This won’t hurt [Much]
Ring of Fire
Stomps or nothing.
Bloodlust?
We already have Bloodlust and it is largely ignored. There is another thread discussing about that.
The point is delivering killing blows is too easy compared to stomping.
The PPK should be adjusted to match the difficulty. Ratio 1:100 for siege on gate, 1:25 for open field ZvZ, 1:5 for smallscale and down to 1:1 for duels.
PPK won’t solve the issues at all, but will certainly make WvW a less friendly place. All bravado aside, equally matched most servers are probably fairly close in kill counts. However, when there is a more dominate server they will get more kills consistently due to larger zergs, more gank squads, etc. This only gives the higher populated dominate server a bigger lead. So once again the coverage issue isn’t solved at all, it’s made worse. We need a scoring system that solves the coverage/population imbalances. Then of course we will have the roamers, uplevels, and casuals getting harassed in chat for giving the other servers kills.
This.
All PPK will do is create more hostility to people deemed lesser players. Fiddling with the point system will not make the gamemode any better. I dare say it will only be more detrimental to the gamemode. In fact I can see servers imploding with this.
That’s all it will do? It won’t reward worlds for winning fights? it won’t water down PPT?
I understand the arguments against it, but that phrase simply rubbed me the wrong way, there are certainly pros and cons and much more than possibly creating a more toxic environment.
Failing to see the bigger picture often happens to people with tunnel vision. You want fights so you simply donĀ“t care about the consequences on how it will affect playtime outside or during of primetime. Not everyone plays for fights.
Not everyone plays for the same reasons, but making blanket statements is pretty dumb. If you actually read my post that’s what I was saying. There are points on either side to be made. I think it’s worth discussing and trying to look at from different perspectives to see if it’s worth doing or not rather than stating an assumption and leaving it at that.
Pros:
*Rewards doing well in fights
*Waters down PPT
Cons:
*Could lead to a very toxic environment
*Could lead to less fights countering the entire point of such an addition as there would be no fights.
So if you actually bothered to read what I wrote, yes, I want fights, but there is more to discuss than single points. If it turns out to create a bunch of turtling tactics then it’s going to hurt me more than help. I’d love to see this discussed because if that is the majority response, then kitten , it’s contrary to what I thought but sounds like it’d be a bad idea for everyone. If people are just making knee jerk reactions though, then that’s different.
I think as far as people turtling goes, you can only do it for so long, and only if you’re ahead. Once you’re not ahead you’ll have to be looking to take more land, not just sitting and defending. This puts 2 teams on the offensive really trying to force the third team out to fight, or… if they simply farmed each other they could overtake the person winning the PPT battle and hiding in their towers. I think it’d be an interesting addition that could really do a good job of countering PPT dominance and forcing some fights due to desperation to catch up to whoever is winning PPT.
And, when we’re talking about something like 300k+ points, a few roamers being killed every so often isn’t going to sway the score too much. If a match came down to the roamers that were killed… that sounds like a much closer matchup than we’re seeing currently, meaning it’d be a success.
(edited by Jerus.4350)
I like the ppk idea for one simple reason.
Things will change, if even for only a little bit.
I know there’s all sorts of assumptions to be made about what kind of players will do what when they have this pressure on them but meh.
I’m excited to see what happens when it’s implemented if at all.
I foresee lots and lots of open field Arrow Carts and Karma training.
PPK just depends on how Anet implements it. Looks good on paper for small scale fights but A-net has a tendency to always make wvw improvement that help the larger more numerous server. We will see if that happens again.
Ya I could totally see my server Jade Quarry easily winning this one. When it comes to strategy and taking out zergs by far Jade Quarry is the best server.
This made me laugh.
We already have Bloodlust and stomps. This mechanism will discourage people from fighting if they think they will lose. People will hide behind siege or let the enemy take their stuff and retake it 5 minutes later.
I repeat, IT WILL DISCOURAGE PEOPLE FROM FIGHTING if they think they are going to lose. As others have pointed out, uplevels will catch hell. The only benefit I see is that people will be less willing to bang their heads against a keep knowing they will lose people due to enemy siege. On the other hand, nobody will yell “Contest, contest” anymore since you are giving the enemy points.
They need to adjust the score based on the number of people playing.
it’s just a terrible idea. The increase of PPK will result in the weaker zerg continuously hiding inside their tower nuking on the zerg with their sieges until they finally are able to kill them. This update only results in a reducement of total number of fights. During the last few weeks FSP has already been so frustrated about zergs (sometimes even twice as big) just running away. Giving the extra PPK will just shoo them away even more.
The second reason why anet shouldn’t implement this, is that it will further decrease the amount of glorious guilds/hardcore pugs who push in a blob because it will only hurt their own ppt.
Since the stomp ability has been introduced i already command my zerg to stay away from objectives instead of running in again when it is highly unlikely to actually hold the objective. Next update is gonna make sure that the players stay away from the towers so a blob can just roll over it without any resistance?
PPT rewards winning objectives, but awards points when there aren’t opponents to fight.
PPK rewards not losing fights/battles, but points can’t be awarded if there aren’t opponents to fight.
I think that overall it would be good to have both. Probably people will be more cautious when deciding to fight or run, though.
…I’ll throw myself into a fight that I know I can’t win just to see how long I can stay up and to make things more interesting for my opponents. I’ll charge into a fight outnumbered or I might stay in a lord’s room when the wall goes down.
I like the lack of any sort of death penalty in wvw for exactly this reason. PPK would make avoiding dying at all costs a superior option in a large number of cases, which is the last thing you want in a pvp mode.
it would change the meta. More tanky, party sustain builds would have to be added. Such as regen spirit ranger, heal-shout warrior, healway guard, banner warrior, heal-staff ele….
Current meta only supports max DPS combined with Max “one time sustain”. Meaning you all stay afloat as long as you can, healing is mostly your own issue with the exception of more organized zergs which may have some heal-shout warriors. Other then this most zergs are not going to sustain themselves for longer periods of time. This will need to change.
In a sense, it will cause a trinity system to be “forced” upon WvW. You will need strong healers, you will need a tanky core that can control and damage and you will need a strong DPS that can burst down individual targets incredibly fast.
IF PPK is introduced, LB Rangers, Regen Shout + Spirit Rangers, heal-staff (Aquatic Benevolence + Monk Rune) ele, Rifle warriors and zerker lich necro will probably be more wanted due to their ability to destroy single or multiple targets in mere seconds, bypassing most healing skills with sheer DPS.
Isn’t it already there?
Tanks = frontline, they maneuver the group push things around and position things while baiting out the damage. Mainly guardians/warriors, though some others can slip in
Healer = Ele/Guards, you don’t need to build for healing power on the Ele either as it’s the blast that does the healing, not the field, well mainly. So drop the field, everyone blasts, guards do some healing through empower, rolls, and what not.
DPS = Necro/Ele/Ranger, with Necros dropping bombs at the clash point, Eles doing the same with meteor/lava. Rangers playing the single target game trying to find the commander and pick them off ideally (necros helping with that as well ideally) The frontline pain train also packs a punch all hitting together on anyone who wasn’t able to get out of their way.
Other professions fitting in that general plan however they can. Thieves scouting a bit to not give positions away early, Engis being pretty flexible, Mesmers being the utility everyone wants but you rarely have because it’s not rewarding (hard to get tags for actual loot)
That’s kinda why I like the larger group WvW battles, is you do bring back that Group Engine a bit. It’s not quite as cut and dry and much more reliant on everyone doing their part instead of leaning heavily on one part (An unblasted water field isn’t going to do all that much group, or an immobilized/crippled foe isn’t going to kill itself)
As an h-core yolo’er into enemy zergs, can confirm, will still yolo into zergs after ppk is implemented.
Keep PPT but work PPK in to a subtle but organic system. PPK (my belief) would perhaps encourage a new style of play. Maybe more people focused on small fights and skirmishes? I know roamers might feel more satisfaction for that hard earned kill :P
I foresee lots and lots of open field Arrow Carts and Karma training.
It will be like fighting Viz all over again! Currently watching Jade Sea doing the exact same thing this match (and last match up, thanks Anet for giving us the same one two weeks in a row).
Some servers / groups of players would much rather run right through you to the tower to dump 3 arrow carts than actually fight you. It’s incredibly boring and gets tedious rather quickly.
PPK will affect the PPT servers the most; in other words we will probably see more siege turtles and tower camping from them.
In a way PPK sounds like anti-PPT. I am very interested to see what sort of effect this system will have if it is any way put into the game.
As an h-core yolo’er into enemy zergs, can confirm, will still yolo into zergs after ppk is implemented.
Prior to PPK, I would like to say " grats I really liked the yolo playstyle"
Post introduction of PPK, Yolo play may be softcore anti server behavior, refusing to give up your points may be true hardcore server loyalist play……
Play whichever way you wish but be aware what was once selfless may become selfish..
Kills from siege should count. Strategically placed siege is supposed to be important. A team under the effect of out numbered should be awarded bonus point for kills tho and siege kills should be reduced from say 5 points to 3. In addition is must be any kill not stomps only. in addition the points for holding capture points should be doubled to accommodate the the fact that in this state 3 kills would be the same as holding a tower for 15 minutes.
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