WvWvW Player Who Doesn’t Have Much of A Clue
Pulling Guild Claimer from camps for easy cap
WvWvW Player Who Doesn’t Have Much of A Clue
Even better, once you kill the guild claimer NPC, just aggro/pull/push the others out of the circle, and enjoy the free capping.
You can still fight them, and cap at the same time, as long as they are all outside the circle.
Hi Anet folks,
Its become increasingly apparent that some people has discovered that you can pull the guild claimer from some supply camps without having to deal with the easier mobs smacking you about whilst killing the toughest most crucial guy in the pack.
It’s kind of annoying to see this happen especially when a camp is fully upgraded and there’s only a max of 1 to 3 people taking the camp. We upgrade our camps because at night it’s very difficult to defend spots due to the whole not having enough people to cover all our bases. So to see camps being taken so easily after spending the money on them is slightly annoying.
When a guard is attacked the entire group should pounce into action…. fix it pleeeeeeeeease!
This would just be abused in a different way. I pull camp, friend pulls off the one they want to kill while I kite the rest around, rinse/repeat. I pull camp, friend kills defenders that no longer have any guard protection, because I am kiting them all around.
Camps are much harder to kill with upgrades, more importantly they are way easier to defend. They are meant to be defended, if you want to leave a fully upgraded camp undefended, that is up to you.
FYI, it is actually easier and faster to cap camps as a small group without wasting time doing all of this kiting, isolating, etc..
There is far too much “Anet fix this minor (nonexistent) problem” here on the forums. Instead of calling for anet to fix something, try something new, and explore additional options.
You can kill all guards and claimer in a camp in 10-15 seconds with the right small party composition and coordinated effort.
I can take a fully upgraded camp in a 2 or 3 man in less than 2 minutes. I often do so in my havoc team and then GTFO before any defenders show up (stick with less than 5, no orange swords).
We don’t pull anyone out and solo them, we just roflstomp the NPCs because they are as weak as.. NPCs.
[MORD]
SBI WvW Junkie
I agree that 1 or 2 people shouldn’t be able to capture a fully upgraded supply camp so easily. The leashing/linking on the guards isn’t set-up properly.
Non-upgraded camps have always been a joke.. a Guardian can just run in there and straight up tank all of the npcs at once. I do it all the time.
lionsarch.org
I disagree Grit, if you want to protect your camp you should defend it. It takes substantially more than 1 or 2 people to take a fully upgraded camp with 1 or 2 WvW Defenders. Heck, 1 player with a good CC build can go nuts on a group of 3 or 4. Camps are vulnerable by design, if they were meant to withstand prolonged undefended lengths of time, they would have walls and be called towers.
[MORD]
SBI WvW Junkie
I see that you’re from Stormbluff Isle, which means that you have a substantially higher WvW population than lower tier servers.
My server (DB) does okay at defending supply camps, but we’re sometimes lucky to field more than 10-30 players on the “non-action” maps. In which case, having people defend every camp and dolyak is impossible (and boring for those involved). I can’t imagine what it’s like in tier 7 or 8.
lionsarch.org
Anet should place NPC commander instead of champions in every supply camp so we can PvE more in WvW.
For real I just hate all the pve factors in WvW. Hyleks Ogres Dredges etc… All should be removed. And first thing first remove the kitten NPC commander.
http://www.ArmyofDevona.com
http://www.youtube.com/watch?v=7mK7xYguWCk
Regardless of tier, you should be facing similar numbers on the other side (on average).
[MORD]
SBI WvW Junkie
That’s true, but it’s mostly irrelevant to this discussion if it only takes one player a few minutes to solo a fully upgraded camp. That’s barely enough time for a defender to look at their map and notice that the camp is under attack (assuming it’s not Skritt or some other stupid mob) and rally to defend said camp. In a tier with higher average population, there will always be someone close-by to delay the attack on that same camp. Even if the average enemy force is larger, it can take longer for them to flip the point.
I don’t have a problem with the NPC strength – I only have a problem with the fact that the guards can be so easily pulled away from eachother.
lionsarch.org
It’s only a minor problem if you’re not the one upgrading the keep. For those of us spending silver/gold we’d actually like to see REAL benefits from our purchase.
WvWvW Player Who Doesn’t Have Much of A Clue
If you are going to commit to upgrading the camp, then you have made a calculated investment which you the investor ( or tactician) need to make a conscious decision to either protect or risk being lost. I spend 2-3 gold per night MINIMUM in WvW, which I do not even expect to retain the benefits from for even 6 hours in Tier 2. Supply camps are some of the most critical and least glorious parts of WvW, but to expect to hold one for any length of time even with a committed effort is a 50/50 proposition at best. At some point you will have to consolidate your forces to make a major assault, it is up to you the commander to make that calculated risk decision.
The original point is lost when there’s only 5 people on a map at 2am protecting and upgrading a borderland against 2 to 5 times more depending on the map then splitting time between every point on the map including the camps isn’t an easy task.
Point is, folks shouldn’t be able to pull the main mob away from the camp making it easier to take down. I hardly think in a scenario such as a group guarding the camp one would be pulled away by being shot saying to the other 4 – 6 guards “It’s okay guys, it’s only a flesh wound there’s 2 or 3 of them but I got this…. don’t worry guys, just another 2 arrows in the knee… you stay where you are”
WvWvW Player Who Doesn’t Have Much of A Clue
The problem with supply camps from a defensive point of view is that there is really no manpower-efficient way to defend them. You have to leave 2/3 people standing around doing nothing at every camp if you don’t want 1-5 people to come ninja them in 1~ minute. The defense is forced to use two or three times the manpower of the offense if they want to maintain these points. However, this is only a “problem” from the defensive standpoint.
From an overall game design standpoint, it isn’t a bad thing to make it really inefficient to defend the cheapest and weakest points, it gives the attackers the advantage on supply camp fights whereas the defenders get the advantage in almost every other situation.
^ actually there is, its called scouting or watch. For example a single person in charge of the area around briar tower can easily make sure no enemies are running into the supply camp.
Upgrades at that point are to stall enemy forces long enough for your forces to respond to their movements.
Why would you leave 2+ people standing around when you can do the job with 1, and that one can watch multiple objectives or crucial choke points. The rest just need to be able to respond.
Apathy Inc [Ai]
an group of 4*5 players won’t be able to take an fully upgraded camp with 1 single defender , in 3-4 minutes
Players will always deal easy with Npc’s- conditions, , aoe ,drag them ,etc.
pulling the main mob away is only easier. it actually takes more time to cap doing it that way. i run around with me and 2 friends and even fully upgraded camps with quaggan guards and even 1 player guarding it is easy to take. so if they take the time to pull the guild claiming npc out consider yourself lucky that they gave you more time to react
WvW member of LK on HoD
on a side note no one cares if you 1v3-5 in WvW.
The problem with supply camps from a defensive point of view is that there is really no manpower-efficient way to defend them. You have to leave 2/3 people standing around doing nothing at every camp if you don’t want 1-5 people to come ninja them in 1~ minute. The defense is forced to use two or three times the manpower of the offense if they want to maintain these points. However, this is only a “problem” from the defensive standpoint.
From an overall game design standpoint, it isn’t a bad thing to make it really inefficient to defend the cheapest and weakest points, it gives the attackers the advantage on supply camp fights whereas the defenders get the advantage in almost every other situation.
Oh but there is a defensive standpoint. If you have to walk through a tunnel to get into the camp, arrow-carts and ballista’s. Boom now your problem is fixed and just need a few people to man the siege and you have some extra defense against 5-10 man groups who try and snatch it. You can EASILY defend camps with well placed siege. People just don’t seem to understand how powerful siege can be defense wise.
Notorious Nevermore – Guardian
Oh but there is a defensive standpoint. If you have to walk through a tunnel to get into the camp, arrow-carts and ballista’s. Boom now your problem is fixed and just need a few people to man the siege and you have some extra defense against 5-10 man groups who try and snatch it. You can EASILY defend camps with well placed siege. People just don’t seem to understand how powerful siege can be defense wise.
“TheDevilWithinU uses siege on camp defense. Its super effective!”
I can take a fully upgraded camp in a 2 or 3 man in less than 2 minutes. I often do so in my havoc team and then GTFO before any defenders show up (stick with less than 5, no orange swords).
We don’t pull anyone out and solo them, we just roflstomp the NPCs because they are as weak as.. NPCs.
Pretty much this. It doesnt matter if you pull npcs out or not – its easier to stomp them all at once to cap it faster. In a my little group of 2 (warrior and mesmer) it takes about 1-1.5 minutes to cap a camp, upgraded or not.
I haven’t ever seen a pull of the supervisor where the lesser mobs haven’t come as well. There are at least 2 mobs linked to the supervisor afaik, more if the camp is upgraded. Are you saying this isn’t the case? (I am just trying to understand)
I played a ranger level 80 full exotic gears. Take me around a boring 5 minutes alone to cap a supply camp, kiting each NPC 1 at a time. Leaving e guild sup for last. It is not upgraded thankfully. Thanks anet for giving ranger such OP skills. What? U mean other classes can do it faster :-O
The problem with supply camps from a defensive point of view is that there is really no manpower-efficient way to defend them. You have to leave 2/3 people standing around doing nothing at every camp if you don’t want 1-5 people to come ninja them in 1~ minute. The defense is forced to use two or three times the manpower of the offense if they want to maintain these points. However, this is only a “problem” from the defensive standpoint.
From an overall game design standpoint, it isn’t a bad thing to make it really inefficient to defend the cheapest and weakest points, it gives the attackers the advantage on supply camp fights whereas the defenders get the advantage in almost every other situation.
I think this more or less a time issue: how long should a team of 2 to 4 players have to fight before they are victorious. In other words how much time should a defender get to react to crosses over a camp and defend it.
To me it’s a bit ridiculous that as a 2 man team we can capture a camp in under 2 minutes. That’s barely enough to even port to a waypoint and run to said supplycamp. This goes especially when you upgrade a camp during low population times. Upgrading a camp should earn me more time to respond or rather more time to have fun and less time spend in looking at my map to see if i should defend somewhere.
Have Fun.