etc are bears but they always were.
How about a new Trick like the siege disabler that disables WP’s for a set period? Make it so you need to hit a gate after channeling. That way the person will have to clear the guards and then channel the item at the gate in order to disable the WP.
The Trick could disable the WP for 2 minutes with a timer showing up on the mini-map by mousing over the WP similar to the RI timer.
How about a new Trick like the siege disabler that disables WP’s for a set period? Make it so you need to hit a gate after channeling. That way the person will have to clear the guards and then channel the item at the gate in order to disable the WP.
The Trick could disable the WP for 2 minutes with a timer showing up on the mini-map by mousing over the WP similar to the RI timer.
With the current system, there is no need for that. You sneeze at a guard and the wp is contested for 3 minutes.
That would replace the current system is what I was suggesting.
With the current system, there is no need for that. You sneeze at a guard and the wp is contested for 3 minutes.
Sneezing requires too much setup. I fart on them as I go by. I always seem to have one in the chamber ready to go.
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