Stupidity is when you can’t help it;
Ignorance is when you choose not to understand.
My one, absolute biggest gripe of them all;
Range and LoS on player AoE abilities is poorly coded (AoE through floors, through doors, through walls, reaching the top of a 300 foot high cliff, and so on).
AoE abilities with consistent, working range and line of sight limitations would be swell. Why, after so many years and so many games, is this still a problem??? Why can elementalists outside the keep managing to AoE the siege inside the keep?
-There’s a wall between them and the siege.
- They can’t see the area they are casting on!!!!
Our west tower in SoR borderlands had a trebuchet built on the domed vista. How did the JQ zerg take it out, you think? Counter treb? Catas? Ballista?
Nah. Elementalists just stood at the wall and AoEd a trebuchet which is clearly out of both the range and line of sight of their ability. But hey, whatever right?
Yeah yeah I know, everyone has to deal with it. That’s not the point. Why the hell haven’t they figured out how to do this properly yet???
WvW is disappointing in that it doesn’t take place on one gigantic map. Other than that it’s pretty kitten fun.
Oh and one thing that irritates me but I don’t lose sleep over it.Trebs being able to hit the Bay wall from the Garrison.Thats about it.
Skill lag is probably my biggest issue now. It was culling, but since they "fixed"that there are times where skill lag can get to a point where you cannot cast no matter what. And it commonly ruins one of the most epic moments in the game where there is a 3 way going on inside SM with all players fighting for it. I mean really… it can’t get any better than that as far as I am concerned and it fails due to skill lag very often.
I don’t find as many cookies in the dolyak packs as I’d like, raiding them or sorting through deliveries.
More chocolate chip or oatmeal raisin please.
The only thing that’s bugging me right now is the lag. It’s pretty darn bad.
To be perfectly honest, the only thing that makes WvW less fun for me is reading these forums. I try to stick to the weekly Dragonbrand thread, which are always fun and lighthearted, but some of the other WvW threads just seem to be people complaining and it’s a bit of a downer.
I like WvW a lot. I’m having a good time with it, and I’m excited to see where ArenaNet takes it over the next few months and years.
Because without something to complain about, you can’t sleep at night. WvW is what you make of it. If you run around doing nothing, it’s probably disappointing. You work together taking objectives, interrupting trade lines, and cutting off enemy forces, it’s pretty fun.
WvW is disappointing because it takes so much time away from the PvE aspect of the game.
WvW is disappointing because it takes so much time away from the PvE aspect of the game.
I have to admit that I laughed out loud at that comment.
just transfer to the winner’ world… all your problems will disappear.
Only major issue now is map size.
Make’em bigger Anet!
… because there are 4 separate maps instead of 1 giant map.
The reward system that makes pve so good in this game incentive Zerging to much in wvw.
1) 0 character progression. Carrying extra supply is not character progression to me
2) Items unique to RvR that have COMPARABLE skins to PvE. I actually have to PvE to get skins that I think are awesome. And comparable ascended options available
3) Virtually NO community. Because servers have the potential to switch there is a lack of rivalry with enemies. There is no fun trash talking via forums, no people calling eachother out, and unless I missed it no server v server forums. These rivalries/alliances are what bond a home realm.. or in this game the server.
4) Lack of indivudalism. Zerging is rampant. Unfortunately it is obvious that game companies prefer zerging. Every pvp game I play caters to this. I don’t know who the good players are, or the players that play the most. It’s an endless stream of zergs and randoms. People getting absorbed into the zerg then break away. If you asked me who the good pvp guild is on my server (small efficient, potent 5 man) I would not be able to tell you and I play a couple hours in wvwvw a night. There are so few opportunities for a nice 5v5 fight or 1v1 that I will never know who stands out
4.5) No one roams. Everyone focuses on siege. The fact that so few people want a decent 5v5 fight and would prefer to zerg train steamroll another zerg is mindboggling to me. It really, really is. It’s a new generation of players I guess. Post 2010. The 2001-2005 era of pvp is what I like.
5) No way to make money in WvWvW
6) No way to move around the map quicker
7) The SAME map for every server. God does this get old.
8) Obvious lack of interest that ANET has in wvwvw. I feel that there is no hope.
9) Carebears. Oh my lord is this game filled with carebears. I remember a post where people were upset about being killed at a jumping puzzle in wvwvw. And offered the idea of a TRUCE IN THAT AREA. LMFAO. I am100% serious.
10) When wvwvw’ers say its about siege and my mentality is the red team blue team halo match that this game calls PvP. What ever happened to wanting to roam with your band of friends, wearing gear that is the best you can afford (maybe amazing, maybe not), fighting others who may be above or below you skill level etc. Wheres the sense of adventure? Again I guess this is a 2001-2005 mentality.
Other then this I like it.
(edited by ionix.9054)
No incentive to NOT roll with the zerg. Playing with the zerg will yield you more rewards and now world xp. You can move across the map quickly. You can take points incredibly fast.
I want to see more reason to defend a point. The longer a point stays in your control the more points you accumulate. Make upgrades cheaper or use a different currency. (Why not use badges or karma? All I do is WvW thus I do not make a ton of gold. I can’t spend it on upgrades.)
Small copied maps. Even EB is too small.
Most of the space is jammed with objectives in siege range of another.
Skill lag.
Other than that it’s fine… I don’t expect them to change stance on being so casual friendly the hardcore don’t matter at all so the char progression etc aren’t worth crying about.
my Probs with WvW
my Thief is almost useless there
Elementalist aoe constantly hitting for 4k
yeah thats all i think.
Zergs running around mindless. Anyone who tells me it takes 80+ people to take down a supply camp and calls that organization is just.. well..
Because of the players that play it. Leave the safety of the zerg once in a while and experience the rich combat system for the first time.
Also I think siege weapons should be SIEGE WEAPONS. If you come to a tower with arrow carts lined up on the wall. Those should be a threat. You should rethink your attack strategy and think of a way to take down those carts.
Siege weapons are just not threatening enough for siege warfare.
My biggest gripe with WvW is the community on the Forums complaining about everything instead of making the best of what they have and giving positive critique on issues that can be improved upon.
Other than that, WvW is incredibly fun!
1) 0 character progression. Carrying extra supply is not character progression to me
2) Items unique to RvR that have COMPARABLE skins to PvE. I actually have to PvE to get skins that I think are awesome. And comparable ascended options available
3) Virtually NO community. Because servers have the potential to switch there is a lack of rivalry with enemies. There is no fun trash talking via forums, no people calling eachother out, and unless I missed it no server v server forums. These rivalries/alliances are what bond a home realm.. or in this game the server.
4) Lack of indivudalism. Zerging is rampant. Unfortunately it is obvious that game companies prefer zerging. Every pvp game I play caters to this. I don’t know who the good players are, or the players that play the most. It’s an endless stream of zergs and randoms. People getting absorbed into the zerg then break away. If you asked me who the good pvp guild is on my server (small efficient, potent 5 man) I would not be able to tell you and I play a couple hours in wvwvw a night. There are so few opportunities for a nice 5v5 fight or 1v1 that I will never know who stands out
4.5) No one roams. Everyone focuses on siege. The fact that so few people want a decent 5v5 fight and would prefer to zerg train steamroll another zerg is mindboggling to me. It really, really is. It’s a new generation of players I guess. Post 2010. The 2001-2005 era of pvp is what I like.
5) No way to make money in WvWvW
6) No way to move around the map quicker
7) The SAME map for every server. God does this get old.
8) Obvious lack of interest that ANET has in wvwvw. I feel that there is no hope.
9) Carebears. Oh my lord is this game filled with carebears. I remember a post where people were upset about being killed at a jumping puzzle in wvwvw. And offered the idea of a TRUCE IN THAT AREA. LMFAO. I am100% serious.
10) When wvwvw’ers say its about siege and my mentality is the red team blue team halo match that this game calls PvP. What ever happened to wanting to roam with your band of friends, wearing gear that is the best you can afford (maybe amazing, maybe not), fighting others who may be above or below you skill level etc. Wheres the sense of adventure? Again I guess this is a 2001-2005 mentality.
Other then this I like it.
This guy basically said it better than I could.
I think the 2001-2005 reference is obviously to DAoC, and there’s some rose tinted glasses going on as well. Zerging was rampant there just as it’s rampant here. It’s just that the Downed State combined with the AoE Cap makes it worse because there’s no penalty to having such a huge horde that you can’t see when you’ve been flanked.
Also, taking an empty keep should offer next to zero reward. I’ve seen loads of large groups just avoid a keep that has a defender because it’s faster to run to an empty one.
Finally, removing Orbs was a good idea because of the amount of hacking going on. That said, WvW is really missing something without them. I’m looking forward to when they get reintroduced in some form.
Short list for the attention deficient:
- Too Zergy; No Penalty for Huge Masses of People
- Keep Warfare Implementation seems Silly
- Orbs Need to Come Back
Meh.
The only thing that bothers me is the symmetry in everything. I really wish that we could see other land features like deserts and mountains, while still being able to keep everything in balance. With the current WvW, EB seems practically the same everywhere, and while the other maps do have some nice terrain variety, virtually nobody battles there anyways, which gets insanely dull.
Like somebody else said, we should ditch the four different maps and just merge them into one extremely massive map with tons of different terrain and whatnot. That would be pretty epic.
…´cause Killing players dosnt count as helping your server in terms of “points” only static objectives gives points, and this is why zerging will always be the way to go in gw2.
kill vs death raitio point system around every static objective, with bonus points to the side who owns the objective would change WWW to the better IMO.
cause the forum q.q is OP, the only time I don’t enjoy wvw is during or after reading the wvw forums, then I go kill stuff and get over it =]
I agree with OP on how AoE and LoS work. The LoS makes defending on top of a wall a disadvantage against a zerg. The zerg can cast up but the defenders can’t cast down without standing in that area of insta-death. An arrow cart or 2 at the back edge of the wall can be destroyed easily with tons of meteor showers and the ppl who man the siege can be pulled by mesmers into the area of insta-death.
Zerging about mindlessly from point to point with a giant blob of players is encouraged and rewarded by the game. Because of the ridiculous AoE limitation of 5 players, when the opponents blob reaches a critical mass, there is no way to stop them from taking even a fully upgraded keep. This makes for frustrating and repetitive gameplay.
Problem with orbs is the make the strongest server stronger
1) 0 character progression. Carrying extra supply is not character progression to me
2) Items unique to RvR that have COMPARABLE skins to PvE. I actually have to PvE to get skins that I think are awesome. And comparable ascended options available
3) Virtually NO community. Because servers have the potential to switch there is a lack of rivalry with enemies. There is no fun trash talking via forums, no people calling eachother out, and unless I missed it no server v server forums. These rivalries/alliances are what bond a home realm.. or in this game the server.
4) Lack of indivudalism. Zerging is rampant. Unfortunately it is obvious that game companies prefer zerging. Every pvp game I play caters to this. I don’t know who the good players are, or the players that play the most. It’s an endless stream of zergs and randoms. People getting absorbed into the zerg then break away. If you asked me who the good pvp guild is on my server (small efficient, potent 5 man) I would not be able to tell you and I play a couple hours in wvwvw a night. There are so few opportunities for a nice 5v5 fight or 1v1 that I will never know who stands out
4.5) No one roams. Everyone focuses on siege. The fact that so few people want a decent 5v5 fight and would prefer to zerg train steamroll another zerg is mindboggling to me. It really, really is. It’s a new generation of players I guess. Post 2010. The 2001-2005 era of pvp is what I like.
5) No way to make money in WvWvW
6) No way to move around the map quicker
7) The SAME map for every server. God does this get old.
8) Obvious lack of interest that ANET has in wvwvw. I feel that there is no hope.
9) Carebears. Oh my lord is this game filled with carebears. I remember a post where people were upset about being killed at a jumping puzzle in wvwvw. And offered the idea of a TRUCE IN THAT AREA. LMFAO. I am100% serious.
10) When wvwvw’ers say its about siege and my mentality is the red team blue team halo match that this game calls PvP. What ever happened to wanting to roam with your band of friends, wearing gear that is the best you can afford (maybe amazing, maybe not), fighting others who may be above or below you skill level etc. Wheres the sense of adventure? Again I guess this is a 2001-2005 mentality.
Other then this I like it.
This guy basically said it better than I could.
I think the 2001-2005 reference is obviously to DAoC, and there’s some rose tinted glasses going on as well. Zerging was rampant there just as it’s rampant here. It’s just that the Downed State combined with the AoE Cap makes it worse because there’s no penalty to having such a huge horde that you can’t see when you’ve been flanked.
Also, taking an empty keep should offer next to zero reward. I’ve seen loads of large groups just avoid a keep that has a defender because it’s faster to run to an empty one.
Finally, removing Orbs was a good idea because of the amount of hacking going on. That said, WvW is really missing something without them. I’m looking forward to when they get reintroduced in some form.
Short list for the attention deficient:
- Too Zergy; No Penalty for Huge Masses of People
- Keep Warfare Implementation seems Silly
- Orbs Need to Come Back
I agree with the taking undefended keeps should offer lower points, however I dont agree why should masses of people incur penalty in WvW. WvW is about massive battles, and yet the “look at me syndrome” people want to feel special and have the world stage all to themselves. It’s like Anet is obligated to create these “heroic” moments for everyone, it’s just ridiculous.
… because there are 4 separate maps instead of 1 giant map.
omg can you imagine the lag with only one map
sometimes it feels like i am back in 1999 playing Everquest and Asheron’s call with all this lag
It’s just a laggy zerg fest with no real depth (even after the patch). Plus 95% of the time it’s just one server out of the three in constant dominance, so there’s never any point of going there. Came back on today and eventually just got too frustrated and bored to be bothered to play this dying game.
Needs more incentive to do things like escorting dolyaks, defending points (as opposed to running with the zerg), doing WvW events (aside from the nodes, orges, etc.), need to put further reqs on becoming a commander (we’re opening commander to people who need ZERO experience), need to remove AOE restrictions (Limit of five targets, seriously? That’s BEGGING people to travel in zergs).
Honestly, the AOE thing that the original poster stated doesn’t bother me all that much. Siege is already a HUGE benefit, and – aside from other siege – AOE is often the ONLY effective manner to take it down. I feel like it balances out – it’s something that can be done by either side.
Needs more incentive to do things like escorting dolyaks, defending points (as opposed to running with the zerg), doing WvW events (aside from the nodes, orges, etc.), need to put further reqs on becoming a commander (we’re opening commander to people who need ZERO experience), need to remove AOE restrictions (Limit of five targets, seriously? That’s BEGGING people to travel in zergs).
Honestly, the AOE thing that the original poster stated doesn’t bother me all that much. Siege is already a HUGE benefit, and – aside from other siege – AOE is often the ONLY effective manner to take it down. I feel like it balances out – it’s something that can be done by either side.
I definitely agree that there should be more incentives for smaller aspects of WvW. Roamers taking camps, escorting dolyaks, or anything apart from the main zerg should be rewarded. Seriously… we don’t even get anything from escorting dolyaks…
Defending a fortified keep gives little advantage unless you have equal numbers… there should be some benefit to defending a position right now necros and mesmers make it pretty much death to try and do anything on the wall in defense.
1) ppl dont grab supply :@
2) ppl dont use shortcuts in the map
3) ppl dont take mendon if they r not 20+
4) ppl dont move without a commander
5) ppl dont use all the siege in the keeps
6) no armor/weapon skin exclusive
7) no exotic drop (more than a month without an exotic drop in wvw)
8) wxp
9) no updates
And much more, but i cant remember because today in FC was a LOT of fun ^^
Killing a Dolyak doles out 1 point per person involved in the kill. That’s right, if you SOLO a Dolyak, you are actually LOSING POINTS & hurting your server in this game; you were SUPPOSED to kill Dolyaks as part of a 10-man team according to the rules set down by Anet!
This makes absolutely no sense at all, that you would get BONUS POINTS for bringing tons of people to kill a Dolyak instead of doing it the (arguably) harder way, by sneaking into enemy territory and soloing it. So for those of you hoping for an end to the zerg-friendly nature of WvW, don’t hold your breath. Even the simplest rules such as this are designed to PENALIZE you for running in any group smaller than 10.
(edited by Otokomae.9356)
It is way too zergy. You either spend your time running away from zergs or trying to form a big enough zerg to fight the other servers map zergs. A full map zerg can easily travel anywhere in the zone and wipe your 20 man groups no problem.
1. No reason for zergs to split.
I mean there is bound to be zergs, or the “main army” of any force. The issue is that the maps are wayy too small with too few objectives and one zerg can just run the whole map in less than an hour. There is no tradeoffs to rukittenerg. There is no reason to stay and defend objectives simply because you can just run back and recap it in a few minutes.
2. Few solo/small group content
Sure there are supply camps to flip. But they can be easily flipped back by another zerg with greater efficiency, making the experience so unimpactful. Partly because there are too few of these objectives and objectives are located so close to each other.
Escorting/killing doyalks are only crucial if you have lay siege/defending a keep. Other wise it is largely unimpactful in the long run since zergs can just take over nearby camps and supply up.
3. No comebacks and strategy
This is a result of the above points. Wvwvw is just a numbers game without any need for organization. Sure there are many organized groups around but they can barely hold an objective, much less beat a larger group out there. No outmanned stat buff means that the only goal of wvwvw is to encourage guilds with different timezone to play in your server such that there is 24/7 superior numbers, only then you can manage to move up tier.
Sure if you very little manpower there is need to organize them. But once you have enough people the zerg train would prevail, and no amount of manpower allcation can stop them even from running through the whole map.
4. Offense>Defense
In war you capture a tower/fort so that you can have tactical advantage over an area. Even if the keep is lightly defended you can hold for a considerable amount of days. Here the keep fall within minutes if you get outnumbered twice, no matter the amount of siege placements in your keep (since the enemy can do the same). Guards do barely anything and doesnt even scale with the number of enemy in the area, so even superior numbers are needed to defend any objectives. Futhermore you can treb an enemy objective from your own tower/keep, making offense much easier.
5. Slow relative progression
Those who want to level through Wvwvw or simply do not want to PVE progress slower, and to some extent, do not progress at all. This is simply unfair since wvwvw also uses PVE gear. I think there are many topics on this and I shall not rehash this further.
6. Just another mini game
I mean if devs have supported/made improvements to the game it would potentially attract the rvr crowd. The clear priority of updates go to PVE and few actions are taken to address the community concern. It is clear the wvwvw is just for any one who wants to pvp without relying on their skills too much.
(edited by stratosphere.9401)
from OP…because they will not change anything just because it’s broken for wvw, all class and skill changes are done with pve foremost.
…my main is a ranger.
… because my fellow players are to lazy to play better, they have to form up into larger and larger zergs that think stacking and blasting combo fields shows signs of tactical brilliance.
… because my fellow players are to lazy to play better, they have to form up into larger and larger zergs that think stacking and blasting combo fields shows signs of tactical brilliance.
just get a small organized group together and defeat them.
but it doesn’t really work that way AOE cap at 5 means if they have 10 more people than you they’ll just roll over you anyways.
in other words, its a game design issue and not the fault of your fellow players.
… because my fellow players are to lazy to play better, they have to form up into larger and larger zergs that think stacking and blasting combo fields shows signs of tactical brilliance.
Two enemy zergs encounter each other on the battle field. They stop, stand in a tiny little huddle about 50ft away from each other, and then all spam fire fields and blast finishers before running into each other and pressing/clicking 1 as hard as they can.
Yep, WvW.
I agree with the taking undefended keeps should offer lower points, however I dont agree why should masses of people incur penalty in WvW. WvW is about massive battles, and yet the “look at me syndrome” people want to feel special and have the world stage all to themselves. It’s like Anet is obligated to create these “heroic” moments for everyone, it’s just ridiculous.
A penalty for huge zergs isn’t to make “heroic moments.” It’s to keep the content playable. Taking a defended keep in less than 2-5 minutes is dumb. That’s not a fortification. It’s a speed bump. But with 50 people and 2 rams beating on it a keep door lasts less than a minute. Keep lords die instantly. Keep guards are barely a nuisance.
The combat mechanics are all designed around groups of 5-10 people. Once you get beyond that threshold it all starts to break down. Heck, the only thing I actually enjoy about sPvP is that combat works the way it was designed.
WvW is disappointing because….
The small maps size and terrible map design especially the BLs. Castles taking up 1/8th of the map but don’t hold any significance and aren’t even capturable. The fact that your ability to move around the map freely is extremely limited most of the time their is really only 1 to 2 ways to get down or up the map thus funneling people into certain areas and causing zerg vs zerg to be even more sought after.
Zerg vs Zerg is way to heavily supported by the players and devs. Aoe cap doesn’t help as currently zergs don’t even spread out when they start getting aoed they just take it and aoe back. Biggest zerg wins almost every time they are never screwed by some good seige placements or good aoe or maybe a small group flanked them to push them towards the tower/keep they are taking allowing players to aoe them better from the walls etc.
Strategics are pretty much dead already in a seige warfare area you would expect a lot of strategies to be floating around but they are all the same since launch. Lack of strategizing from the community means you don’t have an open ended gameplay and world were tons of different scenarios can happen and will happen.
Hylek, orgres, dredge, and quaggans are so worthless and turn so quickly that i don’t even get why they are their besides to be a o kitten someone took blank they must be moving towards blank. They camps should be capturable threw multiple ways they should have a persuasion meter that the capturing team has to keep up and at a good place to keep them. They should be upgradable to make them harder to capture and a place people will actually defend and fight at. They are nothing more than a place to be flipped for some quick points i would really like to see them used for attacks and defended.
No costumization to the outter apperance of a keep/tower that you have claimed for your guild. Seriously if your not gonna add guild halls anytime soon how about giving us a smaller version of it were we can edit our claimed towers/keeps outer appearance in a way that doesn’t alter what they are but allows the player to change the color/textures/and layout of towers and keeps while maybe adding some cosmetics to it as well to make it feel like their tower/keep.
Lack of special types of buildings means that the only things people will be going after are the biggest point ticks or the small things they can flip easily. Having special towers that do special things that don’t guarantee a win in any way but can change the tide of a fight really quickly in the right hands. Example: a lightning tower that allows you to call in a lightning storm in an area would be nice(would also break up zergs)that doesn’t do crazy damage but would force players to move out of that area eventually.
Commander icon means nothing but “Hey follow me” when if they just displayed everyone of your teamates on map you would have no problem finding the groups you want to run with be it really small or really large. Commanders should be commanders running the battlefield from the back lines then need a raid ui, squad leader chat, better attack and defend objectives, commander chat in WvW, the ability to move people around squads and putting people who are in squads in a party with their squad. I don’t like that commanders are glorified soldiers that everyone hangs onto i want them to act and play like RL commanders more often.
Should be able to see everyone on your team on the map their is no reason they can’t display green dots everyone on map so i don’t get why they haven’t already.
More seige that offers varied gameplay and options a human catapult would be a good one something that allowed you to launch people outside of your keep/tower and into keep/towers but when the person/people who were launched land they are heavily slowed for a period of time and take a good amount of damage depending on the distance of the shot so you can just launch people like crazy you have to think about it. A wall people can put up would be good as well placing them behind a door to give a few more seconds of time when the doors get knocked down or placing them in front of siege to protect it from ballistas etc.
Wxp ranks need to be changed to either limit the amount of upgrades you can get so to push people into certain roles(while adding a respec ability so they can change their roles) or make it so it’s account bound because grinding threw those ranks is worthless on each character if they are all working towards the same end. Seriously how is this gonna help new players get into WvW if all the people who farm WvW have maxed out Wxp rank and are doing way better than those who don’t. They need to make it roles so they are only better in certain ways that allow them to excel at the role they want to play.
Probably could continue but i gotta go to work have fun.
One solution to the maps to small could be easy to fix: remove the running speed boons from all professions. This will also mean that re-joining a battle after defeated will be slower allowing defending parties to stand their ground in keeps against a larger force.
Also another issue that I have is the ability to damage gates without siege weaponry: this allows bug zergs to melt a gate in no time even without a ram.
Lack of incentive to form small parties for conquering supply camps.
V.
… because my fellow players are to lazy to play better, they have to form up into larger and larger zergs that think stacking and blasting combo fields shows signs of tactical brilliance.
just get a small organized group together and defeat them.
but it doesn’t really work that way AOE cap at 5 means if they have 10 more people than you they’ll just roll over you anyways.
in other words, its a game design issue and not the fault of your fellow players.
Part of the issue is that folks keep passing on this drivel as if it is true.
… because my fellow players are to lazy to play better, they have to form up into larger and larger zergs that think stacking and blasting combo fields shows signs of tactical brilliance.
just get a small organized group together and defeat them.
but it doesn’t really work that way AOE cap at 5 means if they have 10 more people than you they’ll just roll over you anyways.
in other words, its a game design issue and not the fault of your fellow players.
Part of the issue is that folks keep passing on this drivel as if it is true.
counter the argument and try to carry a conversation intelligently. Calling an argument drivel doesn’t really add anything to the discussion unless you can convey your idea on why that is so.
(edited by fivekiller.1432)
That is all.
The zergs are a huge problem which need to be addressed, but they are not “disappointing”.
… because my fellow players are to lazy to play better, they have to form up into larger and larger zergs that think stacking and blasting combo fields shows signs of tactical brilliance.
just get a small organized group together and defeat them.
but it doesn’t really work that way AOE cap at 5 means if they have 10 more people than you they’ll just roll over you anyways.
in other words, its a game design issue and not the fault of your fellow players.
Part of the issue is that folks keep passing on this drivel as if it is true.
counter the argument and try to carry a conversation intelligently. Calling an argument drivel doesn’t really add anything to the discussion unless you can convey your idea on why that is so.
An intelligent conversation rarely starts off with drivel. I am bored, so I will make an attempt:
10 more people does not mean you get rolled. Our 5-8 man has rolled a 50+ guild zerg, that is not normal and generally I think 25-30 (bit less if its a guild zerg), is a more reasonable size for us to wipe, but we can harass much larger groups then that.
In my opinion the ultimate group size in this game is 20 people. A well organized 20 man would be able to wipe the average 40 man zerg. Two 20 man units operating at that level, converging and coordinating when necessary, would own a map regardless of how big a zerg ball was tossed at it. Game play would become exponentially more interesting as a result.
While there is no doubt there are game design issues, none of those issue prevent us as players from playing better. People’s fixation on the AoE cap is unfounded, and I am generally against increasing the cap, though a test of 10 might be interesting. Certain aspects of the downed system, for example, are far more impacting then the AoE cap, imo.
In short, game design issues are an excuse and a crutch.
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