(edited by Foehammer.7063)
Showing Posts For Foehammer.7063:
OP made me laugh.
Same problem. Not ArenaNet’s finest moment.
This will be my only post on this subject.
Currently, WvW needs some special rules changes to make things actually defeat this Zerg > All mentality.
(This is based on my long experience from PVP in games like DAoC’s RvR, etc.)
1) You can have stacking but any diminishing returns (if they even exist) need to be large enough that stacking is not overwhelming an individual player based on the weight of the Zerg alone.
2) Immunity timers. CC stacking/chaining is currently beyond the pale. Most people recognize this. Repeated blinds and immoblizations are really out of control.
3) Autotargetting should be disabled in all PVP, but especially in WvW.
You do these 3 things, you will see a huge change in overall gameplay, balance and, I think it’s safe to say, fun, for the better.
Beyond this, there are class imbalances that are still pretty glaring and need to be addressed by the devs. Ranger’s range bonus + pet (they are simply too strong, long range perpetual dots that constantly interfere with targeting) is just one example that comes to mind immediately.
AOEs are overpowered, spells and otherwise. Siege engines range and rate of fire, all too fast/long.
Defense mechanics need another look. Battlements Line-of-sight issues only aid the raiding zerg. Siege engines can cancel one another out, but bad defense mechanics critically hurt smaller groups trying to defend a held position. This is especially true when large toons have to jump onto the edges/tops of walls just to take a shot, fully exposing themselves to easy attack. What’s the point of defenses if they force you to be suicidal in order to defend?
Now, flame away or support.
Game on.
(edited by Foehammer.7063)
OP made me laugh.
Same problem. Not ArenaNet’s finest moment.
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