unbalanced matchups, bloodlust

unbalanced matchups, bloodlust

in WvW

Posted by: deracs.1762

deracs.1762

It is going to make things far far tougher during unbalanced matchups. Lets look at matchup 2 weeks ago. DB, Kain, and YB. These type of matchups happen fairly often. Now on top of a server like DB completely owning all 4 maps, PPT, etc. the bloodlust buff will make every other aspect of WvW almost impossible for the weak servers

One on One, small roaming groups, etc will no longer be viable as they will be at a significant disadvantage fighting equal numbers due to strong server controlling almost all bloodlust zones. Any keep action will be that much harder.

I can see how these bloodlust zones will be a nice addition in T1, maybe T2, but for most other matchups the power creep is going to be brutal. I don’t really have an answer (possibly the outmanned buff could help somehow), but based on past matchups I see a lot of unhappy weeks for several servers

unbalanced matchups, bloodlust

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Posted by: ILLSPAWN.5340

ILLSPAWN.5340

It almost seems they are promoting zerging instead of trying to make the game about skill and balance.

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unbalanced matchups, bloodlust

in WvW

Posted by: King Amadaeus.8619

King Amadaeus.8619

Speaking of unbalanced matches here is a screen someone posted of our current one:

http://puu.sh/4txez.jpg

That is:

14. Kain
19. SF
21. GoM

And this is a “normal” match in the current system….Once the leagues start this will be much worse, and I am afraid much more common.

Mag Server Leader

unbalanced matchups, bloodlust

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Posted by: Varonth.5830

Varonth.5830

It almost seems they are promoting zerging instead of trying to make the game about skill and balance.

The way rewards work in GW2 will always promote zerging.
Bloodlust will probably just make it a bit worse.

What should be done is finally implementing a sharing mechanic for WvW only.
Yeah, everyone getting loot/xp/karma/money from kills and events in PvE is awesome.

But that is mostly because of these things:

  • Fighting with bigger numbers scales the events to make them more difficult
  • A mob does not care if he gets zerged down

In WvW there is a difference.
Instead of fights/events getting more difficult if you bring more people, it becomes even easier.

A 50 player zerg steamrolling a group of 3.
40 out of these 50 players get WXP, loot etc.
The 3 will just leave, as they cannot fight that zerg.

Zerg will have it even easier now.
Same goes for tower attacks etc.
With enough people bashing on a door, it goes down so much faster.
And basically everyone in a zerg will get the same reward, as a 5 player group who has to actually work in order to open a door by doing stuff like running supply, or defend the person on the ram against the respawning NPCs.

The shared mechanic has to go.
Events in WvW have a reward pool based on a wanted size of players. The current gold reward will be given if that size matched, if there are more players, the rewards go down accordingly because they are shared.
If you take an objective with less than that size, the rewards will go up.

Loot/XP/WXP from players is restricted to a maximum 5 five, which is the size of a party.
If 50 players steamroll 3 than a maximum of 15 players will get rewards, and all of them just 1 time.
Perhaps it will just be 5 of them, that will get 3 rewards.
Rewards are based on damage, support of damage dealers and CC.

Discouraging zerging is the way to go, not promoting non zerging behavior, as everything made for small groups can be easily steamrolled by a zerg.