Razor.6392 Posted November 26, 2017 Share Posted November 26, 2017 Can someone enlighten me?Obviously some points cannot be made larger without redesign (khylo mid, forest mid) but most others could see an increase in their radius, even if it's not a full change across the board, some points could really use that (mid capricorn, mid coliseum, etc). Link to comment Share on other sites More sharing options...
Exedore.6320 Posted November 26, 2017 Share Posted November 26, 2017 How bigger? If you get to Foefire mid point size, it's too easy to kite on the point while holding it. It has the opposite problem.Honestly, I'm fine with the point size of most points. It's really on scourge which ruins it. Link to comment Share on other sites More sharing options...
Razor.6392 Posted November 26, 2017 Author Share Posted November 26, 2017 @Exedore.6320 said:How bigger? If you get to Foefire mid point size, it's too easy to kite on the point while holding it. It has the opposite problem.Honestly, I'm fine with the point size of most points. It's really on scourge which ruins it.Little bit higher. Anything would help.Right now I think they have like 280-300 units radius (for reference, Ring of Fire is 240 and Meteor Shower is 360).Why not increase them to 350-360? Link to comment Share on other sites More sharing options...
OriOri.8724 Posted November 26, 2017 Share Posted November 26, 2017 @Exedore.6320 said:How bigger? If you get to Foefire mid point size, it's too easy to kite on the point while holding it. It has the opposite problem.Honestly, I'm fine with the point size of most points. It's really on scourge which ruins it.I don't think thats a problem honestly. Classes that rely on kiting to win a fight are at an inherent disadvantage in PvP due to the nature of capture points. Why is it so bad to give them 1 node in each map that doesn't put them at that disadvantage?As to making nodes bigger. I support that. When multiple classes have access to multiple AoE skills that can over an entire node, or nearly an entire node, then either the nodes are too small or the AoE skills are too big. ANet isn't going to make the size of the AoE skills smaller, so we need to make the capture points bigger. How is being able to cover an entire node in a single AoE skill any less cheese than being able to kite without being forced out of the capture point? Its not really, so I don't see why people treat it as if its different. Link to comment Share on other sites More sharing options...
Dawdler.8521 Posted November 26, 2017 Share Posted November 26, 2017 The capping points has always been the achilles heel of sPvP that's been driving balance - and kittening up WvW for good measure.Personally I think the midpoint of foefire is a much better size than the smaller ones. As above stated, at least 1 large cap should be standard on all Conquest map per gamemode design. But alas, Anet doesnt seem to think so. Even in the coloseum the central point is tiny for no real reason at all. Why doesnt it cover the platform? Anet want cheeseball AoE classes to be OP, that's my only conclusion. Link to comment Share on other sites More sharing options...
Flauvious.6195 Posted November 26, 2017 Share Posted November 26, 2017 This is why foe fire is my favorite map, you can actually contest mid without standing in 8 scourge aoe's.At least for a few seconds, until they spread them out and still cover the whole thing. Link to comment Share on other sites More sharing options...
Tapps.1479 Posted November 27, 2017 Share Posted November 27, 2017 Small points are better for the game. Smaller points are more difficult to hold and leaves people on them more vulnerable. Link to comment Share on other sites More sharing options...
OriOri.8724 Posted November 27, 2017 Share Posted November 27, 2017 @Tapps.1479 said:Small points are better for the game. Smaller points are more difficult to hold and leaves people on them more vulnerable. And this makes the game better how exactly? Link to comment Share on other sites More sharing options...
Flauvious.6195 Posted November 27, 2017 Share Posted November 27, 2017 @Tapps.1479 said:Small points are better for the game. Smaller points are more difficult to hold and leaves people on them more vulnerable. No, small points turn games into skillless spam fests as all the scourges and dragon hunters stack their giant circles on top of tiny points. If this game had less dot zone skills then small points would be fine. Link to comment Share on other sites More sharing options...
Cynz.9437 Posted November 27, 2017 Share Posted November 27, 2017 This would be trying to fix the issue and not the cause. The points are fine, the real problem is high access to overloaded AoE spells across most classes. What is the point of increasing radius when next time they bring spec with even bigger aoe for said circles? Link to comment Share on other sites More sharing options...
Ithilwen.1529 Posted November 27, 2017 Share Posted November 27, 2017 @Cynz.9437 said:This would be trying to fix the issue and not the cause. The points are find, the real problem is high access to overloaded AoE spells across most classes. What is the point of increasing radius when next time they bring spec with even bigger aoe for said circles?True enough, but the likelihood of ANET reducing AOE is very low, particularly with respect to Scourge. Increasing point size would be a minimum effort move. Link to comment Share on other sites More sharing options...
jihm.2315 Posted November 27, 2017 Share Posted November 27, 2017 to die in the scourge aoe spam Link to comment Share on other sites More sharing options...
jihm.2315 Posted November 27, 2017 Share Posted November 27, 2017 and see you in crystal desert this thing is a mockery Link to comment Share on other sites More sharing options...
Zaraki.5784 Posted November 27, 2017 Share Posted November 27, 2017 I want them to stay as they are (I'd be glad of they would make Foefire's mid smaller) do that I can cover them with my AoEs. Link to comment Share on other sites More sharing options...
Chaith.8256 Posted November 27, 2017 Share Posted November 27, 2017 The problem is with Scourge and not with point size. Let's imagine that Scourge wasn't picked by both sides in the monthly AT (both sides had an agreement.) There's a 4v4 mid, and it's a mirror comp: Firebrand, Holosmith, Condi Mirage, Spellbreaker, with a Druid vs. Druid duel on a neuted point. Do you see this fight ending in a timely manner with the Firebrand able to nullify the Condi Mirage damage and provide perma prot while the Holosmith and Spellbreaker are free to kite? The point is small so as to force cooldowns on person holding the point. This is what in this case, Symbols, Acid Bomb, Break Enchantments Winds of Disenchantment, and other 240 radius AoE is going to accomplish.If Scourge gets re-worked you'll thank god for small point size, let's just put it that way. Link to comment Share on other sites More sharing options...
Khaliel.3918 Posted November 27, 2017 Share Posted November 27, 2017 I wish they reduced the big one in foefire to the "normal size", so people would have to fight for it instead of running in circles and spamming heals. Edit: ^ that+fix scourge Link to comment Share on other sites More sharing options...
OriOri.8724 Posted November 27, 2017 Share Posted November 27, 2017 @Cynz.9437 said:This would be trying to fix the issue and not the cause. The points are fine, the real problem is high access to overloaded AoE spells across most classes. What is the point of increasing radius when next time they bring spec with even bigger aoe for said circles?I agree, and normally I hate treating the symptoms and not the cause. But due to the excessive amount of work it would require in order to fix the root issue (too many AoE skills period, many AoE skills too large, some AoE skills doing too many things or lasting too long etc...), I honestly believe that it simply won't happen. And under that assumption, making the capture points bigger (or at least having the mid be bigger on all maps), would make PvP slightly better.Though I might be biased because I think 1 capture point should be bigger regardless of AoE skills if only because its not fair to classes that rely on kiting to win a fight if capture points are so small that kiting well forces them off the point and they can no longer contest it. Link to comment Share on other sites More sharing options...
Kraitan.8476 Posted November 27, 2017 Share Posted November 27, 2017 I'd rather have a pvp mode without any fucking nodes tbh. That being said, some of them definitely could be somewhat bigger... Khylo mid is just a fucking aidsfest. Can't even walk past it without catching 5 condis from some random source Link to comment Share on other sites More sharing options...
Khaliel.3918 Posted November 27, 2017 Share Posted November 27, 2017 What if nodes were big like foefire-middle but "whoever have most players in it get the cap"? Link to comment Share on other sites More sharing options...
messiah.1908 Posted November 27, 2017 Share Posted November 27, 2017 @Alehin.3746 said:What if nodes were big like foefire-middle but "whoever have most players in it get the cap"?so the game is more rotations and not build and skills player kite. Link to comment Share on other sites More sharing options...
BurrTheKing.8571 Posted November 27, 2017 Share Posted November 27, 2017 They need to stop restraining themselves to circles. That way you can have more interesting combat situations without massive map redesigned. For example, make Forest mid include the top platforms and the entire main area. Then, make the capture system like Battlefield where the side with more players starts to capture the point at a reduced rate. This means no sitting of points and securing the first kill is important. It also makes boring bunker builds less powerful while also still being useful for delaying the cap, just not denying it entirely for ages. Also, ditch the 5 second decap, do you can actually have a chance to defend a point. Link to comment Share on other sites More sharing options...
OriOri.8724 Posted November 27, 2017 Share Posted November 27, 2017 If they go with outnumbering the enemy slowly caps the point in your favor, then you should have to outnumber them by at least 2. This way a good bunker that can survive a 1v2 isn't shafted by outplaying the 2 people trying to kill him. And it also forces you to devote at least 60% of your team to decapping a point via outnumbering the other team on that point, which I feel is a fair compromise if that's the route you are taking. Link to comment Share on other sites More sharing options...
Khaliel.3918 Posted November 27, 2017 Share Posted November 27, 2017 @BurrTheKing.8571 said:This means no sitting of points and securing the first kill is important. It also makes boring bunker builds less powerful while also still being useful for delaying the cap, just not denying it entirely for ages.Also, ditch the 5 second decap, do you can actually have a chance to defend a point. This. I'd love to see changes like this to conquest. Link to comment Share on other sites More sharing options...
Edu.6984 Posted November 28, 2017 Share Posted November 28, 2017 1) Make bigger points2) Make points start to flip if the enemy has more players than you on the point (like battlefield conquest)That way you let people move more freely and also counters super bunkers. Link to comment Share on other sites More sharing options...
Sinid.7460 Posted November 28, 2017 Share Posted November 28, 2017 I think it's very simple actually. Bigger points would favour a bunker meta, so once you managed to cap one of those big points something like druid or firebrand would be able to hold it for far too long. It's fine in some maps, but some maps are also more bunker favourable for that reason already. Smaller points are better because it makes the fights more intense and not so bunker friendly. Specially in 1v1s. Link to comment Share on other sites More sharing options...
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