(edited by dpnz.4539)
WvWer perspective
But for me, the appeal of WvW is the large strategy, more than meaningless brawls on an open field. The crush of infantry and siege against forts, the coordination of scouts and larger forces, the defense of supply lines, and holding of territory. Of course, you also need actual combat pressure to make those actions fun. Otherwise you might as well just run EoTM.
… on an unrelated note, I’m a terrible EoTM commander, because I tend to lead the hapless, karma-seeking zerglings following me head-on into enemy armies to take their fortresses directly from them, and scatter them back to their spawn)
OK yes I see your point, and your right in between the fights we would have fun defending / attacking.
TBH honest though if I was going to be really negative I would still say none of the proposed changes (both options) will fix things for either of us, they offered the illusion of choice between gimmicky changes and nonsense so the majority of people will feel listened to but nothing will change it wont come back to life.
… Plus the chill helicopter thing and the stealth pool are only on one map. There are three other maps without those mechanisms. Most serious fight guilds that I know of, rarely play EB.
I’m not a fan of those gimmicks either, but at least there are options.
But for me, the appeal of WvW is the large strategy, more than meaningless brawls on an open field. The crush of infantry and siege against forts, the coordination of scouts and larger forces, the defense of supply lines, and holding of territory. Of course, you also need actual combat pressure to make those actions fun. Otherwise you might as well just run EoTM.
It’s exactly that, if I play WvW it’s not only about fight, but all the coordination that we need, and how to “build” our home.