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Buff Emergency Waypoint


Brother.1504

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tbh if warclaw did like 10k dmg per pull on gates it would make so much easier to get into objectives and not stand under 20 acs outside the gate.then to compensate just hard buff hp/dmg resistance on tower/keep lords to allow defenders to actually respond to objectives when the enemy starts burning the lord.

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@Vova.2640 said:tbh if warclaw did like 10k dmg per pull on gates it would make so much easier to get into objectives and not stand under 20 acs outside the gate.then to compensate just hard buff hp/dmg resistance on tower/keep lords to allow defenders to actually respond to objectives when the enemy starts burning the lord.

Yea buff lords... So small groups have it even harder to cap stuff, great idea

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@RedShark.9548 said:

@Vova.2640 said:tbh if warclaw did like 10k dmg per pull on gates it would make so much easier to get into objectives and not stand under 20 acs outside the gate.then to compensate just hard buff hp/dmg resistance on tower/keep lords to allow defenders to actually respond to objectives when the enemy starts burning the lord.

Yea buff lords... So small groups have it even harder to cap stuff, great idea

Sorry to break it to you, but the game is designed around NUMBERS. No one here enjoys it but that is just how it is.

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@Vova.2640 said:

@Vova.2640 said:tbh if warclaw did like 10k dmg per pull on gates it would make so much easier to get into objectives and not stand under 20 acs outside the gate.then to compensate just hard buff hp/dmg resistance on tower/keep lords to allow defenders to actually respond to objectives when the enemy starts burning the lord.

Yea buff lords... So small groups have it even harder to cap stuff, great idea

Sorry to break it to you, but the game is designed around NUMBERS. No one here enjoys it but that is just how it is.

No its not.

Human behaviour made it about numbers, safety in numbers and everybody wants to be a winner.The ones who dont care about dying in a video game are out there roaming.

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The extra duration is not necessary if they could just code it so that it guarantees to tp the person. They need to be flagged as having taken the wp, and transported no matter what, and if the objective flips while in transition they are transported to spawn [or closest tower].

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@sephiroth.4217 said:

@Vova.2640 said:tbh if warclaw did like 10k dmg per pull on gates it would make so much easier to get into objectives and not stand under 20 acs outside the gate.then to compensate just hard buff hp/dmg resistance on tower/keep lords to allow defenders to actually respond to objectives when the enemy starts burning the lord.

Yea buff lords... So small groups have it even harder to cap stuff, great idea

Sorry to break it to you, but the game is designed around NUMBERS. No one here enjoys it but that is just how it is.

No its not.

Human behaviour made it about numbers, safety in numbers and everybody wants to be a winner.The ones who dont care about dying in a video game are out there roaming.No he's correct. Thats why lords already scale up and make it relativly easy for a friendly zerg to arrive in time and buff it even further to delay cap (since it scales to all players, not only enemies).

So what is the argument here about?

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@Dawdler.8521 said:

@Vova.2640 said:tbh if warclaw did like 10k dmg per pull on gates it would make so much easier to get into objectives and not stand under 20 acs outside the gate.then to compensate just hard buff hp/dmg resistance on tower/keep lords to allow defenders to actually respond to objectives when the enemy starts burning the lord.

Yea buff lords... So small groups have it even harder to cap stuff, great idea

Sorry to break it to you, but the game is designed around NUMBERS. No one here enjoys it but that is just how it is.

No its not.

Human behaviour made it about numbers, safety in numbers and everybody wants to be a winner.The ones who dont care about dying in a video game are out there roaming.No he's correct. Thats why lords already scale up and make it relativly easy for a friendly zerg to arrive in time and buff it even further to delay cap (since it scales to all players, not only enemies).

So what is the argument here about?

Then explain solo roaming, havok, small scale and duo roaming...

WvW is not "zerg only" and its laughable to think the game was designed around zerging only, its just people grouping up for safety in numbers... thats 100% on players and not Anet.

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@sephiroth.4217 said:

@Vova.2640 said:tbh if warclaw did like 10k dmg per pull on gates it would make so much easier to get into objectives and not stand under 20 acs outside the gate.then to compensate just hard buff hp/dmg resistance on tower/keep lords to allow defenders to actually respond to objectives when the enemy starts burning the lord.

Yea buff lords... So small groups have it even harder to cap stuff, great idea

Sorry to break it to you, but the game is designed around NUMBERS. No one here enjoys it but that is just how it is.

No its not.

Human behaviour made it about numbers, safety in numbers and everybody wants to be a winner.The ones who dont care about dying in a video game are out there roaming.No he's correct. Thats why lords already scale up and make it relativly easy for a friendly zerg to arrive in time and buff it even further to delay cap (since it scales to all players, not only enemies).

So what is the argument here about?

Then explain solo roaming, havok, small scale and duo roaming...

WvW is not "zerg only" despite what some believe its just people grouping up for safety in numbers... thats 100% on players and not Anet.You
literally
just explained it yourself while conveniently skipping the zerging part. First you solo roam. Cant beat your enemy? Bring in the havok! Oh did the enemy counter that with more players of their own? Well you need to bring players to bear and get small scale fights going. More and more players.
And that's how you get zergs
. And then you realize that is kitten and laggy so you go back to more sophisticated duo roaming with a friend.

And this all have nothing to with buffing lords. Which already gets buffed by scaling to players. Which delay the cap significantly.

So what's the argument here about?

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@Dawdler.8521 said:

@Vova.2640 said:tbh if warclaw did like 10k dmg per pull on gates it would make so much easier to get into objectives and not stand under 20 acs outside the gate.then to compensate just hard buff hp/dmg resistance on tower/keep lords to allow defenders to actually respond to objectives when the enemy starts burning the lord.

Yea buff lords... So small groups have it even harder to cap stuff, great idea

Sorry to break it to you, but the game is designed around NUMBERS. No one here enjoys it but that is just how it is.

No its not.

Human behaviour made it about numbers, safety in numbers and everybody wants to be a winner.The ones who dont care about dying in a video game are out there roaming.No he's correct. Thats why lords already scale up and make it relativly easy for a friendly zerg to arrive in time and buff it even further to delay cap (since it scales to all players, not only enemies).

So what is the argument here about?

Then explain solo roaming, havok, small scale and duo roaming...

WvW is not "zerg only" despite what some believe its just people grouping up for safety in numbers... thats 100% on players and not Anet.You
literally
just explained it yourself while conveniently skipping the zerging part. First you solo roam. Cant beat your enemy? Bring in the havok! Oh did the enemy counter that with more players of their own? Well you need to bring players to bear and get small scale fights going. More and more players.
And that's how you get zergs
. And then you realize that is kitten and laggy so you go back to more sophisticated duo roaming with a friend.

And this all have nothing to with buffing lords. Which already gets buffed by scaling to players. Which delay the cap significantly.

So what's the argument here about?

And all of that come down to player choice didnt it?

Did the big bad Anet tell you that you HAVE to bring twice as many? I didnt think so.

Also why respond if you dont know the "arguement"? Im directly responding to a comment that indicated that the game mode was built and designed around 80 man zergs.. I didnt even see zergs that big until my 2nd year of WvW.

Anyway back to my previous comment:> @sephiroth.4217 said:

@Brother.1504 said:I think the Emergency Waypoint needs an additional 30 seconds up time to account for lag and load times.

I agree...I dont take them anymore because it always ports me to the spawn and not the waypoint I used.

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@Vova.2640 said:

@Vova.2640 said:tbh if warclaw did like 10k dmg per pull on gates it would make so much easier to get into objectives and not stand under 20 acs outside the gate.then to compensate just hard buff hp/dmg resistance on tower/keep lords to allow defenders to actually respond to objectives when the enemy starts burning the lord.

Yea buff lords... So small groups have it even harder to cap stuff, great idea

Sorry to break it to you, but the game is designed around NUMBERS. No one here enjoys it but that is just how it is.

Bull-Shit. People decide to blob. As i decide to roam with 1 -3. Its a decision made by people because they want it easy. Have 20 fb's in your party and have 30 necs in your party and good to goooooo,brag after what an amazing player you are offcourse !

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@RedShark.9548 said:

@Vova.2640 said:tbh if warclaw did like 10k dmg per pull on gates it would make so much easier to get into objectives and not stand under 20 acs outside the gate.then to compensate just hard buff hp/dmg resistance on tower/keep lords to allow defenders to actually respond to objectives when the enemy starts burning the lord.

Yea buff lords... So small groups have it even harder to cap stuff, great idea

Just double the health for lords for anyone hitting it

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If its possible to rework the waypoint so that as soon as you've clicked on it you're committed to that location (even if the waypoint disappears) that would reduce the need for a longer duration on the waypoint itself. That way people with longer load times are not (well, less) screwed.

~ Kovu

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@ArchonWing.9480 said:They could just restore WPs to their original functionality!

Breaking the WPs to push that guild hall grind was one of the most cynically greedy and toxic decisions for this game mode in a sea of them.

Apparently that was a bug. Many have been asking for WvW to have more emphasis on guilds, and the guild hall stuff was one of the ways they were able to do that without fundamentally changing the gamemode structure.

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@Kovu.7560 said:If its possible to rework the waypoint so that as soon as you've clicked on it you're committed to that location (even if the waypoint disappears) that would reduce the need for a longer duration on the waypoint itself. That way people with longer load times are not (well, less) screwed.

~ Kovu

That would be great I think.I summed up my issue as being Australian.

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