^Try to say that name while drunk
(edited by Soundchaos.3450)
I’m sure anyone that’s in a tier with coverage disparities and considerable population differences has noticed a difference as to what can and cannot be accomplished when fielding outmanned forces in comparison to pre-patch.
It’s painful now for those of us that are on servers where coverage or population differences result in 50-80% of our manpower to be relegated to scouting in order to neutralize the 30 second delayed timers against enemies that are capable of fielding multiple forces just small enough to avoid orange swords but large enough to burn a gate in under 30 seconds. I had the thought this morning while scouting way longer than was interesting while those of us not scouting struggled to mount any kind of offense, that it’s possible 30 second delays will force servers into tiers where populations and coverages are better balanced than what they are now.
I’d like to see other people’s opinions at to why this may or may not improve these disparities. Will the 30 second delay more accurately balance tiers based on population and coverage?
(edited by Soundchaos.3450)
coming from a tier thats abandoned in comparison to you, the 30 second delay is really terrible.
to me, the most annoying thing is that camps can be flipped within 30 seconds by duos or bigger. solo, the x only appears after its almost too late to defend.
It has made things far more interesting to say the least. We are not here to play Sim City, we are here to destroy things.
coming from a tier thats abandoned in comparison to you, the 30 second delay is really terrible.
to me, the most annoying thing is that camps can be flipped within 30 seconds by duos or bigger. solo, the x only appears after its almost too late to defend.
At the time of the morning (or night depending on if you decide if it’s morning on if the sun is up) I’m able to play, my server usually fields between 8 and 12 players per map while opposing servers are running offenses with 15-20, sometimes more, so I expect we’re seeing some similar situations. It’s quite difficult to maintain decent amounts of supply to maintain siege at major structures when camps flip with no warning.
It has made things far more interesting to say the least. We are not here to play Sim City, we are here to destroy things.
Maybe it’s more interesting for the attackers, but for defenders with a coverage disparity, it’s a choice between properly scouting for an attack that may or may not be coming or giving up two structures for everyone one taken until you’re forced off the map completely. That said, that delay may result in glicko ratings changing faster so that the overall experiences aren’t so lopsided.
I don’t like the change.
It has just made it easier for zergs to ninja towers and camps, against only npc defenders, and do easier night capping of empty towers, and left outmanned defenders in an even harder position.
It’s so much more difficult to find the small battles and skirmishes now, compared to when the game started. When the game started there were orange swords everywhere, and it was easy to find a small skirmish or battle, and try to help out.
This change balances nothing. It’s yet another incentive to just zerg up and karma train around the map. As if that wasn’t happening enough already. >_<
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