Showing Posts For ChiefCurrahee.7342:
Thankyou WvW finally has a progression. YAY!
Now, WTF were you thinking when you implemented the values for capturing towers & keeps?
All you have done is create a massive zerg karma/Wexp train.
Emphasis should be placed on holding tower and keeps for best Wexp not the capture.
Capture should only benefit the Ranking scores and give minimal Wexp. When a tower or keep is under attack and you sucessfully defend a location players who took part in the defence should be rewarded greatly for their efforts.
If a keep or tower in lost, and a player tried to defend, they should be rewarded, but not as much as a sucess. Capturing a tower should give 1/2 as much as a defence.
It might even break up the zerg if players were more apt to defend instead of capture if they want exp, but must capture to win the weeks ranking. It promotes more diverse gameplay.
Even is the leash is like 1500 would be reasonable. but right now, it seems ranger pets will continue to chase/attack players when a ranger player is 2000-3000 away.
There needs to be a more reasonable limit on how far a pet can be from it’s master until is breaks off a target.
Why isn’t there a range limit of 1200 on ranger pets? ranger pets chase and attack players well beyond any reasonable limit.
A range sics a pet on a palyer, the ranger can escape and the pet will still attack/chase even when the ranger is well out of attack range.
I’m getting sick and tired of players purposefully dying near enemy siege emplacements and then call in counter siege directions.
Either force map screen on dead bodies or force respawn
With the Feb. WvW update can you please patch in forced map view, or super up close top down view of your body upon death?
Dead body scouts is a cheap tactic to call in siege trajectories, or report back on enemy movements.
Or forced respawn within 2-3 min of death
It’s just getting really annoying that defeated players are able to remain indefinitely and be even more effecitve in many cases than live scouts.