[ISA] – Commander
80 Necromancer – Zintair
80 Necromancer – Zintair
After reading a lot on these forums it seems there is a lot of “interest” in populations and queues and other things that have come to the forefront of “complaints” with WvW.
I truly believe some of the problem stems from the overall small size of the maps we are forced to WvW in. As far as I am concerned they got one things right, and it was the penalty for dying. Unless keeps are upgraded you cannot port nearby in most cases to quickly rejoin the fight.
Yet I can;t count how many times I would play in Eternal Battlegrounds and we would just swap Anzalias Pass about 4 times an hour. One server would just clear up to Speldan and then the other would come back and reclaim everything. Sure there are multiple counter strategies. The problem is you have the Castle right next to it that can rain Treb fire from safety.
Why should you be able to hide siege behind your Fortifications? Then it becomes whose treb has better aim to take the other out. That’s kinda cheese isn’t it?
Perhaps people like this constnat form of swapping and generating xp/karma but from a dedicated WvW standpoint it just feels like a glorified PvE event with dynamic open PvP.
Place the trebs here because you know they are protected and can hit other keeps to cheese mode them down regardless of the defenders because they can;t hit the trebs as they are behind castle walls.
Are they going to make the WvW zones larger? Probably not. Most people may not want this. Coming from a DAOC background though I did notice that it was a lot easier to combat over-population if there was more importance on people placement.
If a super server wants to form up their zerg and start taking keeps and towers, in the current manifestation of WvW it is Very easy to do so. Unfortunately half the stuff is right on top of each other leaving ZERO travel time between. If the points were far more spread out it would mean the zerg might be out of position too far to take a keep and would not be able to support a counter attack on the other side of the map. It would actually force people to think where they need to be instead of sheep it with the zerg for points.
my 2 cents was curious if anyone else was feeling similar that the zones just feel too squished and there’s no reason NOT to form a zerg. Warhammer made this mistake too with extremely tiny zones. Zergs ruled the day. Force people to think, work together and stop this siege behind Keeps to attack other sieges.
Siege shouldn’t be whose trebs have better aim from inside a keep/tower to hit other trebs. That’s not what trebs should be used for. /rantoff lol
…glorified PvE event with dynamic open PvP.
You just hit the nail on the head of what exactly WvW is. It’s an open world PVP enabled zone. Thus its title World vs World.
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