Why not remove commanders?

Why not remove commanders?

in WvW

Posted by: vinceftw.5086

vinceftw.5086

Instead of having all these different other options, I think the commander tag is the main reason for zerging. A lot of players just enter a map and go to the nearest blue dorrito. If we’d remove these tags, we’d basically have no real direction and we would actually have to communicate a bit in map chat instead of following the zerg.

People that want to group up, like a guild, will still be able to. Right now, zerging is the way to go, to most people’s detriment. Besides, you will still have zergs in higher tiers albeit smaller, more coordinated and funner.

Elxyria – Engineer / Deluzio – Mesmer
Quickblade Vince – Thief
The Asurnator – Elementalist

Why not remove commanders?

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Posted by: Dutchares.6084

Dutchares.6084

LMAO I just think with commanders and squads you can fix the zerging.
Just need to make the cap of a squad 30 people.
And give a commander some very powerful squad abilities/bonus that will only work if there are not to many friendlies or another squad close to the commander.

Why not remove commanders?

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Posted by: Saelune.5316

Saelune.5316

Instead of trying to decrease zergs, we really need to just make sure everyone can compete against one. Guess what? Real medival battles were two large armies running into eachother.

Yeah, we need better balancing, in many areas, but why is the main suggestion always tearing down, instead of building up?

The zerg will always be the main force in WvW, we just need to work around that, instead of trying to choke the life out of it and hope it all works out.

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Posted by: Quells.2498

Quells.2498

Players would have gathered in large groups even if the Commander tag didn’t exist. The Commander tag is most useful at a very low level in that it rallies those on the map who may be new and/or need guidance. Also, most WvW focused guilds on Tarnished Coast run tag-less groups already.

Leader of Contre [VS], just a bunch of zen adults
focus on Dungeons, Fractals and Raiding.

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Posted by: Dutchares.6084

Dutchares.6084

Real medieval battles had options so smaller armies could win of larger ones:
-Napoleon
-Alexander the great
-Sparta :P
-Vietnam :P
etc..

It was fought out in a rather spread out battle with flanks etc.. and took hours or longer.. A fight wasn’t won by one hard push.
Not large army pushes into small army.. small army dies or runs away.

I think it would be awesome if there was a mmo like a Age of empire
But I think this will never happen since:
- you always need enough players online
- have collision detection(lag) and friendly fire (trolls)

(edited by Dutchares.6084)

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Posted by: Scleameth.6809

Scleameth.6809

… and friendly fire (trolls)

Lol – stack might! No, wait… there’s fire involved…

FC – [SNKY]
Keep the Faith (and stay out of AC fire)

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Posted by: Bushido.2184

Bushido.2184

Real medieval battles also didn’t stack 40 footsoldiers in a squeezed ball, but spread out. Something this game will never do because of the fundamental mechanics.

Thing is, even with the commander tag removed, it doesn’t solve the fact that blobbing (in both uses of the term, #1 many players in the same spot on the map and #2 stacking up as close as possible in combat) is the most effective strategy, especially #2 which will probably never change unless some serious rework is done.

All it will do is make this less frequent, and when it does happen, pugs will stand even less of a chance versus the organized guilds.

Leet Hacker (War) | Linüx (Necro) | Linúx (Ele)
Quit to play my 2 favorite competitive fps and moba games ported to my favorite OS.

(edited by Bushido.2184)

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Posted by: Blix.8021

Blix.8021

people still zerged when nobody had commander tags, they just had to ask in map chat where the zerg was