Sw supply camp needs a fix
Please fix this, all it takes is one person to take the supply camp. And no matter what you do you can’t stop them.
Damage Inc. [DI]
Isle of Janthir
It’s annoying, but it won’t change much when they fix it. Sure you can kill the person, but they’ll be back in 30s. You can do the same in the SE supply camp btw.
Maguuma
They can stand further back on the hill and wait for you to leave also. It is right next to their spawn. If you want to keep that supply camp so bad, then keep people there and defend.
I don’t understand why you are complaining about people standing there waiting for you to leave. You have the camp and they don’t who is wasting more time by standing around?
How is this different from someone standing on the backside of a mountain watching a supply camp waiting for people to leave the supervisor buff to run out? They are still going to cap once you leave, unless you choose to defend continuously.
The invincibility buff has nothing to do with this issue. If you don’t leave people to defend this camp, it WILL be taken. Simple as.
lionsarch.org
The access from the spawn is an issue. Leave the secondary pathway out of the spawn, but it shouldn’t lead directly into a supply camp.
I see no issue here. They have exits to supply camps because they are visiting teams on your home map. Which, gasp, has it’s own exit to a supply camp to the north as well! They can’t really do anything from that spot anyways I’ve sat there on my ranger before and even if you try to bring the camp guards to that spot they break and head back to their original spots.
How come your not asking for the north supply camp to have the 2 way portal taken out? Isn’t it the same thing?
The problem here is enemy team can attack us do damage while we cant damage them. They can take out siege and npc’s and fall back to that safe spot everytime. Once an enemy drops into the sw camp from the spawn point path they should be fair game instead there is a glitched spot. The area is designed to drop off into the sw camp once your in there’s no path to retreat so why is there a tiny safe spot to stand on? No where in the op did I ask to take out spawn paths or portals.
And you can do the exact same with your North supply camp which I have seen happen a lot. Your not supposed to leave that camp when you got it. Your supposed to siege it up and make them work for it. If they can fall back to that spot every time then your doing it wrong.
There is 0 wrong here.
Verucalize: 80 Thief
SeƱor Chang: 80 Ranger
the invun spot is far enough that they cannot atk the camp while standing there and they cant pull the camp npcs over to kill them there either. its ur choice to run to them to try and kill them which allows them to…actually hit things while invun! its the same as spawn campers complaining about how the enemy have invun buff at their spawn gate and u cant kill them because they always run back before u can kill them and they can hit back.
the invun spot is part of their “spawn” the supply camp area is ur “spawn camp” anet was nice enough to provide u some npcs to help with u spawn camping enemy spawn area, u should be grateful.
Server: Maguuma
the map is designed so that ‘this particular camp’ is meant to be easily taken by the enemy server closest to it. You’re just upset that you can’t defend it all the time when it’s not meant for you to do so…
And you can do the exact same with your North supply camp which I have seen happen a lot.
This is a non sequitor.
The OP is right. The safety zoning just needs to be adjusted. Only, posting it here will only help to inform the whole community, you should have emailed Anet :p
And you can do the exact same with your North supply camp which I have seen happen a lot. Your not supposed to leave that camp when you got it. Your supposed to siege it up and make them work for it. If they can fall back to that spot every time then your doing it wrong.
There is 0 wrong here.
You can’t say it’s not wrong by citing another thing wrong.
They both need to be adjusted.
Wired learn to read kitten
Not sure why you’re annoyed at the invuln spot. It’s literally no different than if they waited for you up on the spawn hill and jumped down after you leave. It denies you some loot, boohoo. It doesn’t affect your ability to cap the supply camp at all.
The bottom line is this; you should be invulnerable while in your spawn zone, but once you leave that zone and enter combat you should lose invulnerability. The tiny invulnerable spot is clearly a glitch. One team shouldn’t have a small spot of spawn invulnerability to fall back to in a battle. Once they drop off the cliff they are not supposed to be able to re-enter their spawn, which is effectively what’s happening. Yes it should be seiged up and defended, but the little safe spot is simply an exploited bug and everyone who falls back to it should be perma-banned for exploiting.
Oh wait, it doesn’t have an impact on A-Net’s gold market so it’s not a bannable exploit.
nvm
Get of Fenris [GoF]
Crystal Frickin Desert
That invuln spot is different than if they were up on the hill because once you come down from that hill you cannot run back up it to get to the invuln spot. Therefore it is alot easier to defend by waiting to ambush the enemy as they come off the hill and kill them. Yes they can return to the camp but they cannot return every few seconds they have a pathway to run before they can reach the camp again.
Right now a group of enemy can sit at the bottom of the hill and run back and forth with no concern at all. If it was removed this would not happen and they would be forced to retreat out of the camp, die or win the fight. Currently its a win/win situation, they cant be harmed but can be a nuisance, if people stand back in camp they run in and take out what they can then run back to that zone when the going gets tough again.
Stopping them is easier said than done especially if you get a Thief and Ele who are one of the best at escaping fights, they just easily can run back and forth.
Nemmeister – lvl 80 Engineer
Jay Knot – lvl 80 Warrior | Rusty Colt – lvl 80 Thief
Complaining because you cannot camp your opponents spawn as effectively as you like is sad.
SW supply camp is fine. If you can’t hold it by fighting away from the invulnerable area…. can’t help you there.
How can you camp the spawn area when they can shoot you from on top of the hill and remain invuln if it was changed?
Its hard to fight away from the invuln area when the enemy purposely makes use of it. They always pull the npc’s to the back of the building nearest to the invuln spot so that in worst case scenario they can get back there easily.
If your idea of fun is watching people run back and forth from the invuln spot then good for you. But have fun trying to get that enemy away from that area as its all too easy to take the camp whilst using it to your advantage.
Nemmeister – lvl 80 Engineer
Jay Knot – lvl 80 Warrior | Rusty Colt – lvl 80 Thief
Just make it so there is no invuln spot on the ground, but only actually in the spawn aka on the hill.
It’s fine having the spawn lead to the camp, as its the same for everyone on the maps. Home team gets titan/spirits/godsword, SW gets vale and SE gets lowlands. All have a spawn exit into a camp. What they don’t all have is an invuln spot outside the spawn like in the SW.
Fix that, and I have no issues.
Wait, what? Why is there some guy on your team building a treb on the steep side of a hill you’re not supposed to be able to jump up on in the first video? I don’t mean to defend the spawn point invulnerability thing and I certainly don’t condone that kind of play , only to say that the video makes you guys look kind of foolish complaining about something like this.
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast
(edited by Chaba.5410)
The problem is that people hang out at those locations , have the “Determined Buff”
and are immune to damage but can deal damage. (I think they might even regenerate)
The solution is pretty simple.
As long as you have the “Determined Buff” you can’t deal any damage and all the
other buff and condition timers are halted.
This requires no change on any maps what so ever. Only a check on this Buff.