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There are always thieves who turn the capture points into white


huluobo.7036

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@huluobo.7036 said:and such players should be prohibited from playing PVP.Having such teammates is equivalent to 4.5 peoplePVP is only blue or red, white is meaninglessWaste everyone's time5vs5 pvp is Acquire capture points, not white pointsIf you like white, please go play wvw

l2p issue on your part then, if you dont realize what use can be from neutering points.

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Sometimes having it neutral to head back into the teamfight is better than waiting for a long time just to have it decapped in 5 seconds then realize you could have won said teamfight then dominate the map on respawn times but instead you lost not only the point again but also the fight.

Obviously capping home should be a priority and making sure it's not getting decapped as well, but far is often silly to cap when decapping + getting more kills helps dominating the game further.

If you won mid, decapping far is a good idea but fully committing is likely to cause a snowball if the enemy team gains their momentum somewhere else where you should be.

It's important to capitalize on respawn times in relations to nodes, not just for "it's mine now, I get points, I win". Very often teams that can't get kills are the ones that lose because they never can have a consistent points flowing.

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Err, yes, that's one of the things a thief is SUPPOSED to do in PvP, as they fill in the "roamer" role.

A roamer (like thief) has very high mobility, which means they can quickly run to enemy point, decap it, and return to fight. This way, the enemy team misses out on points they would otherwise be getting during the fight.

This also forces the enemy team to have someone go there to recapture the point, which takes more time than to decap it (have to stand on it longer). Of course, the roamer should time this action well, because if she/he does it right before someone from the enemy team respawns and can run to their home node anyway, then the roamer just wasted time. Or maybe without their help their team will get wiped out, which would also be terrible...

On the other hand, if you anticipate that whoever from the enemy team is about to respawn would lose against you (the roamer) in a 1v1 duel, then you can both decap the point and kill the respawning enemy while you're close to their home, which is two stones with one bird, although you have to weight that option against going back faster to help your team...

I'm new to PvP but these are principles you can read about in any basic PvP guide. The question of where each player should run at any given point in the match is called "rotation" and it's one of the most important things to win. Decapping enemy nodes is a standard part of a roamer's rotation.

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It's kinda hard to explain just from saying "You're wrong", so let me give an example

If you are a thief on far point, and your team just killed something that typically counters you (DH, holo, etc). That player will most likely be off respawn and come to contest that point. It is more efficient to decap it and go back to fighting instead of fighting a losing battle to lose the point anyways. From there you can snowball more as opposed to capping a point that will add 10-20 to your score.

Likewise, if your teammate is fighting a losing battle on another point, time is of the essence. It's your job to be there to help. That time it takes to full cap can lose the fight for your team mate and void any benefit from full capping that point.

There are a lot of other examples, but the gist is that it comes back to snowballing the enemy team better. Thief has more mobility than any other class, your potential to help your team win is wasted sitting on a point (in some cases).

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@"Taylan.2187" said:Err, yes, that's one of the things a thief is SUPPOSED to do in PvP, as they fill in the "roamer" role.

A roamer (like thief) has very high mobility, which means they can quickly run to enemy point, decap it, and return to fight. This way, the enemy team misses out on points they would otherwise be getting during the fight.

This also forces the enemy team to have someone go there to recapture the point, which takes more time than to decap it (have to stand on it longer). Of course, the roamer should time this action well, because if she/he does it right before someone from the enemy team respawns and can run to their home node anyway, then the roamer just wasted time. Or maybe without their help their team will get wiped out, which would also be terrible...

On the other hand, if you anticipate that whoever from the enemy team is about to respawn would lose against you (the roamer) in a 1v1 duel, then you can both decap the point and kill the respawning enemy while you're close to their home, which is two stones with one bird, although you have to weight that option against going back faster to help your team...

I'm new to PvP but these are principles you can read about in any basic PvP guide. The question of where each player should run at any given point in the match is called "rotation" and it's one of the most important things to win. Decapping enemy nodes is a standard part of a roamer's rotation.

Not every thieves player can come back soon. White will not necessarily win. Mastering the skill recovery time of thieves requires a certain amount of practical experience. The enemy will make you make mistakes. I hope to meet stable teammates

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We are reaching Q_Q levels that shouldnt even be possible xDDLook at time that is needed to decap and then time that is needed to cap a point. Not always you have enough time to cap, teef is not sidenoder so not really can conquest point, especially in SA traitline meta. If decap causes enemy to rotate back to that point, its worth your time, cuz with thief mobility you can roam back to +1'ing mid or somewhere else faster than that guy.Really, its all about experience and reading game. If some1 thinks that decapping without cap is useless, then I cant really imagine him being even in plat. Or maybe I actually can, since this gamemode is so dead

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@huluobo.7036 Ok dude, let me give you a single example of when it is better to neutralize a node and leave, than to full cap:

  • You are playing Thief and you are hovering outside of mid
  • There is a 1v1 happening at your home which is a neutral node
  • There is a 4v4 happening at mid that you are currently in, and mid is neutral
  • The far node is enemy color and the enemy team is pulling ahead because of it
  • Your job as a Thief is to decap the far node but you have a decision to make. Should you decap far node and quickly return to mid to keep the 4v4 a 4v4, or go stand and full cap far, risking leaving your team in a 3v4 that will probably result in your team wiping and the enemy snowballing the map?
  • The answer is within how strong your team fight is. Sometimes it is best to quick neutralize the node and return to the team fight to prevent a massive team wipe that will result in the map being snowballed. If the enemy snowballs the map, your time spent standing and full capping far will have been wasted because you are going to immediately lose the far node anyway. If leaving your team fight a 3v4 is too risky, you'd better neutralize only, and return to the team fight, which is the safe play to make.

During final rounds of ATs or in like MATs, where it is all p2+ players in matches, it is absolutely crucial to keep numbers even in fights. People who are left in 1v2 situations or say 2v3s, are almost certain to lose the objective if left with lopsided numbers for too long. It's just a matter of how long those players can hold out before it happens.

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You know, it‘s now like the name „Thief“ doesn‘t imply it‘s literal playstyle of stealing points/kills. Decapping and +1‘ing through mobility and spike damage is their actual purpose in PvP, for which they sacrifice the concept of „holding“ points through their squishiness and the mechanic of stealth. Sometimes it is better to stay and defend a capped point instead of rushing to the next one just because it is capped by the enemy. This is why side noders are a thing in the first place

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???

@huluobo.7036 said:The white capture points is only effective when encountering stupid opponents.As long as the old players know the rules, the white capture points will not work, which is equivalent to helping the opponent

@RedAvenged.5217 said:must be memeing.

@Tharan.9085 said:it's interesting how many ppl think this post is serious

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@huluobo.7036 said:The white capture points is only effective when encountering stupid opponents.As long as the old players know the rules, the white capture points will not work, which is equivalent to helping the opponent

Try to watch Masters of the Arena Championship, you gonna find the beat thieves in the game doing this. Problem is their viewers on twitch just leave point neutral and don't understand why, they don't get when to full cap and when just decap.

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