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Posted by: Miko.4158

Miko.4158

don’t see this listed anywhere else.
what do people think?
today 12 of us went to their keep, took on 20+ nailed about half with say 2 losses, started churning through the massive slug of health on keep lord plus the scattered remnants of their team….
Almost impossible to stay out of combat as they hit the walls and the lord was in the middle. The ten respawned… we lost another one or two…
could only go one way.
took ages and was pretty depressing. fairly sure it’s not supposed to work like this ?
I don’t recall revival being an issue in wvw before, if people did it it was their gamble, plus some people like playing support.
I’m not really sure if this update has achieved anything? anyone for it ? surely to stop larger groups never dying they should have just put in a cooldown after death? now distance to wp is the biggest deciding factor, which is poor having dragged your carcass across the map, knocked through the walls to be defeated by the new rule seems a bit kitten.
note this is just about revival not the whole update/other threads for that + new bl’s.

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Posted by: Miko.4158

Miko.4158

+ we didn’t have sm wp for a change. but now the upgrades are slower I can see this being fairly common.

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Posted by: bloodletting wolf.2837

bloodletting wolf.2837

I’m enjoying the changes to reviving people. The servers or guilds who depend on numbers to fight can get whittled down until they wipe now instead of downing/killing some then watching as they get speed resd.

Kaa Mchorror NSP grenadier [hayt]

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Posted by: Krypto.2069

Krypto.2069

I’m enjoying the changes to reviving people. The servers or guilds who depend on numbers to fight can get whittled down until they wipe now instead of downing/killing some then watching as they get speed resd.

Amen, brother bloodletting wolf! I’m loving the change, too!

Now I feel that if we just hang tough and keep at them, we do have a much better chance in a 10v30, for example, if our team has the better tactics! This change makes your kills actually count… MORE in a large battle. Sure the fallen can respawn and run back, but that’s a heck of a lot better than being speed rez’d on the battle field in mid-fight. I can’t tell you how many times over the last 3 years, I would put some dude into his grave only to be kitten-off soon thereafter when 5 of his buddies speed rez his kitten dead body in mid-battle. GRRR! And I’d say to myself, “That was TOTAL BS!” Thankfully, this is a thing of the past now.

And it gets even better when some dude tries to be Capt’n-Save-A-Joe and rez a downed buddy only to get downed and KILLED himself. TWO FOR ONE, Baby! There’s a large risk and cost to trying to rez someone that’s downed now when you really shouldn’t.

Oh yeah, and no more rally-bots for the masses. Only one person can rally now off a single enemy death!

Thank YOU, Anet

Moonlight [THRU]

(edited by Krypto.2069)

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Posted by: VaderCookie.8137

VaderCookie.8137

plus some people like playing support.

Sometimes I would use a medic build for my Thief to get a change from all the fights. Reviving people in nearly impossible battle situations was fun and part of me is sad to see these kind of builds go.
But at the same time I agree that this is a good change for smaller groups or giant fights that never end.

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Posted by: Dawdler.8521

Dawdler.8521

This change is working as intented IMO. It require some tactic change (a few players purposly getting out of combat to revive in the situation described in OP) but this is not a bad thing. Even if 12 people roflstomp 20 simply because they are better or a focused guild vs pugs both groups can work the revival rules to their advantage.

Overall I’d say its one of the best changes Anet have made in years.

Keep in mind that getting into combat after you start reviving does not stop the revive. Heavy support builds that can take a beating or get shielded/reflected/covered by buddies can still do danger close revives.

(edited by Dawdler.8521)

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Posted by: Chaba.5410

Chaba.5410

I like this change. I’m sick of larger groups being able to snowball easily just because of numbers. If you lost while outnumbered, it is a learning opportunity. If you lost while outnumbering, it is also a learning opportunity.

Chaba Tangnu
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast

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Posted by: Miko.4158

Miko.4158

I don’t disagree with the intention that larger groups can’t continually refresh and win on numbers, but this could have been done with a 1 min cooldown after death as zerg fights are fairly short + move around. I think anet have unintentionally given a ‘strong’ home advantage to people’s corners. This is more issues for the bl’s given the distance involved- people won’t run the length of the map.
Also if I’m in a small group now I will think twice before getting to their keep, you need a cleaner sweep to keep and hold it and you can’t be sure how many are in till you ‘knock on the door’

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Posted by: Yuffi.2430

Yuffi.2430

If I have read your OP correctly you were fighting inside the enemy keep?
If so the problem is not so much the new revive changes but more because the keep WP is not contested for the defending team so they simply “WP to the same keep” and run back into the fight. Apparently this is intended (ANet know about it and haven’t chosen to fix it).

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Posted by: Dawdler.8521

Dawdler.8521

Also if I’m in a small group now I will think twice before getting to their keep, you need a cleaner sweep to keep and hold it and you can’t be sure how many are in till you ‘knock on the door’

How is this different now and what does it have to do with revival? If you go with a small group to a bloody keep you are going to have a bad time. If you take it, you where lucky or didnt face any opposition.

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Posted by: Miko.4158

Miko.4158

sometimes I do the late run, i.e. midnight+
not sure what luck has to do with it,
the difference is if you fight the otherside of the map and the other team can use their bl waypoint, to recycle there is little you can do to counter now as its difficult to keep people there. If you wipe another team you are fine , however the time taken to kill a keep lord means it’s alot more difficult to come out of combat and its heavily in favour of the corner. I think we are now going to tank pull the lord away /out to get round it, but then it needs to be empty or full of noobs.
just for excitement I’ve reflipped our keep with 3.

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Posted by: Sinbold.8723

Sinbold.8723

I had voted against it earlier (not that it counted) but seeing it in use, I agree that it is a good change. You can still rez the dead when the flow of battle passes far enough and you get out of combat, but not on the front lines. It brings in play strategic use of AoE to keep the enemy in combat to prevent them from rezzing anyone.

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Posted by: Sanchez.4017

Sanchez.4017

It’s a great change (even though i often abuse it with mid combat stealth res commander pin in the past). In this oversize borderland, if you die in a fight and your team on losing side, well, good luck in marathon run back lol. The fight probably over by the time you get back. That’s why it became significantly important not to die especially you are in a pug following a guild group because their prority are to res their guild members first, not a pug.

Ghost Scout – You can’t kill what you can’t see.

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Posted by: Noob.5908

Noob.5908

Originally felt it was probably going to be a bad idea and after playing some since last patch I honestly don’t even notice it that much. It really only caters to a small group of players, probably overall it was a bad Idea but /whatever it doesn’t affect me much but new players I worry about.