Showing Posts For Brehon.4085:

WvW is Losing it's "Fun"...

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Posted by: Brehon.4085

Brehon.4085

Anet would have to do a total redesign of the maps to fix this, and I don’t see that happening.
You can not travel 5 caster range lengths without running into some sort of castle/keep/or objective. Maps are to cluttered and this hurts roaming…so zerg v zerg is the way to go.
Secondly, you want karma/exp/coin/drops? Zerg and farm objectives and towers all night—-this is where people get rewarded.

DAoC RvR felt epic, GW2 WvW feels arcade

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Posted by: Brehon.4085

Brehon.4085

DAoC RvR:
Long term character progression from realm ranks.
Better map design-made roaming viable
No queue system
No culling/ invisible army

I’m curious, and sorta doubtful at this point that the culling issue can even be fixed. It is game breaking to me.
But game was designed for pve first and foremost, and it shows. At least game is f2play, and I’ll likely stay with it till ESO comes out next year.

Lotta truth to the nostalgia comment, but other than having an open field map with siege and 3 sides fighting…WvW is severally lacking compared to DAoC’s RvR system.
Another example: Orbs were suppose to be a relic type mechanic, correct? Now we don’t even have the orbs.

Future of WWW

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Posted by: Brehon.4085

Brehon.4085

I play for the WvW as well, but I am rapidly losing the faith and patience.
I get the impression that gw2 is a pve-driven game, with sPvP tied or 2nd, and WvW is a distant 3rd, slap on content to appease ‘niche’ players.

1 set of gear to chose via badges…useless to my necro.
Invisible army/culling issue causes half of my deaths, easily.
WvW is riddled with to much pve content.

I feels like ‘they’ knew DAoC was the standard bearer game for open field RvR, but it is as if the devs didn’t actually play the game itself, and have missed out on why DAoC RvR really shined.