perma tapping keeps? totally not an exploit

perma tapping keeps? totally not an exploit

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Posted by: gebrechen.5643

gebrechen.5643

Forum bug … rekt

Some people die on epidemic, other have skill.
- great warlord Waha of Sea 2981bc

perma tapping keeps? totally not an exploit

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Posted by: splat.8169

splat.8169

this seems like a problem that should have a risk reward behavior to it.

a suggestion:
- make structures only tick when contested

this may require some major tinkering and testing on the score side, but addresses the ‘offhour’ scoring problem. the advantages of having good contesting players remains on the tactical side, but costs you on the scoring side. it also adds a dimension to taking structures quickly or defending strongly. so some things in favor of both defense and karma training.

perma tapping keeps? totally not an exploit

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Posted by: Rink.6108

Rink.6108

Sure it is annoying, but I agree that it doesn’t matter if the tapper dies or not, he has enough time to get from his spawn to the enemy keep again after being killed for tapping.
Additionally we already have emergency waypoints that counter the problem very well.

I think it is actually good that we are able to contest waypoints, it doesn’t cost a lot of time to have to run from spawn and otherwise having t3 keeps is just way too overpowered if there is no way to counter the waypoint.
About the suggestions that make it harder to contest a waypoint: this would mean that the defenders have less time to react, if there is a real attack as well, making defending a lot harder. So for example the attackers could freely take down all siege on outer without being detected before the defenders noticing the attack. If I scout I only notice the attack because of the “contesting” event.

(edited by Rink.6108)

perma tapping keeps? totally not an exploit

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Posted by: Straegen.2938

Straegen.2938

About the suggestions that make it harder to contest a waypoint: this would mean that the defenders have less time to react, if there is a real attack as well, making defending a lot harder. So for example the attackers could freely take down all siege on outer without being detected before the defenders noticing the attack. If I scout I only notice the attack because of the “contesting” event.

Contesting a keep and contesting a waypoint can be two separate things. I believe all guards should report activity near them much like the Veteran Scouts do now.

Sarcasm For Hire [SFH]
“Youre lips are movin and youre complaining about something thats wingeing.”

perma tapping keeps? totally not an exploit

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Posted by: Kamara.4187

Kamara.4187

Oh ma gawd you guys are killing me. One of the things I really enjoy and that breaks up the boredom while babysitting a keep is finding new and inventive ways to kill tappers.

Most of you probably don’t realize this because you can’t be bothered to sit and watch a keep and refresh its siege…..

FYI I’m not joking or trolling. I do an insane amount of defending and refreshing. This is the one thing that breaks up the tedium of it. I would however agree that a single hit to a cannon or one hit to a guard not be able to lock up the way point. The siege should have to take multiple hits and a guard killed before the waypoint locks. Make defending great again!

(edited by Kamara.4187)

perma tapping keeps? totally not an exploit

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Posted by: Lahmia.2193

Lahmia.2193

Oh ma gawd you guys are killing me. One of the things I really enjoy and that breaks up the boredom while babysitting a keep is finding new and inventive ways to kill tappers.

Most of you probably don’t realize this because you can’t be bothered to sit and watch a keep and refresh its siege…..

FYI I’m not joking or trolling. I do an insane amount of defending and refreshing. This is the one thing that breaks up the tedium of it. I would however agree that a single hit to a cannon or one hit to a guard not be able to lock up the way point. The siege should have to take multiple hits and a guard killed before the waypoint locks. Make defending great again!

This I can agree to.

Surrender and serve me in life, or die and slave for me in death.

perma tapping keeps? totally not an exploit

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Posted by: Rink.6108

Rink.6108

I would be open for it to have been multiple hits on siege/structures or killing a guard. But would this change really have any impact on the difficulty to tap in a way that makes it more rare to appear? Probably not.
I am fine with it, but be aware that this change wouldn’t change anything in the game.

perma tapping keeps? totally not an exploit

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Posted by: OriOri.8724

OriOri.8724

Oh ma gawd you guys are killing me. One of the things I really enjoy and that breaks up the boredom while babysitting a keep is finding new and inventive ways to kill tappers.

Most of you probably don’t realize this because you can’t be bothered to sit and watch a keep and refresh its siege…..

FYI I’m not joking or trolling. I do an insane amount of defending and refreshing. This is the one thing that breaks up the tedium of it. I would however agree that a single hit to a cannon or one hit to a guard not be able to lock up the way point. The siege should have to take multiple hits and a guard killed before the waypoint locks. Make defending great again!

Killing a guard instead of just aggroing them should definitely be the bare minimum, but I still think its too easy to have to kill an outer guard to take the WP out of commission. I really do think that to knock out the WP you should have to invest in an offensive, and use siege or waste enough time to PvD the gate ded.

perma tapping keeps? totally not an exploit

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Posted by: gebrechen.5643

gebrechen.5643

The guys tapping the keeps mostly run builds with healing gear and adventurer runes. They’ll never kill a guard.

This game needs a big rework on so many levels. Especially thieves.

Some people die on epidemic, other have skill.
- great warlord Waha of Sea 2981bc

perma tapping keeps? totally not an exploit

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Posted by: Kamara.4187

Kamara.4187

I would be open for it to have been multiple hits on siege/structures or killing a guard. But would this change really have any impact on the difficulty to tap in a way that makes it more rare to appear? Probably not.
I am fine with it, but be aware that this change wouldn’t change anything in the game.

I get what you are saying. I like that a wp can be shut down though, because its a solid strategy, and diversifies game play for those not working in bigger groups… However… how much damage can an arrow really do to a heavy iron cannon?

What I’d like to see rather than just shutting down a wp right off the bat is a some kind of warning, like a horn or an alarm from the guards. I’d like a fighting chance to keep that wp open. and lets face it, it takes a little time to circle a keep looking for a tapper.

I’d also like to see more reward for those that do defend and refresh siege. I mean many of us use egg timers or run an alarm on our desk tops to keep up with it. Its not very exciting most of the time, its expensive, and has the least reward with the most responsibility. That’s my two cents on it.

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Posted by: xikira.3264

xikira.3264

I propose they add a color system to the swords. If it is just a tap it stays white. When the walls or gate reaches 20% damage the swords turn orange when it reaches 50% it turns red. Also have it so that the waypoint dosnt get contested until the swords reach the red color.

“My potions are too strong for you, traveler.”
Potion Sella

perma tapping keeps? totally not an exploit

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Posted by: sephiroth.4217

sephiroth.4217

I tap keeps all the time…
Here are some reasons why….

1. A zerg chased me as a solo roamer and jumped on me. (ghost thief tap them, kill them as they chase, jump on them back)

2. I want bags and want to follow the zerg tail but can’t be bothered changing map, tap keep for 10 minutes to summon a zerg.

3. Big SM fight going on, I want some bags but don’t want to get caught in the lag, tap keep, hover between spawn and keep picking off the stragglers trying to run back.

4. I’m bored and want to see if I can get more than 15 people continually wasting their time chasing and checking keep, bonus points if they arm siege.

5. I’m with a gank group and we want to see how many we can hold up in their spawn.

6. Sometimes I could be a Quaggan breaking into a keep in search for more Quaggans…. (pic1)

7. I’m trying to bait a Grub inside your base…(pic2)

Attachments:

I mostly play for the new Free-For-All arena in PvP lobby.
….. And Elementalist.

(edited by sephiroth.4217)