Rethink WvW
WvW wont be redezigned, maps are limit by game how engine works, and seems it is hard to work on that engine since they dont envolve it.
WvW is fine, its what anet wanted in my opinion, and if u pay atention its the same as AB on gw1 they just added walls arround the shrines and ways to get those walls down, in AB some groups decided to gather all 3 groups in one already, if i recall this was a good option sometimes in the kurzick map.
WvW wont envolve more than it is now.
Their design philosophy is to “never punish players for playing together”.
That basically means there won’t be a penalty for moving in big blobs, under combat mechanics that favor big blobs. The best way to play will therefore always be big blobs.
Right, but this concept that the stickiest blob wins is absurd — you don’t see people huddling together in war because that’s how you lose your entire force from one well-placed siege/AOE attack.
My point: WvW was FAR MORE TACTICAL without a cap on AOE targets.
Well blobing isnt that bad, i played several mmo’s with siege and castle conquest(since 2002/3), all they started and ended in blobs, or large groups, problem here is the design (and the lack of design and deph) that led those blobs to be tranformed into mindless zergsdestroying a reinforced door or wall in 10seconds after that u just need to auto atack to the center of the shrine.
A way to end or reduce the zergs effect is to create a true castles with paths and structures to defend and atack, hide thiefs etc, the structure of the lord room would differ from castle to castle with several high and lower zone to deploy the possibility of siege, but in this mechanics it would say “invuneralble target”.
The only solution i can imagine here(to make a decent WvW) is like ragnarok online had 10year ago War of Emperium, chest room rewards if guild hold castle for X time (in RO was like 7days but WOE was just 4h per week divided in 2 hours match), guilds could envolve their castle in that time, there were several large instanced zones of the castle the blob rarelly could reach the lord/emperium room, there was needed thinking wich path is more and less defended, how to counter groups of elementalist wich class would groups send first ect, possible traps, also there was 2 classes with massive teleporting like we have mesmer but wihtout limit even that, game was balanced and there was no true tank when facing player vs player (talking about the original ERo and KRo)
WvW in gw2 is just like AB define the best path u think and than zerg, there are several pesudo tactics like massive invisibilite and than flank the other zergs but that is almost all tactics it has to offer.
Dont get me wrong i dont like to talk about other games in anothers forum.
P.S raising the AOE limit +1 would increase the lag in game.
(edited by Aeolus.3615)
Their design philosophy is to “never punish players for playing together”.
Ironically nothing is as punishing for guild groups as a bunch of rally bots tagging along.
The whole point of the game as it’s designed is to get as many people as possible into as big a fight as possible.
No offence, but if you don’t like it, you’re playing the wrong game.
I really wish people would just let go of ideas that’s never ever going to happen and the devs has said so as well. AoE limitation is there to keep the game playable. It lags enough as it is.
Focus ideas on things that actually can happen. I’m fairly sure the devs appreciate filtering out the pointless from the “hm we might actually want to test this”. There are tons of ideas on how to discourage zerging without making the game unplayable by upping AoE limit.
My personal favorite is actually showing “danger areas” along with local outnumbered buff. For example, if no one is near Redvale but there is a 50 man zerg there, you will not only see sword but you actually see the zone (ie that area of the map) note that there is a high concentration of enemies there. If your server only have a few peeps there they have outnumbered buff, even if the rest of the map is “even” in terms of balance.
See? Such a simple thing to “rethink WvW” without making it unplayable. No more playing find-the-zerg crap. Your server will know there is a zerg there and even if it roll over single players for laughs they have no repair costs. Zergs are at a disadvantage – solo players get boons.
to fight zerging^: create a mega cannon that becomes active once more than 5 players stack up, with 1 use only, refreshing when the condition is met again. this cannon hits everyone and 1-kills the zerg: no more zergs in wvw.
Would be fun lol.
Scarlet could teleport center of too big blob and wipe everybody one hit.
Seafarer’s Rest EotM grinch
Personally I try to destroy zergs. Vabbi is facing RoF atm. They blobbed against garri. It was fun to stealth, drop smoke field in the middle of their blob and then “Dagger storm”. You should have seen the effect. Especially when I stealthed away as soon as DS ended, and teleported straight back in. We repelled them 3-4 times with maybe 1/3 their forces.
WvW has turned into a zerg contest to see who can keep their zerg closest together in a zerg war. I can hardly believe that this game has sunk to this level — the problem dates back to the time when AOE’s were nerfed to affect a maximum of 6 targets.
Please rethink WvW because right now the only strategy is an absurd idea of huddling together like a pack of lemmings.
If they didn’t cap the targets they’d have to cap the damage on each AoE ability. Is the problem that your smaller group lost to a larger one? And if they are as bad as you think they are you have plenty of tools to space out a zerg and chew them up.
Many of us would consider players uniting to become a stronger unit as rising up!
I’d call this topic “revamp WvW” since the map design, esp borders, encourage zerg groups. It all happens in the middle and south middle of map and easy to run around clockwise capping everything in sight while a quite huge size of the map is not even used ( think the skritt and centaur place ), although anet thinks its an idea to pull people there with their living story crap on those places, but thats another story/topic
Madness Rises [Rise] – Banners Hold.
Don’t argue with idiots, they pull you down their level and own you with experience.
skritts and centaurs could at least be mercenaries to be remotely interesting
and strong enough to keep fully upped camp busy for a bit.