downing system in pvp is HORRIBLE :/
I think it’s fine and you obviously don’t know cussing in the forum just makes your post really funny.
Just not true, its easy to wipe larger numbers and down them all before they have a chance to rez. Stay focused on the alive targets, and have a target caller for your group. Then go back and down anyone still moving, rinse and repeat. Also, you know you can DPS them down and not have to use the ‘finishing’ move.
Get some skilled friends and roll out in a group. My guild routinely dominates in WvW, often against superior numbers. We’ve successfully defended keeps against 3-1 odds and have taken keeps from larger forces aswell. Even when we’re over run by a zerg, the enemy knows they’ve been in a fight, because the number of downed and dead server mates they end up having to revive almost always totals higher than our entire force.
its easy if you ZERG them yes -_- in any fairish fight its impossible to win when your outnumbered. highest number =wins always.
nothing more then that due to the down system
the whole issue is that downing system adds nothing good to true pvp, it adds a very bad ability and second/third chances to survive once you already lost and ofc there should be no such thing in pvp, best player wins not just the once that are the most. since you cannot clear out a larger group, even if you or your group where able to kill of 3 times the players you are the time it would take to do so would mean that the enemies would have raised themselves and you would NEVER be able to actually finish them meaning sooner or later you would die or have to run.
not becouse they where good NO they suck terrible when you win with a 1 to 3 fight, but simply becouse the downing system makes it impossible for you to finish them since standing still for 5+ seconds with 1-2 people hitting you is not durable while still having to win.
(edited by Erebus.7568)
Apparently you’re unaware that WvW is about the skill and cohesion of the server, not the skill of the individual, what you’re looking for is sPvP I think. The down system works perfectly in this instance, it allows for larger fights, instead of 15 second engagements, and it rewards the side that focuses on working with their team, e.g. rallying teammates, finishing enemies, rather than the side that is in it to prove how great they are e.g. one person trying to take on a group of people.
I used to play DAoC and very often soloed (and I was a non-stealther), so I can understand that desire, but at the same time I was doing it for myself, not for the team. The difference between GW2 and DAoC is that DAoC rewarded that playstyle, this game really doesn’t. I can’t really say that’s a flaw, since it encourages people to band together rather than having 100 soloers just running amok.
Wouldn’t removing downed make zerging easier? The rushers need to account for your downed state too. Why not group up with some friends and cover eachother while you finalize your kills. Get coordinated and act as a unit.
Part-time Kittenposter
It does need a little work.
Going from “downed” to “up” is too fast in-combat. The rate should be halved from the current value, I think.
The underwater system is truly awful. I always dive into the water if I can because I know it’s so hard to finish off an underwater player. There’s something with water where you can flip between surface swimming and below-surface and keep getting “invulnerable”, too, making it nearly impossible to finish anyone.
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained
if you are outnumbered 3 to 1 or more, this mechanic is really a pain. I don’t see why overwhelming sizes of force need more help through mechanics like this.
I don’t see anything wrong with it. However, I think rallying should be removed while in sPvP. You should only get back up by healing yourself or an ally healing you, not someone killing a guy you happened to hit in the fight and getting right back up for it.
Gotta disagree. We take down groups much larger then us all the time. Personally I think it adds a really neat dynamic as you have to keep pushing the enemy or they will rez and come back easily. As long as you keep pushing your fine. If you over extend the enemy is able to make a counter push, rez a few bodies, and push on.
In 2v2 battles where players have interrupts and stuns, whichever side has someone downed first is at an advantage. Rallying needs nerfed.
Downed state in PvE is perfectly fine, but in PvP, it’s absolute garbage.
All downed does is encourage zerging. It’s bad enough in WvW, but with n00bs getting owned in WvW, all they need to do is wait for a rez…. even when they’re fully “dead.” Larger zerg > smaller zerg. Trivializes WvW fights.