Showing Posts For Kebab.4013:
Okay well, in light of the recent changes and the upcoming meta game changes… Which a surprising amount of people seem to vouch for, I have made a little map explaining what areas to avoid if you want a skirmish fight in the open field.
So this map explains the areas arrowcarts can reach, and tick for 3k+, and being within inaccessible areas of towers. (aka this doesn’t include hard to get to positions etc, but only within the tower and keep walls)
So here, avoid the red areas if you don’t want to be faceraped by arrowcarts, bear in mind map doesn’t calculate for terrain elevation.
http://i.imgur.com/SDR3yB6.jpg
Have fun finding a good fight without arrowcarts.
How it affected us? Well I think this pretty much describes it.
VoTF had a strategy meeting tonight when the patch hit…
The worst part is… It is going to take some time to take into effect… Arenanet will not see the full consequences quickly enough to respond and the people on the forum are too silly to understand… I truely wish the average amount of intelligence and foresight on this forum was above that of the level of a 5 year old.
I don’t normally have the intention of predicting a games inevitable decline, however the few times I have done so, it has indeed happened soon after. Unfortunately this is going to be one of them. This fixes nothing, world versus world will go broken in around a months time when people realize what to do and it will be a wasteland. Don’t take my words for it, just let the future decide, and remember this post when it happens
This is good and should have been here since the beginning. We don’t need anymore zerg promotion.
Arrow cart in open field combat? Just back away from it. Bam! Arrow cart useless and the other server wasted 100 supply on it. If the arrow cart is isolated enough a couple thieves can just flank and destroy them unhindered while the fight occurs at a nearby area.
Taking keeps will be harder with this, and to be honest, “Siege Wars 2” sounds a hell lot better than “Zerg Wars 2”. Opens up some space for some strategy, at last.
Asides from that, zerging is exactly what’s wrong with WvW.
“Backing away from it. Bam!” – what?!
You do realise this means running away right. I want fights in world versus world… Running away is not what I consider fun, but hey if you are a chicking. Would take zergwars over stand-in-one-spot-pushing-one-ability-with-no-skills-attached-wars2.
Arrowcarts were so good before we actually considered using them in skirmish combat. And now… woaw.
How are you going to take hills? Arrowcards all around on the walls. So can’t be catapulted. So we are now sitting here fighting against hills which we cannot get into 3000 range of. So now we sit here forced to treb. Maybe we even have to starve 1000 supplies out if it is tier 3. So…. Three somewhat reasonable places can be treb hills. All of them can be countertrebbed, and countertrebbing cannot be outskilled. So we are now in trebwars2. Finding ourselves spending hours trying to kill each other’s trebs since anything near the walls are a killingfield. Also think about inner bay… inner garrison… Not possible to build catapults…. I am… I don’t… what a bored piece of….
Nevermind Neverwinter got released tonight. I guess the best message to send to Anet is to stop playing, cu around!
W00t but with all these new brilliant super awesome patch changes, why wouldn’t you want to fight against Vizunah? :O
Uhm… Why do people think that buffing arrowcarts to this extend is going to make it possible for few people to fight big zerg? Who can build most arrowcarts, 10 people or 50?
What I don’t understand is why they didn’t remove the rams in the same patch. Kinda silly to have tons of abundant siege laying around.
I have to agree with the overall message of the OP. Things need to be a changed up slightly. Granted the Meta-game has changed continuously, but a lot of the tiresome factors still remain. Nightcapping, golemrushes, tower hugging etc. I am a more skirmish oriented player so bear that in mind.
A lot of the concepts mentioned did indeed hit me all the right places, King of the hill especially. Granted I do believe that mechanics need to change for keep fights, since it can be some rather tiresome for people just out for some fun, fighting against a tier three keep with full supplies. The lowering of value seems like a good idea, but it could be very easy abusable.
However I do think that with a bit of adjustment things could work out well for both sides of the coin. We have the skirmishers that really do not want to facerub against a tower for hours and we have the siegers who wants the epic long siege fights. ((Didn’t realize these existed in this game (Neither do I understand them it being such small maps and casual game) However if we are going to persist in these hourlong battles in keeps, you might as well turn it up. Buff the hp and toughness of everything to do with siege! Make it close to impossible to take over the slightest tower. I guess that would make the siege people happy ? Since the towers would be so extremely hard to take the points should be somewhat stable. Do this while implementing King of the hills zones all around the different maps that also counts points. These domination points would be an important factor of the PPT, giving more incentive for the skirmish people to actually get some fights etc. etc….
Donno I’m just rambling now. I don’t have any solid ideas, I just want to see some change in dynamic, because the current game is too stagnant and bland. We know that any major content addition won’t be hitting anytime soon, so at least we could hope for a change in mechanics :)
@Gaerten because pictures are always funny!
If nothing else they are raid wide buffs, which I think at least gives them a place in wvwvw, but structered pvp and pve, – nope not at chance. Even in wvwvw they are a bit lackluster, while buffs are good, they are not good enough compared to the spirits dieing in one aoe.
Level 80 for a week now, only have had my jungle stalker actually working a couple of times :<