Idea for turtling

Idea for turtling

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Posted by: Rieselle.5079

Rieselle.5079

Honestly, I don’t have a big problem with turtling – I think it’s ok to have “formations” in the game that have advantages against certain tactics.

From other games we’ve also seen that it’s important to limit the effectiveness of AOEs to some degree, or else large group combat becomes far too unbalanced.

However, I do think that the current turtling is maybe a bit too simple, too abusive and too silly.

So here’s an idea that keeps the mechanics of player formations, but hopefully makes the technique a little more skillful.

  • Note, this change applies only to Damage AOEs, not to defensive ones.

Change: AOE spells now only affect a certain number of “spots”, rather than a certain number of “players”.

- So when I cast my AOE, each damage tick it will pick 5 spots that have a player on it, and cause damage to anyone standing on that spot.

- ie. If multiple players are overlapping each other, then they are all standing in the same “spot” and thus they all get hit. (a spot cannot overlap another spot, so they WONT get 5 times the damage or anything like that.)

- So in situations where players are not turtling, AOEs work exactly like they do now – they can only hit 5 targets.

- However, if all the players are turtling and standing in one spot, then they will all get hit.

- The optimal way to defend against AOEs is to stand in a formation where everyone is as close as possible, but NOT overlapping. I think this is fine and good, it’s a bit like a Phalanx or something. And it requires a little bit of skill and coordination to pull off, especially if you want to move.

- This also means there’s a limit to how many people you can squeeze into a turtle, since there wont be enough room for everyone.

(edited by Rieselle.5079)

Idea for turtling

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Posted by: Bunzy.8674

Bunzy.8674

As far as i’m concerned if you are in the AOE you should be getting hit, regardless of how many people are in the area.

Bunzy – I’m a mother father gentleman
Maguuma
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Posted by: Rieselle.5079

Rieselle.5079

Shrug, from people who have played other games, they’ve reported that unlimited AOEs tend to get patched out because of the balance problems it causes.

Idea for turtling

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Posted by: ehtom.5047

ehtom.5047

I believe that sieges can hit an unlimited number of players.

Idea for turtling

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Posted by: Rieselle.5079

Rieselle.5079

I believe that sieges can hit an unlimited number of players.

Sieges are usually suggested as a counter to turtles, yes.

But it would be nice to make the technique more interesting even in the absence of sieges.

Idea for turtling

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Posted by: Boedavildje.4927

Boedavildje.4927

It’s not that hard to break a turtle. simply use strategies against it instead of trying to nerf it…

Idea for turtling

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Posted by: Sixpax.8360

Sixpax.8360

Any counter you can come up with for a turtle can be equally countered by that turtle. Those of you saying it isn’t hard to beat a turtle haven’t encountered one that’s very coordinated. Used with the proper coordination of spells, a turtle can be unbeatable and it won’t be long before people start figuring it out.

Idea for turtling

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Posted by: Kyus.3812

Kyus.3812

Any counter you can come up with for a turtle can be equally countered by that turtle. Those of you saying it isn’t hard to beat a turtle haven’t encountered one that’s very coordinated. Used with the proper coordination of spells, a turtle can be unbeatable and it won’t be long before people start figuring it out.

The problem with this argument is that the well coordinated, geared turtle probably shouldn’t be beaten by a load of people just spread out in a field.

there is also a ton of misinformation in these threads about siege and what number it hits. siege hits 5 people, but the arrow cart siege for instance is essentially an area dot that hits at different intervals so it will hit either 5 people 3 times or 15 people 1 time each.

Kyús – 80 – Guardian// All Classes Level 80
Hand of Blood [HoB]
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Idea for turtling

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Posted by: Terrahero.9358

Terrahero.9358

Any counter you can come up with for a turtle can be equally countered by that turtle. Those of you saying it isn’t hard to beat a turtle haven’t encountered one that’s very coordinated. Used with the proper coordination of spells, a turtle can be unbeatable and it won’t be long before people start figuring it out.

Ow yah, after 2h of failed siege against a fully reinforced keep we just turtled up at the door and facerubbed. Actually went much better then trying to siege it, nothing could actually touch the turtle.

Turtle-tactic has basicly made this game more faceroll then it ever was. You are fighting invisible enemies (yay culling with so many ppl stacked) while being virtually untouchable. And more effective then actually sieging, we’re back to facerubbing gates down.

Im taking a break from WvW untill this gets sorted, im just not having fun anymore. Two turtles fighting is the most boring thing ever, id rather stand watch at a tower. All you do is spam AoE around you, hoping to hit the invisible enemies. While being overly reliant on Guardians to not only protect your turtle, but also break the enemy turtle.