Showing Posts For Hecksa.7140:
I’m completely with you OP! It’s not even camping, it’s camping with siege in there. It’s pretty juvenile behavior to sit there and attack a target 5 v 1 with siege.
We need the Dev’s to make the entrances invulnerability zones. Or, simply make each world’s population invisible to each other within the Jumping Puzzles.
Again, there’s plenty of Jumping puzzles out there with no PvP which people of that mindset can enjoy. You’re complaining because there’s two (or four, depending on how you see it) puzzles that can be fought over?
There are plenty of people out there that enjoy pvp on jumping puzzles, and the WvW JPs are there for them. If you don’t like them, there are tonnes of pve puzzles out there to have fun with. If you absolutely have to do them for the badges, be thankful that you have a puzzle that even gives you a possiblity of avoiding wvw. Those badges are obtained in WvW, you’re expected to have to fight a bit to get them. It’s a PvP currency, it would be completely stupid to make it available without requiring at least some form of exposure to enemy players.
You can already do the whole thing invisible, making it easier to run up unmolested than it should be anyway.
(edited by Hecksa.7140)
Actually, I’m sick of fighting people in JP.
If you want to fight, there is a battlefield for it. Go there and fight there.
I have limited time to this game, and I want to make this puzzle daily. I don’t have that much time to make this puzzle again and again each time I got killed because of getting thrown down the cliff.
And what’s with sieges in JP? Really?
I just wanna do JP, get my badges and get the hell out of there, that’s all. I personally never attack to my enemies in JP unless they attack to me.
We should not be able to fight in JP imo. Doing it already wants skills, and doing it while fighting is pain in the kitten…
There’s plenty of pve jumping puzzles. If you want to do Jumping puzzles, go there.
If you’re only doing the thing for badges (for a legendary, for example), and not for the fun of the puzzle, well – badges are supposed to be gained from pvp. Giving them out for completion of a pve jumping puzzle would be stupid. Be glad that you can actually gain badges without an absolute requirement to kill people at all.
People that want fun PvE puzzles have plenty of choice. People that enjoy PvP on jumping puzzles (which can be pretty fun actually, the combination of fighting whilst trying to stay on is a good challenge) have only two distinct puzzles to do so on. You’re suggesting to remove those two? Really?
@Same:
7 vs ~24 (24 dead by my count, a few more survived, and the fight lasted way longer than this – the group pulled back and pushed a second time, but I spent a lot of the time defeated, so I didn’t include it in the video since watching someone manage inventory is pretty boring)
http://www.youtube.com/watch?feature=player_detailpage&v=85_JFTvHIMI#t=380s
5 vs ~ 15
http://www.youtube.com/watch?feature=player_detailpage&v=uWCXRTvwP18#t=417s
By all means, post how this doesn’t count because we used a choke in both clips and they were lowbies in the first. Of course you can’t win against 3x your numbers in an open field, that’s what tactics and organisation are for.
yes is true, I played against the guild in warhammer, they are not good players and probably you can kick thir kitten very easy 1v1 . But they can push the one button in the same moment and it;s enough in the game )
Man, that does sound really easy now you mention it. Guess they are just noskill, button mashing failures.
Weird how no one else seems to be able to use such an easy tactic and beat them, though, isn’t it? Almost as if there’s something more to it than spamming one…nah, that’s crazy. Everyone else must just get unlucky. Repeatedly.
Feel free to massage your ego by pretending you’re better than those RG scrubs all you like. They don’t mind – they’ll keep having fun killing thousands of people not unlike you. Meanwhile, you can comfort yourself knowing that the armour repairman’s children will not go hungry today, all thanks to your generous patronage.
This is way, way worse. It makes it impossible to make reliable decisions in the game – you can think you’re making a safe charge into half your numbers, then get totally caught out when you discover that there’s actually 60 enemies, which load once you’re dead. It makes fighting greater numbers than yourself next to impossible.
It’s almost unplayable. I appreciate the attempt to fix things, but this is really, really bad.
Thanks, I think we all really enjoyed that fight.
I wouldn’t say use of combos won it for us, though (we’re actually pretty poor at using them) – I’d put more focus on the coordination, and more precisely the positioning. The problem with fighting a zerg of that size isn’t killing them – we have more than enough damage to do that – the problem is us getting downed. If we pushed into them straight at the start of that clip, all their players can target us, and we’d die before we got chance to use an ability. By funnelling them at the tunnel exit, we allowed ourselves to fight only a few at a time, and when we’d downed enough to be confident we could push in without getting instantly melted, we went for it. Several of us (including me, soon after the cut) still got downed (and rallied, and downed, etc etc) a few times but we made it through and got the lewt. There’s quite a bit more to that fight actually, but it’s not as interesting – a lot of time is spent making several pushes to resurrect our defeated ele, which doesn’t make for such interesting footage in my opinon. Maybe I’ll upload the whole clip sometime just for completeness, though.
And yes, obviously the fact it was a totally uncoordinated zerg helped a lot. Any decent group wouldn’t let us funnel them like that, they’d not follow us into such a silly place, but that’s the beauty of fighting zergs. There’s tonnes of them, and exactly like you say, you can bait them where you want until you find favourable ground. So long as you can stay alive long enough to get them there, of course…
As for Portal, I love it. So many tricks you can use it for that people just aren’t expecting – it’s so much more than a tool for portal bombing and keep ninjas, but I’m more than happy if people keep thinking of it like that! :P
Sorry, didn’t spot this thread before making mine. Thanks for the update anyway
We’ve been having lots of fun roaming round in groups of 5-10 since launch, and I’ve been recording. PoV is, naturally, a Mesmer (or did you guess from the oh-so-original title?). Video contains a few nice fights against larger numbers, but mostly exists because making videos is fun. Hope people enjoy watching, either way.
We’ve been having lots of fun roaming round in groups of 5-10 since launch, and I’ve been recording. PoV is, naturally, a Mesmer (or did you guess from the oh-so-original title?). Video contains a few nice fights against larger numbers, but mostly exists because making videos is fun. Hope people enjoy watching, either way.
Take a borderland garrison by having a thief stealth combo a mesmer and run up to the vista to port your army on top of it. Build arrow carts and the like to negate the final line of defense entirely.
<snip>But then again I can only barely fathom how you could code a game so messily that you can’t make these portals vanish after five uses or only affect party members. It should be simple to make it so that using another mesmer’s portal wipes out any you have on the ground so that you don’t just delay the zerg until you have portalled in a bunch of mesmers. A game engine ought to be able to do things like this, even if you didn’t have any intention for players to target allies with skills.
Mesmers using exploits is an issue and needs to be dealt with just like other classes using exploits. Getting rid of portal because of exploiting is just silly.
Mesmers taking the orb is an issue, but you don’t have to be a mesmer to do that. A well hidden player on any class could pull it off – clear objectives out after you’ve taken them. We also need the orb to be impossible to take while the keep lord is alive, but that’s a separate issue.
I’ve covered all this stuff before, but I’ll quote myself for the “limit portal to x people” thing:
“However, I absolutely don’t think portal should be restricted to 5, 10 or any amount of players. I run with an organised group of between 3 and 10 players most nights. “Awesome,” I hear you say, “You could all go through a portal for 10 people, right? Well, mostly, yeah. But often, no. When you restrict portal to 10 players, all my guildies can go through unless a couple of non-grouped people jump through first. Then my group is split up, and we have a big problem. Using portals where there’s anyone other than just us would become too dangerous, and since being entirely alone in WvW is pretty rare, I’d just not run the ability. “No problem” you say. “Make portals party only”. Now I can’t portal some random player I see running from a zerg to safety, even if they’re the only one that’ll use the portal. I can’t get anyone who got shut out of a keep after the gate got repaired inside, because they’re outside the group. More to the point, name me one ability in GW2 that’s party only. There isn’t a single one (unless I’m forgetting something), and that’s because party abilities don’t suit the type of combat that you see in WvW.”
Ok, it seems as though people have several problems with portal here. I don’t think any of them should result in changes to the skill itself.
1) Orbs. Sure, they can get taken with a mesmer portal and a couple of players, but in my opinion the issue here is not the portal, it’s the altar. Why can the altar be destroyed while the lord is alive? Make that impossible, and the issue is gone.
2) Exploiting past keep walls and using portal. Similar issue. People shouldn’t be exploiting walls/other areas, and the bugs should be fixed. Portal makes the bug more problematic than it otherwise would be, but it doesn’t affect the fact that the bug needs resolving. Fix the places you can get in, and the issue is gone.
3) Mesmers being “required” due to portal – this isn’t true any more than other classes being required. Sure, Portals are a unique ability that allows a group to use different tactics, but so are things like Line of Warding on the guardian. Blocking off a choke point with that skill can be really powerful, and benefit a group massively. Should we make line of warding only block 5 people to bring it in line with other stuff? No, it’d make the ability totally pointless.
4) Player limits. I don’t see the problem here – I think people would mostly be complaining because of portal bombing, probably – having 20 people appear in the middle of them. I think this would partly be resolved by fixing the culling issues, but also I wouldn’t be against making mesmers glow when they have one half of a portal down, if people think it would help. I don’t think they should glow while stealthed, though.
However, I absolutely don’t think portal should be restricted to 5, 10 or any amount of players. I run with an organised group of between 3 and 10 players most nights. “Awesome,” I hear you say, "You could all go through a portal for 10 people, right? Well, mostly, yeah. But often, no. When you restrict portal to 10 players, all my guildies can go through unless a couple of non-grouped people jump through first. Then my group is split up, and we have a big problem. Using portals where there’s anyone other than just us would become too dangerous, and since being entirely alone in WvW is pretty rare, I’d just not run the ability. “No problem” you say. “Make portals party only”. Now I can’t portal some random player I see running from a zerg to safety, even if they’re the only one that’ll use the portal. I can’t get anyone who got shut out of a keep after the gate got repaired inside, because they’re outside the group. More to the point, name me one ability in GW2 that’s party only. There isn’t a single one (unless I’m forgetting something), and that’s because party abilities don’t suit the type of combat that you see in WvW.
Tl;DR: Portal is fine, the problem is bugs and design issues that are highlighted by people using portal.