(edited by Hitman.5829)
[suggenstion] rework resurection in WvW
What would this accomplish aside from an even greater incentive to blob up?
What would this accomplish aside from an even greater incentive to blob up?
Even fights!
What would this accomplish aside from an even greater incentive to blob up?
Even fights!
yah no.
What would this accomplish aside from an even greater incentive to blob up?
Even fights!
Seriously? Only allowing the larger group, which already has an advantage, to rez their downed players will make the fights more even? Yea no, that’s not how it works. Maybe if it was the other way around, where only the smaller group could rez players it might be more even.
What would this accomplish aside from an even greater incentive to blob up?
Even fights!
Seriously? Only allowing the larger group, which already has an advantage, to rez their downed players will make the fights more even? Yea no, that’s not how it works. Maybe if it was the other way around, where only the smaller group could rez players it might be more even.
Isn’t that what he said? If the larger zerg has more than 20 and twice as many people as the smaller group the larger zerg won’t be able to rez.
This would let small groups focus targets and whittle away at the zerg, which would in turn help even out the fight.
LGN
No, he said to disable resurrection if the enemy had more players than you did.
Implement a code that disables resurrection when the enemy has more players in a map or area.
Maybe he meant the opposite, but what he wrote would be an awful idea
No, he said to disable resurrection if the enemy had more players than you did.
Implement a code that disables resurrection when the enemy has more players in a map or area.
Maybe he meant the opposite, but what he wrote would be an awful idea
Pretty sure English isn’t his first language. Judging by his code I’m pretty sure he meant the opposite.
LGN
No, he said to disable resurrection if the enemy had more players than you did.
Implement a code that disables resurrection when the enemy has more players in a map or area.
Maybe he meant the opposite, but what he wrote would be an awful idea
I meant to say: “disable or slow down resurrection for the enemy serg that has more players than you.” I think that if your serg is smaller and manages to down 4 players, they should not be able to resurrect their downs.
WvW needs a huge balance; perhaps an example like this will work:
if you get down 1 or 2 times and if you get resurrected, then on your third down within 3 min you get a buff that prevents people from resurrecting you.
I think there should be a debuff for zergs OVER 20 people. If 2 – 20 man zergs, on the same side come together to make a bigger zerg, double the debuff. The more players in a zerg the bigger the debuff on the zerg and maybe even the whole side.
This idea would be very easy to exploit. Think about it for a bit and I think you can see how.
This idea would be very easy to exploit. Think about it for a bit and I think you can see how.
There is no exploit with this, think about it for a bit and you can see how.
I think Anet/Ncsoft needs to get off its collective kitten and fix wvw period…God knows there are no Ralph Koster’s among them but this is way past due.
This idea would be very easy to exploit. Think about it for a bit and I think you can see how.
There is no exploit with this, think about it for a bit and you can see how.
So my guild squad splits in twine and pinch / flanks enemy zerg. Done deal. I gain more strategies in ts and get two of my commanders tagging at same time when we ppk harassing. You get to still be a bag.
Side note – serg? Zerg! Semantics.
Side note par deux ~ I use all the best punctuation!
Our downstate is already good now. So, no to this suggestion.
Always Loyal
Or just remove downstate completly because its stupid. Its down it lost. At most give some rez abilities like other games but with a long cast time and rooted while casting. With big cds just like warrior banner etc.
downstate is the mark of this game though.
Always Loyal
THey fixed it in a very efficient way by reducing the rally number to 1 per killed enemy.
The only time resses are a problem is when your allies are too bad to keep sustained dps on those enemies who actually go down. In other words it’s a standarsd l2p issue
Its down its dead. And thats how it should be period.
Its down its dead. And thats how it should be period.
I also agree with this idea, if anet does not implement a balance, at least make it down = dead. Except for PvE.
This idea would be very easy to exploit. Think about it for a bit and I think you can see how.
There is no exploit with this, think about it for a bit and you can see how.
So my guild squad splits in twine and pinch / flanks enemy zerg. Done deal. I gain more strategies in ts and get two of my commanders tagging at same time when we ppk harassing. You get to still be a bag.
Side note – serg? Zerg! Semantics.
Side note par deux ~ I use all the best punctuation!
How is this an exploit? A huge blob is more effective, if you split you basically split the force by 1/2. If you split to 3 then 1/3 if you split to 5 then 1/5 etc… if you split to 50 (meaning everyone doing their own thing, then the force is 1/50) Your argument makes no sense.
Besides, the code measures the number of players within X range, the developers can make the range 5000 to count all the players within that range.
I don’t think we will ever see downed state removed completely. Rampant ganking would lead to further bunkering of the wvw population.
Nor do I think we will see some super coding for a certain area’s fluctuating population in maps.
The one thing I could see, downed state and reviving tied to the out-numbered buff or something similar that covers an entire map’s population instead of little sections in it. And that has its own problems with things like small scale roamers always being outnumbered on an enemy bl regardless if the defenders field more numbers or less to counter.
So yes a localized population measure that affects downed state and res would be best, but its never going to be tied to players directly, more like a tile-system of the wvw maps. Which in itself again has problems once players figure out where tile boundries are.
tl;dr
there are likely easier avenues towards making bigger numbers not so forgiving.
cool idea could work.
Resurrection just makes larger zergs more powerful. If a player dies, they should have to port. That way a small group could engage a larger group and whittle them down. As it is now the largest zerg simply has to outlast a smaller one then it can completely reconstitute and continue on.
As for the downed state, the HP should be doubled and only one down state per 2 minutes. If a players goes down twice in 2 minutes, they have to port. This gives more time for a group to rally their friends but doesn’t allow a player to be continually brought back up.
“Youre lips are movin and youre complaining about something thats wingeing.”