The thing that ruins WvWvW!
Agreed, but what can AAnet do, if anything their should be a scaling system for zergs, decrease their hp in proportion to how many sheep are running together. And make a fix for players logging out when they are in downed mode, I’ve counted 6 players thus far who have logged out before i finished them off so i couldn’t loot.
I know what is the best course of action in any given situation, how to reach objectives and win wars. They just won’t listen. Not even if I throw a good fit. An excellent fit.
On a more serious note WvW caters for all sorts of players, novices, veterans, casuals, hardcode. Elitism and pouring nerdrage upon newbies and less informed gets you nowhere. You will end up alienating even the good players, too.
If the game isn’t fun why play it. It sure isn’t fun for me if chat is full of “Internet” quality text.
Take a deep breath and think of a more constructive way to get other players going your way.
This won’t hurt [Much]
Ring of Fire
The unfortunate thing is the 5 person cap on AOE’s. It makes running in the zerg too safe. Not only do you have less of a chance to be hit by AOE’s you also have a lower chance of being singled out.
I loathe everything about zerging. The lack of skill required, The take a point then bugger off mentality, The lack of coordination, but it tends to work to a degree…
What bothers me the most is that siege should be the counter to a zerg group, but it is not. Siege in an open area? Just swarm it. Siege in a tower/keep? Spam AOE everywhere til it’s all gone.
Things need to be implemented into the WvW maps that almost force the zergs to split up otherwise they will take a severe loss.
Something as simple as a really important dynamic event that spawns somewhere in the lake at a random time and once the objective is completed, that team is rewarded. You could get extremely creative with this but this is just a bare bones idea that could help promote strategic play rather than zergfest.
First Light Gaming [DAWN] – PvX OCEANIC COMMUNITY – BLACKGATE
http://www.firstlightgaming.com
The number one thing they should have done, especially when they went and increased the population caps on the maps, was make bigger WvW maps. The primary weakness to a zerg is that they can’t be everywhere at once. As it is, it’s too easy to run across an entire map in 5 minutes with swiftness.
If all the borderlands had Eternal Battleground-sized maps, or at least a smaller pop cap, that would be a step in the right direction. As it is, I might as well wait until after the holiday season for as many fair weather players as possible to disappear.
Zerging is annoying, yes. But, “strength in numbers” is one of the oldest rules of warfare. It takes far less organization and tactics when moving as one large mass. Like anything else, the zerg can be countered…and quite easily actually. I’ve seen a couple players with swiftness peel off 10-man layers of a zerg as a ruse. Flanking sends most zergs into a panic and scatters them because there is an inherent lack of tactical organization. But, without leadership, tactics, and most importantly, communication between players on your side, numbers win….simple as that. I’m a fan of free, open PvP without interference from too many rules and restrictions. If your opponent wishes to put all their eggs in one basket, then it is up to your realm to unweave their little basket…
actually, that’s more down to defence. if the defence was a bit stronger and more coordinated, there really wouldn’t be as much effectiveness to the zerg. zergs tend to succeed when the keeps are under-defended. but a zerg will often shatter if the keep has a few more than just one or two arrowcarts.
i think, though, no one wants to pay for it. which is understandable given the fluid nature of wvwvw in terms of capturing keeps. but if the defence had the capability to spread out a little more across the map, it’s possible the offensive teams would have to start thinking laterally – such as attacking two places at once, rather than running like a lemming train around the map.
i personally think the trebs are the strange factor. some places you can pop one so far back the opposing team can’t destroy them before they’ve pummelled a keep out in the distance. that seems a bit unusual. i think trebs should be out in the open and need more defence.
the thing is, you usually have three zergs going. red his green, green hits blue, blue hits red. they’re a train going in opposite directions, and only sometimes meet. pull down this keep then rush back to defend the other being pulled down.
i guess what i’m saying is you can’t blame anet for the players not really using the tools at their disposal…
I agree the value of defense isn’t worth the cost. Why pay for siege only to know that when you log back in after work the next day it’s all gone? Now, if your realm could purchase NPC’s that would man arrow carts, catas, etc…..maybe then??? I don’t know, I’m no genius, but perhaps the ability to ensure your defensive siege would actually fire while we were all tucked in our beds sleeping might even things out a bit….just a thought.
I think siege not being as easy as it should be to access for all players effects the situation (I can make gold fairly fast, as in gold not silvers). And the upgrades price (which really needs to be reduced hopefully if they do shorter timed matches 3 days would be a great length for matches, really id like to see a donation for each upgrade if someone doesn’t want to pay the full thing he can donate).
The nerf on the rewards for taking things like stonemist kind of sucks because that is how wvw players can make money without doing pve type things. These nerfs only hurts the amount of siege people can buy as a team (unless you got people that will throw down a few sieges to help out which all servers have those and sometimes I will aly down two or three arrow carts in one spot).
Yes it’s a gold sink (too much of one imo) but if the things required for wvw were more accessible to every single player the matches would be much better.
Players need to start dropping blueprints rarely, that would help, for one you can’t really sell them so they aren’t worth value, you would want to use them and wouldn’t hesitate as much to use them when you wanted to use them, they’d only drop in wvw, and they are only useful in wvw so it makes perfect sense, i don’t see why players are not dropping them when some of the tower guards do drop them (rarely).
I haven’t looked at the conversion rates right now but what do you get as far as upgrades/siege goes. for ten dollars you might get a single waypoint and a treb and catapult. Or two golems. So if you go that route it still really isn’t easily accessible to all palyers.
(edited by R E F L H E X.8413)
i feel the the real reason that ruin wvwvw is Jumping puzzle >.<
Kopiousiudai – Thief
Canadian Pizza – Warrior
If people goto the jumping puzzle thier spot should be taken in wvw and they have to reque to get back in from the jumping puzzle portal. If your team has 20 people in the puzzle your numbers on the field even when gathered and both full won’t be able to compare in size.
(edited by R E F L H E X.8413)
If people goto the jumping puzzle thier spot should be taken in wvw and they have to reque to get back in from the jumping puzzle portal.
agree but they have to make Jumping puzzle another dungeon.. so ppl can q in
Kopiousiudai – Thief
Canadian Pizza – Warrior
If people goto the jumping puzzle thier spot should be taken in wvw and they have to reque to get back in from the jumping puzzle portal.
agree but they have to make Jumping puzzle another dungeon.. so ppl can q in
There’s probably an easy way to do this, just needs to portal to it to take them out of the wvw population and make them reque when they try to reenter them talking in amp chat on wvw wouldn’t be a bad thing if they wanted to ask for help then..
people wouldn’t be losing so many players to this if players rarely dropped siege. They would just kill people instead of spending hours in the puzzle. and do the puzzle for fun if they wanted to.
I’ve done it twice and even the second time being portalled through it wasn’t worth going in there for me.
(edited by R E F L H E X.8413)
so they shld be a portal area in Jumping puzzle too :P
Kopiousiudai – Thief
Canadian Pizza – Warrior
so they shld be a portal area in Jumping puzzle too :P
There is a mystic portal entrance and exit, when you go to the entrance on keep you should be removed from wvw population, when you goto the mystic portal form inside the puzzle to exit back to wvw it would que you or put you back in wvw if there’s no que.
Those are the portals I was talking about, and yea if siege were easier accessible to all players (players really need to drop them) this would only be done for fun instead of spend a few hours here to get a couple siege blueprints that you could buy from taking two towers.
If you were to farm pve monsters it takes lets say 3 green drops to get one siege money wise, so the siege should be about 3x as rare from players as greens are from monsters (this is for the lower priced ones ballista, carts, rams, and catas) the other two prints should be as rare as getting a gold drop (treb) from pve, and as rare as getting 3 or 4 gold drops (golem).
Here’s one that never fails : While attacking something important like a keep or sm have a mesmer from your side transfer ahead of time and get ready to do jumping puzzle portals during the attack and divert a large portion of the opposing servers army.
(edited by R E F L H E X.8413)
Agreed, but what can AAnet do,
They could make zerging less efficient
- Make the NPC invulnerability buff actually provide invulnerability.
- Make doors immune to non-siege damage, or at least reduce the non-siege damage dealt by a factor of 10-20.
They could make it more easy for a zerg to die.
- Make AoE effects hit more than 5 players.
- Or if the above isn’t wanted game balance wise, make hostile AoE effects hit the 5 players with the lowest percentage of health remaining.
- Prevent the reviving of defeated players while in combat.
They could make NPCs actually do something besides being nice looking decoration.
- Scale NPC HP and add AoE control effects when more than a few people are attacking.
I agree the value of defense isn’t worth the cost. Why pay for siege only to know that when you log back in after work the next day it’s all gone? Now, if your realm could purchase NPC’s that would man arrow carts, catas, etc…..maybe then??? I don’t know, I’m no genius, but perhaps the ability to ensure your defensive siege would actually fire while we were all tucked in our beds sleeping might even things out a bit….just a thought.
see, i’m still not convinced on the whole “nightcapping” because i’m playing in australia, and we’re not fighting empty servers. i think what you’ll find happens is the particular keep isn’t as focussed on by those who may not have appreciated its upgrades. perhaps we were on the red side of the map and blue came in like ninjas. see, a lot of things happen.
same reason you guys lose our keeps in your day.
which is my point – there’s not enough focus on the defence when the zerg is considering not holding, but capturing. get more “points” for capturing, so they keep the zerg rolling rolling rolling.
has nothing to do with “nightcapping.”
Sorry, but if your server only has 50 total people on when another server has 350 you aren’t going to be able to do well. You can try, but only if the server you are fighting against are zerging up 1 map at a time. Unless of course you get in contact with the other server.
“Make the NPC invulnerability buff actually provide invulnerability.”
The problem with this is vulnerability, when I add on vulnerability to these guys they start to take damage.
Also, my own invulnerability spell (distortion) I’ve been killed through also, in spvp and while fighting lupricus, I get killed while invulnerable it just doesn’t make any sense.