What can make WvW as good as DAoC?
the first step would be to remove arrow carts
Only if they remove the AoE cap of 5 players. DAoC had no AoE cap and if there were 100 players siegeing a Keep then you could hit 100 players with AoE spells.
Daoc sure still have The best team skillbased system. Now this have been replaced with The noob zerg style in games like warhammer, gw2 etc..
Running arround with a party of 8 men was kittening awesome. And it some were running with more then that They would get flamed on The forums for beeing zerging noobs..
Ah kittening hell i miss that game… This game should not be called guild wars. Sure guild fights happens but all The massive zergs are to much. Zerg wars 2… Simple
It appeared that Warhammer Online was hamstrung before it got out the door, first by the constraints imposed by the necessary agreement to adhere very strictly to the classes and visual asthetics of the board game. And secondly, by the technology of the engine that forced them to abandon the open city sieges during beta. The first was annoying, the second was killer and T4 lakes design was the final nail. (And btw, Mark acknowledges the issue with the engine, hence them redesigning one in-house for CU.)
Lack of PVE content killed the game for most players.
It was the class and realm imbalance that killed the game for the remaining players.
And despite what they said about having learnt a lesson from DAoC about too much CC, they still had too much CC.
1: Merge Maps or remodel borderland sections. More choke points.!
2: Add a slower rotation speed to ballista & arrow carts.
3: Longer cool down on arrow cart skills but a 25% increase damage output.
3.5: Alternative is to have arrow carts require supply for a certain amount of volleys.
4: remove the useless blood lust system.
5: Bring back orbs with different effects. Give alternative objectives that let small to medium size groups contribute.
Doctor Love – Mesmer
Captain Awesome – Warrior
the first step would be to remove arrow carts
why that, if you dont mind me asking.
they’re overpowered and can ruin a fun fight between clashing guilds. They’re also boring to use, I mean who enjoys pressing 1, 2, 3, 1, 2, 3, 1, 2, 3 over and over when instead you can test your PvP skills by actually joining the fight by running with your commander.
Its WvW, not PvP. You can test your skills in sPvP.
Siege were meant to be used in WvW and just because its boring to use doesn’t mean that Anet should remove it.Additionally I think they should buff AC/Ballista dmg a bit. Its a siege after all.
looks at forum signature
figures.
Sanctum of Rall
Removing the aoe cap isnt going to happen, neither is it plausible. Performance is already a touchy issue and removing the aoe cap would drastically decrease performance even further.
Now an attack that hits 5 targets has to calculate 5x the damage, possible crit and any potential procs (traits, runes, sigils, retaliation, blind, on you and your target).
Remove that cap and it would have to calculate that for every player you hit. The performance on the server would take an absolute nosedive. Might just outright crash.