Remove ability to rez defeated players in combat.
Here’s another one to add to “bad play” being called.
If I can’t burst someone down before their CD is up for their heal, guess what, I can’t ever kill them. Since every player has a heal, that timeline is something like 20 seconds. I’ve been thinking about this, basically, if you can’t burst down 20k health or so in 20 seconds, you can’t kill anyone without any other sort of intercession or trickery with profession specific utility skills.
I battle this on myself when I think about my toughness build with healing and condition removal. So what that I can survive a fight, if I can’t kill anyone, no one considers me the winner, not the game and certainly not the other player. Of course, from my angle, I feel like the queen in blue jeans being able to fend off 3 or more but eventually, someone will time something that I can’t remove in time and I’m falling down.
Good players are sometimes just “who can burst down the quickest” or who can catch another off-guard. As long as someone is defending against dmg they aren’t doing damage. It’s the same reason we see some of the less aggressive groups lose property while trying to protect what they own instead of pushing. Without pushing their enemy, the enemy has nothing to do but push them, they then stay in a constant state of defense.
Since good players seem to be those that kill first, I don’t know that I agree with that because like you stated, they could have all utility skills on CD when attacked while the other player has them all off CD.
(edited by psirca.9452)
Here’s another one to add to “bad play” being called.
If I can’t burst someone down before their CD is up for their heal, guess what, I can’t ever kill them. Since every player has a heal, that timeline is something like 20 seconds. I’ve been thinking about this, basically, if you can’t burst down 20k health or so in 20 seconds, you can’t kill anyone without any other sort of intercession, trickery with profession specific utility skills.
This is only the case if every heal functions as a complete heal. Unless you’re running a very low HP profession geared away from vitality and towards healing power, this is not going to be the case.
I think the ability to rez is fine. Especially given this is WvW, rather than PvP. It balances against the temptation to have more waypoints and is a better mechanic.
Also,Think about it. If you want WvW to die out quickly just make it less “forgiving” and more punishing. Remove rez and make players have to run across the map. It might feel good to “punish” those players who are not as good as you are, but you need those “casual” and “not as skilled” players. Otherwise forget about any attention to battlegrounds in future releases.
It is the very “casual friendly” nature that is killing WvW. Pvp is not casual friendly. No matter how much the developers attempt to dress it up. It’s not. It never will be. Some players can only fight against scripted encounters and this is why pve exists.
There is nothing casual about WvW other than, anyone can join it. The repair costs are not casual. The siege costs are not casual. The gear you get from it is not casual. The upgrade costs, not casual.
WvW IS casual PvP , if you want hardcore pvp you are in the wrong place. In spvp people almost always just go back to the waypoint.
Everything is fine as it is.
“Np, it part of the Job :) " – Proud Guardian.
I just came back from another 1 hour Siege that just kept going and going because neither side was able to significantly weaken the other side.
Rezzing mechanics just make Sieges so entirely pointless it’s mind-boggling. People die constantly but they never stay dead. They are constantly being rezzed by their mates and stuff just goes on and on an on.
Sometimes I wonder why I even bother trying to kill people in the first place. For Badges I guess…because it certainly doesn’t make any difference for the outcome of a Siege.
ANet, you must seriously review the resurrection mechanics for WvW. They make the game so incredibly pointless.
I for one will never touch GW1 sPVP or tPVP for as long as Downed State is as big a factor as it is. It’s not fun to play, not good to watch, takes focus away from the core combat, rewards numbers over skill, is unbalanced and rife with exploits/bugs.
It’s a failed experiment, and the longer Anet clings to it, the worse the prospects for GW2 as a serious PVP game look.
While PVE and sPVP have been thoroughly disappointing, WVW is very good and will probably keep me playing for a while (until Darkfall 2 comes out?).
show how much you know about the game then , most people just waypoint in Spvp, there goes that theory.
The only thing the down state needs is rework on some classes skills which are completely garbage compare to others (Engi for example) other than that everything is fine.
Stop crying over spilled milk, good players adjust , bad ones cry in forums.
“Np, it part of the Job :) " – Proud Guardian.
I just came back from another 1 hour Siege that just kept going and going because neither side was able to significantly weaken the other side.
Rezzing mechanics just make Sieges so entirely pointless it’s mind-boggling. People die constantly but they never stay dead. They are constantly being rezzed by their mates and stuff just goes on and on an on.
Sometimes I wonder why I even bother trying to kill people in the first place. For Badges I guess…because it certainly doesn’t make any difference for the outcome of a Siege.
ANet, you must seriously review the resurrection mechanics for WvW. They make the game so incredibly pointless.
Working as intended.
“Np, it part of the Job :) " – Proud Guardian.
I just came back from another 1 hour Siege that just kept going and going because neither side was able to significantly weaken the other side.
Rezzing mechanics just make Sieges so entirely pointless it’s mind-boggling. People die constantly but they never stay dead. They are constantly being rezzed by their mates and stuff just goes on and on an on.
Sometimes I wonder why I even bother trying to kill people in the first place. For Badges I guess…because it certainly doesn’t make any difference for the outcome of a Siege.
ANet, you must seriously review the resurrection mechanics for WvW. They make the game so incredibly pointless.
Attrition in this case comes via supply, not manpower. If neither side is able to force the other off the field via kills, focus should then be shifting to expending enemy supply by destroying siege/structures.
I just came back from another 1 hour Siege that just kept going and going because neither side was able to significantly weaken the other side.
Rezzing mechanics just make Sieges so entirely pointless it’s mind-boggling. People die constantly but they never stay dead. They are constantly being rezzed by their mates and stuff just goes on and on an on.
Sometimes I wonder why I even bother trying to kill people in the first place. For Badges I guess…because it certainly doesn’t make any difference for the outcome of a Siege.
ANet, you must seriously review the resurrection mechanics for WvW. They make the game so incredibly pointless.
Working as intended.
Says who?
I honestly doubt ANet inteded the resurrection mechanics to have this effect on WvW.
WvW IS casual PvP , if you want hardcore pvp you are in the wrong place. In spvp people almost always just go back to the waypoint.
In your opinion…
In my opinion, WVW in general is more hardcore than sPVP. sPVP is gimmicky casual PVP for people who like BGs and PVE-like mechanics.
Roaming GvG/small group XvX in WVW is fairly hardcore by itself, and at least in tier1 WVW, the sheer amount of gold spent by each side easily also qualifies it as “hardcore PVP”.
In any case, Downed State is an obvious problem in WVW, and it needs a solution.
So just had a moment where me on an arrow cart and another guy on a cannon were firing at this downed person. I was definately using bleed shots, I’d like to imagine he was also firing bleeding shots. This person was about 1/4th of the way down. 2 of his teammates show up and start reviving him, even though they’re getting hit by cannons and arrows. Those two people brought a guy from 1/4th to full, while being underfire. Working as intended indeed.
I like having down states and resurrections. It’s what makes GW2 different from other MMO’s.
People have to be smart about resurrecting and killing downed players.
i think we should need the downed and defeated states but remove the ability to act when you are downed.
Except they should remove all the abilities from the downed state except for bandage.
Being downed shouldn’t mean you just warp away to safety for 3 seconds then come back in full force.
You should be in actual danger and not just a click away from moving 30 feet into your back line.
lv80 Necromancer, all professional skills unlocked, working on the final norn elite skills.
Remove ability to rez defeated players in combat.
in Suggestions
Posted by: UnrepentantProcrastinator.7420
People have to be smart about resurrecting and killing downed players.
They do?
Anyway,
1. Give all downed players the same abilities.
2. Limit the number of revivers to one per downed player.
If you’re defeated legitimately, maybe a run-back to action is acceptable.
BUT,
If you got one-shotted, or caught up in some other punishing death trap, the run-back would just suck too hard I’m afraid.
And right now, there’s waaaay too many damage spikes that one-shot you.