Traps: more zerging

Traps: more zerging

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Posted by: loseros.5912

loseros.5912

So, if a trap affects 20 ppl 5 supplies each, the mindless zerg will get more ppl just for the fact that the impact on eating a trap, will be less harmful.

Now, the little ninja squads will be in a need of sending a scout to activate those traps, so guess what? Ninja squad needs now 1 more guy to take a tower or whatever.

And those traps beeing set in stealth… just a kittening joke how 2-3 ppl/thieves can ruin an entire siege.

This is becoming more siege wars and less guild wars IMO.

Delays sieges, since most ppl will deploy 2-3 traps in the same spot, so keep rushes are now kinda stupid. Each time you open a gate, you now must take some distance so the scout eats traps for the benefit of the group.

For the mindless zerg, as I said before, that’s not a big deal at all, unless you place more than 1 trap so you take them all the supplies… And this taking into account you use rams, since catas trebs or golems aren’t really affected by this. Specially golems.

I think that Anet are bringing good ideas into the game but they don’t know very well their own game so they don’t understand the impact of the changes they make to it…

We’re in a huge need of Map rework, because in the borderlands 50% of the map is water and an island… where it could be more terrain for fighting, a strategical point or whatever.

Anyways, hope you enjoy sending your suicidal scout to activate traps before you enter a keeps door/wall since i guess ppl will setup traps there and someone will need to activate them.

Asterilla
Ranger charr 80, Guardian asura 80

(edited by loseros.5912)

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Posted by: Amelia Knox.9362

Amelia Knox.9362

+1
I think that traps are not helping wvw we need more fighting and less siege, and traps can be counter with a scout that runs at all times in front of a group.
I hope peole just don’t use it so Anet can see that it was a bad idea

[Dawn] Gandara
Guild Leader

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Posted by: Thrumdi.9216

Thrumdi.9216

Yep, agree 100%.

Like the AC buff, supply traps are a discouragement to small group play. It will depend though how common they become.

Thrumdi, Captain of The Tarnished Coastguard

The ultimate GW2 troll.

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Posted by: FractalChaos.6539

FractalChaos.6539

People need to stop doing complicated mathematical somersaults to back up the “encourages zerging” mantra, as if ArenaNet can govern human nature. Players group up in big zergs because, to them, it’s the fastest and safest way to take objectives, be it supply camps, towers, whatever.

No amount of designing by ArenaNet is going to change that.

People’s ignorance really pisses me off.
Stupidity is when you can’t help it;
Ignorance is when you choose not to understand.

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Posted by: Jski.6180

Jski.6180

So wvw is about large scale battles so why would there not be large scale battles? A mindless zerg as you call them are less likely to avowed traps where a smaller group are less likely to run into them. You maybe for once need to think about where your running and where are you running though because a small group can be just as mindless as a large group. Its funny ppl think smaller groups are smarter when realty its just less ppl and nothing more.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

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Posted by: dandamanno.4136

dandamanno.4136

It’s too bad they limited the effect to only 20 people, because I think you are right that it encourages even larger groups, not smaller.

If it affected EVERY player within 1200 range then that might help break up huge 40, 50, 60+ man zergs (which are pretty common in T1), so the affect of 1 trap has an overall lesser effect.

In the end though, I see only one thing happening. Scout goes ahead about 2000 in front of everyone all the way to the objective, then all around the area where the siege will be set up.

Oh and setting traps in stealth will probably get nerfed too. Although it is nice to see thieves have a real purpose in w3, other than killing dolyaks and buggin’ people.

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Posted by: Iruwen.3164

Iruwen.3164

If they actually wanted to prevent zerging, they would simply have to make it so it requires at least 25 players in 1200 range to trigger the trap, affecting up to 50 players in a range of 1200.

Iruwen Evillan, Human Mesmer on Drakkar Lake

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Posted by: loseros.5912

loseros.5912

Yeah, making just 1 randoms guy activates it doesn’t remove the fwct that is equal the trap for large or small gruops. So, if traps make their intended purpose, any gruop/zerg below 20 ppl will reduce their supplies at the same rate or more as anything above 20 ppl: up to maximun of 100 (usually 50%). While those 40+ blobs need 1 trap for each groups of 20 to have the same impact. I’m talking taking into account everybody has supplies.

So 40 man zerg will only get reduced their supplies with just 1 trap 25% of their supplies. Again, encouraging the zerging indirectly.

Asterilla
Ranger charr 80, Guardian asura 80

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Posted by: Jacklo.4230

Jacklo.4230

People need to stop doing complicated mathematical somersaults to back up the “encourages zerging” mantra, as if ArenaNet can govern human nature. Players group up in big zergs because, to them, it’s the fastest and safest way to take objectives, be it supply camps, towers, whatever.

No amount of designing by ArenaNet is going to change that.

One tiny “amount of designing” could have changed that.
Make it so supply traps only work when more than 5 -10 – x number of players are within the area at the same time.

That would have really done something towards breaking up the zergs, preventing a scout on point from triggering the trap first, whilst at the same time making smaller group play more viable.

(edited by Jacklo.4230)

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Posted by: Campalishous.9076

Campalishous.9076

Just my opinion but the supply traps should scale based on the number of people in the radius to determine how much it takes from each person.

1 Person = 1 Supply
5 People = 2 Supply
10 People = 3 Supply
20 People = 5 Supply
35 People = 10 Supply
50 People = 15 Supply

The net effect may only be that the zergs just spread out a little more instead of just being a ball but even that would be a small improvement IMO.

[DIS] Campa Lishous

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Posted by: Terrahero.9358

Terrahero.9358

Just my opinion but the supply traps should scale based on the number of people in the radius to determine how much it takes from each person.

1 Person = 1 Supply
5 People = 2 Supply
10 People = 3 Supply
20 People = 5 Supply
35 People = 10 Supply
50 People = 15 Supply

The net effect may only be that the zergs just spread out a little more instead of just being a ball but even that would be a small improvement IMO.

Great, you’ve effectively KILLED WvW with that change. Want a cookie now? Don’t know what you did? Well its simple.

Thieves can easily Stealth in and put Traps inside a zerg, making it actually quite easy to get these Supply Traps to hit. Big zergs will now just lose all their supply, they cannot attack anything because theyll never have supply.

BUT WAIT. Small groups also cannot attack anything because a dozen defenders on Arrowcarts are more then enough to keep a 50man zerg away, imagine how little chance the smaller groups have.

Aftermath: EVERYONE sits in a tower or keep, on an arrowcart, waiting for some lone enemy to wander by and jump him.

Defense in WvW is far to strong. Which means you need overwhelming force to overcome even mild opposition, especially if you want to do it before they get reinforcements. Which is why zergs are so important to take anything that has a bunch of defenders around.

Why do people keep suggesting even more buffs to the defense meta as a means to fix Zergs? If Zergs cant take anything anymore, then who can!?

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Posted by: loseros.5912

loseros.5912

Chuck norris can?

Asterilla
Ranger charr 80, Guardian asura 80

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Posted by: Rusha.4725

Rusha.4725

Get ready to stealthed thieves runing into zergs and building those traps while remaining stealthed. I’m a thief and sure I’m going to do that alot. So they’re gonna learn building stealth traps while stacking in a place and it’ll ruin my life forever as a thief.

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Posted by: Campalishous.9076

Campalishous.9076

Why do people keep suggesting even more buffs to the defense meta as a means to fix Zergs? If Zergs cant take anything anymore, then who can!?

Laying siege to a keep/tower should be hard, that’s the point. Defense should always have a distinct advantage over the attacking force and it us up to the attackers to come up with a strategy to overcome that.

Right now unfortunately your choices are limited since ACs are still overpowered and too effectively against small groups. Here again I would prefer they work on a similar scaling factor (cause a nuisance to smaller groups but are deadly to larger ones).

However I’m also okay with the idea that taking a keep/tower should be a slow process. That you need to use catas/trebs to take down walls & clear siege before running in. That starving the supply chain is of high importance.

With that said one change I definitely would make to the supply trap is it shouldn’t be usable inside a supply camp. Take a supply camp only to have a thief come in and undo that is completely ridiculous.

[DIS] Campa Lishous

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Posted by: Felix.2613

Felix.2613

So, if a trap affects 20 ppl 5 supplies each, the mindless zerg will get more ppl just for the fact that the impact on eating a trap, will be less harmful.

Now, the little ninja squads will be in a need of sending a scout to activate those traps, so guess what? Ninja squad needs now 1 more guy to take a tower or whatever.

And those traps beeing set in stealth… just a kittening joke how 2-3 ppl/thieves can ruin an entire siege.

This is becoming more siege wars and less guild wars IMO.

Delays sieges, since most ppl will deploy 2-3 traps in the same spot, so keep rushes are now kinda stupid. Each time you open a gate, you now must take some distance so the scout eats traps for the benefit of the group.

For the mindless zerg, as I said before, that’s not a big deal at all, unless you place more than 1 trap so you take them all the supplies… And this taking into account you use rams, since catas trebs or golems aren’t really affected by this. Specially golems.

I think that Anet are bringing good ideas into the game but they don’t know very well their own game so they don’t understand the impact of the changes they make to it…

We’re in a huge need of Map rework, because in the borderlands 50% of the map is water and an island… where it could be more terrain for fighting, a strategical point or whatever.

Anyways, hope you enjoy sending your suicidal scout to activate traps before you enter a keeps door/wall since i guess ppl will setup traps there and someone will need to activate them.

I think this is the best rant for and against (with rage) I read in a while. So the ninja squads now need to go stand in lions Arch shouting if there’s a trap guy who wants to join them?

And the mindless zerg will grow stronger while the traps are going to ruin them.

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Posted by: Iruwen.3164

Iruwen.3164

Get ready to stealthed thieves runing into zergs and building those traps while remaining stealthed. I’m a thief and sure I’m going to do that alot. So they’re gonna learn building stealth traps while stacking in a place and it’ll ruin my life forever as a thief.

- build an anti stealth trap first
- nerf stealth, you shouldn’t be able to do anything while stealthed

Problem solved.

Iruwen Evillan, Human Mesmer on Drakkar Lake

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Posted by: Fuzzion.2504

Fuzzion.2504

Can traps be destroyed?

Fuzzionx [SF]
Guest member of [LOVE]
JQ official Prime Minister