“Youre lips are movin and youre complaining about something thats wingeing.”
Shorten the Death Timer
“Youre lips are movin and youre complaining about something thats wingeing.”
this update wasn’t really meant for fights, its been meant for the death mesmers at watergate bay or other exploitable spots to stay dead forever & get rezzed when no one saw em then port em and cap the spot without anyone noticing
this update wasn’t really meant for fights, its been meant for the death mesmers at watergate bay or other exploitable spots to stay dead forever & get rezzed when no one saw em then port em and cap the spot without anyone noticing
I agree but it could be more.
“Youre lips are movin and youre complaining about something thats wingeing.”
What if…you could not be hard rez’d if you were stomped and had to respawn.
that could be usefull but at the same time annoying imagine you die during zerg fight and ur zerg is completely opposite side of map, making you run all the way back with even further chances of dying along the way
Like there’s 3 ways to get pass spawn campers at spawn. There’s many ways to get around in the wvw maps also.
The solution that a lot of people agreed on but will take another year for anet to implement is no hard rezzing unless you are out of combat, pretty much solves most problems.
Officer of [DEX] Deus Ex Machina Eu and [Fus] Fus Ro Dâh
Ruins of Surmia
Also, put them in perma map view mode until they are either rezzed or port.
Tifa Ran/Ranger with a Pet
Commander WvW – Henge of Denravi
Fade to black then instantly port to spawn after a few seconds. No hard rezzing.
They made but not activated a wvw trait. When you stomp somebody that force to spawn that dude.
Just the WvW
R3200+
Guys, I think you’re forgetting that WvW is not intended to be a super HardCore raiding environment. There is no reason why rezzing (hard rezzing or downed rezzing) should not be available in wvw; the five minute timer provides a hard counter to the exploiting mesmers, while allowing for unskilled players to learn and grow whether they’re in a zerg or in some guild group.
Edair. But allies-allies will fight by your side”~Cobiah Mariner
OMG no please! I was 2v1 ganked while on an uplevel trying to do map completion on a borderland for xp. There were a few FA nearby to rez me but it took them longer than 1 minute to reach me, especially when a YB zerg came passing through and they had to stealth. I’d have had to run all the way from a southern spawn point to north camp just for that north camp vista, the last point I needed, if I was forced to respawn after such a short timer. It’d be like making WvW just like EOTM where you fall off the edge. Kitten annoying.
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast
(edited by Chaba.5410)
Shorten it by much more than it is now.
The solution that a lot of people agreed on but will take another year for anet to implement is no hard rezzing unless you are out of combat, pretty much solves most problems.
Zergs could still fully reconstitute their numbers after a fight with this change. A main problem with the WvW combat system is that attacking superior forces is completely pointless since they just rez everyone when the fight is over. If zergs could not do that, smaller forces could whittle a zerg down then kill it rather than the all or nothing fight it is now.
Shortening the timer or removing the ability to hard rez means a zerg could effectively be killed by a smaller, smarter, better built group of players. It would certainly make back liners have to toughen up and not rely on rezzes for survival.
“Youre lips are movin and youre complaining about something thats wingeing.”
“The solution that a lot of people agreed on but will take another year for anet to implement is no hard rezzing unless you are out of combat, pretty much solves most problems.”
like it …. but ya if it is anything like the commander tags :S
The solution that a lot of people agreed on but will take another year for anet to implement is no hard rezzing unless you are out of combat, pretty much solves most problems.
Zergs could still fully reconstitute their numbers after a fight with this change. A main problem with the WvW combat system is that attacking superior forces is completely pointless since they just rez everyone when the fight is over. If zergs could not do that, smaller forces could whittle a zerg down then kill it rather than the all or nothing fight it is now.
Shortening the timer or removing the ability to hard rez means a zerg could effectively be killed by a smaller, smarter, better built group of players. It would certainly make back liners have to toughen up and not rely on rezzes for survival.
Ahh yeah fair point, seems my memory isnt too great after all :P while its an elegant solution for blobs being battered by a guild raid but hard rezzing for the win, the still standing problem was it wouldn’t help the idea of a gank squad picking them off ‘permanently’.
Officer of [DEX] Deus Ex Machina Eu and [Fus] Fus Ro Dâh
Ruins of Surmia
I wouldn’t mind the timer staying as is as long as we remove the “scouting” ability of fully dead players. If you “Map” their view so they can’t see what’s going on around them the desire to sit there and give reports to their allies becomes pointless. “Dead men tell no tales.” Now if they are simply awaiting a thief or mesmer to raise them fine, but they won’t be able to tell anyone about the status of forces inside a particular structure.
Tifa Ran/Ranger with a Pet
Commander WvW – Henge of Denravi
I wouldn’t mind the timer staying as is as long as we remove the “scouting” ability of fully dead players. If you “Map” their view so they can’t see what’s going on around them the desire to sit there and give reports to their allies becomes pointless. “Dead men tell no tales.” Now if they are simply awaiting a thief or mesmer to raise them fine, but they won’t be able to tell anyone about the status of forces inside a particular structure.
Lol on that note, ive always thought that it would be interesting to change sentries so that if you/your group are within a certain range of the sentry, you have say 15 seconds to kill it otherwise your group becomes visible on the map as red dots (with a pulse on the minimap prompting you to look at the main map) for the duration you are in range of that sentry or it is killed. So its as if you need to kill the sentry before he has time to report your numbers. Would make sentries more useful but also an incentive to kill them without completely avoiding them.
Officer of [DEX] Deus Ex Machina Eu and [Fus] Fus Ro Dâh
Ruins of Surmia