WvWvW: my feedback

WvWvW: my feedback

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Posted by: Bloodtau.4672

Bloodtau.4672

Hearing about WVW during those dev talks made me so excited for WVW, it seemed like the greatest mechanic ever. However, on playing it for a few weeks now i’m so bored of it. It’s the same old thing over and over with no true reward at the end of it. Here is a few of my gripes about WVW.

1) That horrible system of loading in players when you get close to them. I have never seen a system designed this bad. You end up running into a group of 20+ that just pop out of thin air and getting destroyed by them before you can react.

2) PVE mobs in a supposedly PVP zone. WHY? If I wanted to kill AI mobs i’ll stay in the pve game.

3) Some classes being far better at it than other classes. I thought the game was trying to keep classes balanced? They are failing at that so far.

4) No lockdown timer on freshly taken objectives. Spend ages capturing an objective and feel like you accomplished something at the end? Nope, capped back 5 minutes later, sucks to be you.

5) Having to repair after pvp deaths? stupidest thing ever.

6) Having the downed state in PVP.

My list is bigger but felt it wasn’t really worth my time typing them all out so I put down a few.

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Posted by: eladox.3457

eladox.3457

1) I don’t think its inteded it should be fixed soon
2)I love mobs in pvp zones, it feels alive they are mostly neutral towards you anyways
3)Classes may be balanced around spvp, you can never ever balance huge scale fights on individual scale, daoc was incredibly imbalanced at 1v1 but it was pretty good at 8v8 fights.
4)Keeps etc are upgradable but agreed for others.
5)I don’t like it eighter but not that bad.
6)It only ruins 1vX fights, you kill one and he just comes back into fight, almost impossible to win against multiple enemies even though you “downed” them.

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Posted by: JemL.3501

JemL.3501

1) yes should get fix since seems server is playing a major role here
2) you can get badges by killing mobs, or get your daily done with type of kills, or use them as meatshields, theyre fine, they dont disturb anyone, it makes the place more living.
3) i dont see any class to be a lot better overall
4) thats debatable, is like you do a run and take supply camps and just leave it there like np for mins , system should not help you to defend your stuff.
5) is not stupid, you gain exp, karma and money, you just want benefits like a little kitten, in any case then remove the money gain from wvw, what about that?
6) Is not stupid is a good feature, and ive never had a problem killing people but downed state has saved me a lot of times, not our fault youre bad.

period. this topic is done.

I took an arrow to the knee

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Posted by: Raging Bull.5048

Raging Bull.5048

Hearing about WVW during those dev talks made me so excited for WVW, it seemed like the greatest mechanic ever. However, on playing it for a few weeks now i’m so bored of it. It’s the same old thing over and over with no true reward at the end of it. Here is a few of my gripes about WVW.

1) That horrible system of loading in players when you get close to them. I have never seen a system designed this bad. You end up running into a group of 20+ that just pop out of thin air and getting destroyed by them before you can react.

2) PVE mobs in a supposedly PVP zone. WHY? If I wanted to kill AI mobs i’ll stay in the pve game.

3) Some classes being far better at it than other classes. I thought the game was trying to keep classes balanced? They are failing at that so far.

4) No lockdown timer on freshly taken objectives. Spend ages capturing an objective and feel like you accomplished something at the end? Nope, capped back 5 minutes later, sucks to be you.

5) Having to repair after pvp deaths? stupidest thing ever.

6) Having the downed state in PVP.

My list is bigger but felt it wasn’t really worth my time typing them all out so I put down a few.

I agree. Also:

- the anonymity,

- lack of bottle-neck zones

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Posted by: Trismegistos.3046

Trismegistos.3046

1) true. if they dont fix this, WvW is pretty much ruined.
2) agree. especially if you’re a lower level player, they can pretty much pwn you lol. just make them neutral so they dont attack unprovoked.
3) true. but i was kind of expecting that. eles/rangers/engis are really strong, while thieves/guardians are weak. but WvW is about guild coordination and….oh wait—
4) agree.
5) agree.
6) i like the downed state everywhere, except SPvP. i think its fine in WvW, but i want it out of SPvP.

also agree with the above poster.
“- the anonymity, – lack of bottle-neck zones”

and would like to add, auto-looting. spamming F is really really annoying.

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Posted by: Tukor.7514

Tukor.7514

1) They need to fix that ASAP
2) PVE mobs are fine, but they should remove some bosses like the giant worm.
3) I actually hate the mesmers and the mages. They can easily destroy your cannons with their overpowered Aoes or phantams, and you cant do anything.
A mage simply goes near the wall, click one button, and leaves. And there you have, an 5000 per tick AOE that destroys everything…
4) Not sure about this one.
5) yeah, having to walk and walk (and walk), is enough penalty for me
6) Not sure about this one

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Posted by: Waage.2047

Waage.2047

Hey i am Waage from the guild Radiant Knights we are a +100 man guild that is mostly doing wvw on Ruins of Surmia.

I am also on the Primary wvw leaders and officers in the guild.

Now other then 1. Your complaints are silly.
Yes they need to fix the pop in and where you show people you fight. It is a huge pain in thekitten and it needs a fix, but that is a bug and kitten happens.

Now for the rest i take it you are not a long time wvw guy so you do not see what is needed.

2. The PvE mobs are there to limit movement and make it more risky to go off the beaten path there by making roads more used. That means you will have more Warband vs Warband fight’s as they travel around.

The thing is trying to move 40 people around should not be easy and having a few mobs in the way slow’s a warband down making roads the faster way to travel there by making it easier to spot for small groups.

A small group can move through side paths easier so the pve mobs are a good thing.

3. Do tell me what classes are not good in wvw. I have not seen any class that can not do great things in wvw.

Elementalist’s are great at AoE, but they become a million times better in conjunction with a guardian. A Thief has some great AoE and support skills that can win you a fight. AoE stealth for a group really helps if you need to hit some siege weapons and get out.

No class is useless especially not if you run with an organized guild.

4. They do, but there is a bug. Only the small sentry’s do not.

5. NO we make a bunch of money if you are a part of a organised guild with out that money sink we would be swimming in money in RK and prices on trade would be way more inflated-

6. I disagree. Downstate is there so if you play right and uses your skills right you can get back into a fight with out the need for rez spells.

[RK] – Guild Leader and awesome Warrior – BG

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Posted by: Soulitice.9031

Soulitice.9031

Hearing about WVW during those dev talks made me so excited for WVW, it seemed like the greatest mechanic ever. However, on playing it for a few weeks now i’m so bored of it. It’s the same old thing over and over with no true reward at the end of it. Here is a few of my gripes about WVW.

1) That horrible system of loading in players when you get close to them. I have never seen a system designed this bad. You end up running into a group of 20+ that just pop out of thin air and getting destroyed by them before you can react.

2) PVE mobs in a supposedly PVP zone. WHY? If I wanted to kill AI mobs i’ll stay in the pve game.

3) Some classes being far better at it than other classes. I thought the game was trying to keep classes balanced? They are failing at that so far.

4) No lockdown timer on freshly taken objectives. Spend ages capturing an objective and feel like you accomplished something at the end? Nope, capped back 5 minutes later, sucks to be you.

5) Having to repair after pvp deaths? stupidest thing ever.

6) Having the downed state in PVP.

My list is bigger but felt it wasn’t really worth my time typing them all out so I put down a few.

1) To be honest, I haven’t noticed this as much as it seems many people in this thread so not much to comment here

2) I don’t mind them for the most part, the got me a double kill that was going to lead to me death I do have an objection to the world events that surround the mobs. last thing i want to see again is while we lose a tower nearby half the pugs are to busy killing an icewurm.

3) I haven’t seen any class that didn’t have a use yet. Some may be more useful, but no class is useless. All games are like that, you can’t balance every aspect of the game unfortunately.

4) I think the timers on the guild claimer for cupply camps needs to be removed. If you are unable to prepare for the oncoming retaliation for taking a keep/tower then your zerg did not plan ahead to bring enough supple for a couple of quick arrow carts . This game needs you to add a brain to the zerg.

5)I agree, only suicides or npc deaths should cause repair

6) I think there needs to be a timer. You can only stay there for 30 sec- 1m then have to rez

All of this is IMO, if you feel a strong emotional reaction towards what I have to say; grow up.

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Posted by: Orlandu.3781

Orlandu.3781

1: Haven’t noticed this problem, from the description though it should be fixed very quickly. That is a disruptive problem.
2: They’re fine. They are checks on movement and, in some situations, obstacles for fighting. It’s fun getting an enemy to attack mobs when trying to hit you, and ganging up on them with your new partners.
3: Unless there is only one class, people will be better at some things and worse at others. They all fit into the scheme. If you feel like you can’t accomplish what you want to with your class, perhaps another may suit you better.
4: This is only a problem when trying to push against a larger or more organised group than your world can field. Making small gains against a sea of opposition only to have a mass show up with lots of supply and siege moments later is pretty demoralizing. Until retaliation is fixed, an inferior defender cannot withstand a large, organised attacker.
5: Repair penalty skews the incentive scheme in an unfavorable way. The reward for winning is lots of money, karma, exp, and a cheerful feeling. Every victory is at the cost of the loser, however, who gains no reward whatsoever, and incurs a monetary penalty coupled with frustration. The admonishment to “stop being bad” or some equally ignorantly blithe comment almost takes as a given that the advice cannot be followed. If our opponent could simply “stop being bad” and subsequently defeat us, gaining all the rewards and incurring upon us the losses, then we would become the “bad”. And I’m sure that, in that situation, being told to “stop being bad” would sound as petty and arrogant as it always did. Okay, sorry. Rant ended.
6: I feel downed is perfectly acceptable in W3. The emphasis is on flexibility and team-oriented play, and being able to keep that dynamic going is very important. Especially when the penalty for death in W3 is relatively severe compared to elsewhere.