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Posted by: CrassBippy.4619

CrassBippy.4619

Any thoughts on changing it so you cant revive someone who has been stomped while in combat? would likely help when sides are trying to push back and forth. Forcing them to actually push the other side back/out before they could res fallen characters.

Bi Furious [Fist] YB

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Posted by: Hirasawa Yui.4623

Hirasawa Yui.4623

No, there shouldn’t be any ressing at all, because it only keeps the zerg rolling forever and ever… until a bigger zerg rolls over it…

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Posted by: jojojoon.8607

jojojoon.8607

I was thinking.. What about only allowing ressing when you are out of combat. That way zergs can’t really do quick res on fallen allies during a huge battle.

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Posted by: Astaroth.5146

Astaroth.5146

To my opinion, reviving people from defeated should be completely disabled in WvW. Rezing from down state is fine, that require quick action (and coordination if the downed player is under heavy aoe) which is kinda cool and fun (and goes with the style and paste of the game).
The issue right now with reviving from defeated is that huge zerg ball can just throw themselved at the enemy without worry about death cause there’s gonna be chain rez anyway as the zerg march foward. Also, it would make tower/keep attack and defense more interesting and strategic, again, when a huge zerg attack a tower, players become careless, they stay in enemy fire longer than they should cause it’s no problem, the other 50 guys can always rez them anyway. Making the tower defense impossible even with well placed siege and it makes the attack boring.
Forcing the walk of shame on careless players will force them to top their game as attackers and will give a chance at defense to smaller groups.
I can see other positive points to that too, like making possible for skilled players to take on small groups by themselves. The only thing that might need adjustment would be the thieves and elementalist that can kill shot a down players while invisible or invulnerable. Maybe that change would require to disable the kill shot for Elementalist in mist form and make the action (starting the said kill shot) reveal the thief…..
Anyhow, that would certainly make fights more interesting, discourage glass canon builds and lower the supremacy of the zergs.

Jezebèl – TC

Jezebèl – Mag
Behind every red name there is a human being just like you. Respect your enemies :)

(edited by Astaroth.5146)

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Posted by: Terrahero.9358

Terrahero.9358

Completely removing the rezzing of dead players, i dont agree. If you wont the fight, then you can take your time and bring the dead back up. The enemy spawns at their borderway point or if they have a waypoint uncontested at a nearest keep.

If you couldnt rez the dead, then a zerg fighting closer to their waypoint would be impossible to stop, They’d just chip away at your numbers untill you lose, while your dead have a much longer time to get back. For example, when fighting near garrison or the two towers.

Rezzing dead IN COMBAT is what, imo, should be removed. No rezzing fully dead players when you are in combat.

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Posted by: Astaroth.5146

Astaroth.5146

There is no magical answer to that, removing it completely seems like the option that has the most positive outcome in most situations.
For example, lets say you’re in a group of 10 and you encounter a group of 50, right now there is absolutely no reason to engage them, you’ll barely slow them down and will die for nothing. Without the reviving of defeated players, lets say your 10 guys are very good and kill 10 of the 50 players before getting wiped. Now you’ve made a great difference. The zerg is now 40 strong instead of 50. At tower/keep defense, everytime you kill an enemy, you have one less to worry about for a long time instead of 1 less for 10 second. If you’re alone in a supply camp and a group of 5 comes in to take it, you might have a chance at winning with the help of the npcs….in short, right now WvW is a zerg fest with no room for skill, almost no stategy. Removing the revive ability from defeated forces even big zerg to be careful, make smaller group able to make a difference even if wiped, etc.
It seems quite normal to me that a big army deep in enemy territory would have it harder as they go. Multiple attack would diminish their numbers and it would take them longer to get reinforcment….some realism in a fantasy game lol
Your point is good Terrahero, that would defenetly makes defending a point close to an enemy spawn hard…but it’s kind of the way it should be. Attacking and defending a point far from your base in the hearth of an enemy territory should be hard. As attackers we have that disadvantage but on the other hand, as defenders we have that advantage so it’s fair
It would valorise tactical movement. Right now, if a zerg of 50 attack a keep, win and take it but they only have 20 people left alive, they just rez everyone and keep going. If that was to be changed, they would have to wait for reinforcment before moving again. Which seems normal to me.
So although I admit it’s not perfect, my opinion is that it would be so much better overall…..except for the zergers maybe. But even there, I think it’ll make the zerg less mindless and more fun in the long run.

Jezebèl – TC

Jezebèl – Mag
Behind every red name there is a human being just like you. Respect your enemies :)

(edited by Astaroth.5146)

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Posted by: gabal.4520

gabal.4520

I would like only two changes in current downed-defeated mechanism. One is not to allow stealth-stomping and second is not to allow reviving players who were finished. It defeats the purpose of long and easily counterable animation if you don’t get any benefit from it. Usually it is faster to just use regular attacks to finish the player.

Infidelija, boatswain of Bloody Pirates [YARR], lvl 80 elementalist
hobby: busting Trebuchettes
Gandara server

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Posted by: Kyus.3812

Kyus.3812

OP is quite right with no ressing in combat it would solve a lot of issues, whilst maintaining a fun experience. a group roaming together don’t want to have to wait for solo respawners constantly but at the same time blobbing up 60 people so 50 of you can fight and the other 10 res everyone as soon as they fall during combat is just playing to the zergs favor. guild groups need to be thrown a bone with wvw design.

Kyús – 80 – Guardian// All Classes Level 80
Hand of Blood [HoB]
EU – Aurora Glade

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Posted by: Ivano.2604

Ivano.2604

No ressing in (finished players only) combat would transform the entire game experience, it would be awesome

+1

Elite PvP Raiders [PvP] – Fissure of Woe
Kaosberg De Lay
Deflora Pulzelle

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Posted by: SniffyCube.6107

SniffyCube.6107

No ressing in (finished players only) combat would transform the entire game experience, it would be awesome

+1

for the worse – you’d be amazed how much rezzing factors into good wvw guild’s strategies

The Black Tides
[TBT]
Èl Cid

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Posted by: CHIPS.6018

CHIPS.6018

Revives can be interrupted. I don’t feel ressing allies in combat is “overpowered” at all.

Chipsy Chips(Necromancer) & Char Ashnoble(Thief)
The Order of Dii[Dii]-SBI→Kaineng→TC→JQ
Necro Encyclopedia-http://www.youtube.com/watch?v=BrAjJ1N6hxs

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Posted by: Dee Jay.2460

Dee Jay.2460

Yes, revives need to be changed. They did it in PvE so why not in WvW?

This is actually my No. 1 gripe with the game.

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Posted by: Kyus.3812

Kyus.3812

Revives can be interrupted. I don’t feel ressing allies in combat is “overpowered” at all.

because it plays into the hands of rolling around in one giant zerg ball where you will have people to constantly res fully downed players. we are refferring to ressurection from fully downed not assisting players in rallying. If you prevent it in combat you can still res out of it to recoup your losses if you wipe the opposition but they can’t continually res during combat if they out number you. sometimes as a guild we can continually wipe players over and over again but there are so many we physically cna’t kill them all so when we wipe half the other half are ress’d then the other half are being res’d whilst we wipe the other half. good for bags but a bit ridiculous in terms of promoting zerging as a tactic.

Kyús – 80 – Guardian// All Classes Level 80
Hand of Blood [HoB]
EU – Aurora Glade

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Posted by: style.6173

style.6173

My only revive issue is with eles. They should NOT be able to run back inside a keep/tower/etc when they are in a down state.

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Posted by: CrassBippy.4619

CrassBippy.4619

Revives of downed players is fine, I was meaning stomped or finished characters. this would allow teams a little more opportunity to push people back. As you’d have to win the fight and push them away in order to Rez any finished players

Bi Furious [Fist] YB

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Posted by: Causic.3798

Causic.3798

I think reviving stomped players is fine as is because the game is not balanced around WvW, so some professions have an easier time killing people or groups than other classes. The ability to revive counters it. If they were to balance around WvW then by all means go ahead

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Posted by: CrassBippy.4619

CrassBippy.4619

Ya I mean wvwvw only. Pve can be how it is now

Bi Furious [Fist] YB

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Posted by: Wolfield.9812

Wolfield.9812

Downed state higher in wvwvw.

No revives.

Smaller teams could camp places to stop single players running back to the zerg as a new tatic to slowly kill a zerg.

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Posted by: Lyan.6804

Lyan.6804

U do realize GW2 is a teamplay right? Ressing is part of the strategy, helping ur mates is part of the war. And 1 thing that makes GW2 different from other games is exacly that, any class can revive.

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