reason the new map are dead??

reason the new map are dead??

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Posted by: DemiGodKlvus.2648

DemiGodKlvus.2648

a lot of people ive talk to agreed that one of the main reason the new maps are dead is because its harder to zerg there and that a majority of people wont play without a massive zerg.. for those of us who roam or zerg bust fight guild and all im sure you’ve seen people literally port out or log out escape fight not fight which is weird since its wvw.. ive seen guild literally port out just to not fight of course fighting is not the only thing to do in wvw but still it kinda suck most people or at least most people ive encounter on kitten, t3 wont fight you unless there a massive zerg with them.. what do you guys think

Im Most Likely Better Than You
Just Saying <3

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Posted by: rchu.8945

rchu.8945

too big, too much PvE, and lack of a understanding of the needs and wants from Anet to the WvW community.

Sanctum of Rall
Pain Train Choo [Choo]
Mind Smack – Mesmer

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Posted by: Kaiser.9873

Kaiser.9873

Too hard to find fights, too hard to get to fights, too easy to avoid fights(even when players are in close proximity they may be on different levels), and too much PvE content interfering with fights.

Some of this is due to the fact that I, and many others, don’t really know the map extremely well at this point, but if a map is not fun people don’t put the time into learning it very well.

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Posted by: KaporHabakuk.6219

KaporHabakuk.6219

What you guys mean with too much pve,like there is more guards,or what?I personally dont like those barricades next to towers,but rest seems nice.I think ppl avoid it cause its new and they dont know the paths,but its lovely place to fight at.Also the laser is such a zerg-friendly event,dont understand why its working like it is,against the lower populated server.Thou none of this is really a big deal.Overall a nice map.

OTAN guild,WSR server

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Posted by: Jim Hunter.6821

Jim Hunter.6821

It’s worse for roaming than it is for zerging.

The map itself discourages fighting.
It’s hard to find each other.
the lack of wp’s discourage fighting because you don’t want to spend 5 minutes running back to a fight.
Even when you do see an enemy there is almost never a straight path to get to them, you have to run some convoluted maze, likely being hit with ranged damage the whole time.
Pve gimmicks like the stealth sandstorm, no falling damage, etc. discourage fighting because one side is always at a huge disadvantage.

There was no time or effort invested in the upgrades and every structure is isolated so there is no incentive to defend anything. You will receive greater rewards for k-training somewhere else and then just back capping.

Also known as Puck when my account isn’t suspended
LGN

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Posted by: msalakka.4653

msalakka.4653

Harder to zerg? Please, I’m splitting my sides here. The whole map is MADE for karmatraining.

It seems empty because the roamers are gone, as are most of the defenders. Zergs don’t stick around on the map after they flip it. Duh.

Gutter Rat [cry] | Gandara | Roaming nuisance
~ There is no balance team. ~

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Posted by: Kaiser.9873

Kaiser.9873

What you guys mean with too much pve,like there is more guards,or what?I personally dont like those barricades next to towers,but rest seems nice.I think ppl avoid it cause its new and they dont know the paths,but its lovely place to fight at.Also the laser is such a zerg-friendly event,dont understand why its working like it is,against the lower populated server.Thou none of this is really a big deal.Overall a nice map.

Too many PvE elements. The laser event is just the largest, not the most inconvenient. The air jets on the bridges, needing to take shrines left and right, odd “immersion”(my GLers name for the crappola down in the ravines), weird mobs here and there. These are all examples, though not all present, of PvE elements that inhibit the PvP elements of the new maps.

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Posted by: Fellfoot.8156

Fellfoot.8156

Dont forget the visibility is poor and except for the northwest tower area the environment is depressing.

Edit: well, ok, not all of it. A lot of it does look nice, but the necro tower and entire southeast corner are blech…

[AIR] Henge of Denravi aka Pink Abu, [BAMA] RollTide
chopping wood one day, dropped a piece,
all I could say was, “…fell…foot…”

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Posted by: gennyt.3428

gennyt.3428

  • Three copies of the new map is too much for the WvWvW population now and there still isn’t a real reason to play WvWvW so that HoT population boom wasn’t gonna happen. Anet can’t even force PvErs into WvWvW because of how laughably broken it is, they’ll just irritate their cash cows.
  • Designers went crazy with the platforms and twisting walkways so navigating all that and dealing with pathing and line of sight issues on this giant map gets old fast.
  • WvWvW PvDoor problems + auto upgrades = gg (and now guild catas went belly up)
  • Insular objectives (take a northern tower? Who cares, no need to fight over it, just back cap)
  • Massively gated guild upgrades behind a pay wall then a grind wall, rip small man havoc (in a mode with a dwindling playerbase no less lol)
  • Oasis event lags out the map
  • Cheesy and annoying PvE elements (Getting blown off narrow, high walkways! Fun!)
  • Rewards are still terrible and until population imbalances are addressed, they’ll have to stay that way plus they’ve gutted dungeon runs (the thing some WvWvWers could stomach enough to get some quick dough)

To top it all off, the game has only become more zerg friendly, the rally system, hard rez in combat, AoE cap were always in favor of big groups and now the stab changes and the insane amount of CC added since HoT. If blobs are having a tough time on the new map then people need to stop auto running and eating chips.

Whispers with meat.

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Posted by: Diru.4531

Diru.4531

I don’t think anet realizes this but the regular veteran WvW commanders are the ones that kept this game mode alive for so long. When anet gives them a new map that’s harder to defend, harder to find fights and contains a central PVE event that causes the entire map to lag, this is the outcome.

You probably just encountered a disorganized group hoping to ktrain an empty map.

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Posted by: Trajan.4953

Trajan.4953

The new maps are fine for the most part. They just need to remove the vertical elements and kill the pve GIMMICKS THAT NOBODY EVER ASKED FOR OR WANTED.

Other than that, they are fine:)

CCCP….

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Posted by: Dawdler.8521

Dawdler.8521

I don’t think anet realizes this but the regular veteran WvW commanders are the ones that kept this game mode alive for so long. When anet gives them a new map that’s harder to defend, harder to find fights and contains a central PVE event that causes the entire map to lag, this is the outcome.

Then they are quitters.

Most of us dislike the map and I frequently voice my discontent on this forum, but kitten if I dont still play on the borders. Because I still love the game. I just cant surrender to Anet stupidity yet. I want my server to compete with the enemy servers, not fall over like a kitten waiting to be petted just because there is a hill you have to walk around or a lord that require you to press something else than 11111111. But I suppose its alright. People where bound to stop playing sooner or later, HoT only accelerated it. I will eventually give up as well. We can kill it together.

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Posted by: LuciD.6598

LuciD.6598

TBH the new map needs gliders, more pressing issue is the laws of physics and elevated vantage/attack points… A lower target has the advantage on a wall? What? I know all the new stupid defences but really 1 player on a wall has to STILL attack from a point where he/she suffer LOS issues from targeting over a 2foot wall with no protection, yet can be assaulted thru said 2ft LOS issues by a dude 20ft below……… Weren’t anet fixing this? Pro tip don’t defend its all bout pve and pvd now brahs