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I can't believe we still don't have 10v10 / 15v15 battlegrounds.


Aodlop.1907

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Because they designed the combat system and the conquest PvP mode togheter. Everything is optimised for little fights, as even the 5 players have to split towards 3+ obejctives. Most animations(especially on the newer e-specs) are big and flashy, everyone can AoE... if you scale this up to a 10v10 or 15v15, you get chaos. 
You can look up how GvG-s work in the Obsidian Sanctum, they are quite horrible. You can stack with your teammates, pump out boons, charge at the enemy/pull back a few times while listening to the serene shouting of your commander... and whether you win or lose, your personal contribution is basicly irrelevant.
Unless you make a gazillion objectives separating players, the flow of the match would look exactly like GvG-s I described above. And even if you can design a few maps where you are properly separated, and everyone does their own thing, thats just like 3 conquest matches in one, no point in having a lot of teammates unless you can interact with all of them.

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Where are the players for those modes supposed to come from?

5v5 already has relatively long queues and too much disparity in rating each match. Do you want these issues to be even worse in larger scale matches?

Also, we don't need to spread the already thin sPvP player base even over more modes, making the experience worse for everyone.

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14 minutes ago, Fueki.4753 said:

too much disparity in rating each match. Do you want these issues to be even worse in larger scale matches?

It will actually reduce the skill disparity issue because the more you have players, the less you feel skill gaps.

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1 hour ago, Aodlop.1907 said:

It will actually reduce the skill disparity issue because the more you have players, the less you feel skill gaps.

The amount of players that'd try it out is not as big as you believe.

And most of them out will be people that already are playing sPvP, causing a further deficit in all queues.

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5 hours ago, Bazsi.2734 said:

your personal contribution is basicly irrelevant.

use stab, big heal/ cleanse, maintain damage reduction your party survives. a good bomb with wells, spike damage, and immob/ stun will down them. personal contribution is per party and one person is responsible for either keeping their party alive or downing theirs, single players make big plays all the time. you don't know what you're talking about. the rest are fair points.

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8 minutes ago, Stand The Wall.6987 said:

use stab, big heal/ cleanse, maintain damage reduction your party survives. a good bomb with wells, spike damage, and immob/ stun will down them. personal contribution is per party and one person is responsible for either keeping their party alive or downing theirs, single players make big plays all the time. you don't know what you're talking about. the rest are fair points.

So I don't know what I'm talking about but good points. Okay... this is like flirting in kindergarden.

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Wvw group combat is bad enough with endless aoe and red circle jerking everywhere. This game has the greatest combat system devised but the worst skill designs of any game iv played. 

Red circle aoes need to be shrunk in wvw to about 300 or less radius. When you have 10+ necro all pissing out huge red aoe, I for one don't have fun.

Edited by Eddbopkins.2630
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Would be my preferred game mode ... if they ever made this. Had fun in a few other games (not MMORPG) in the past - that had team sizes between 10-20 people per team.

WvW is just too zergy (or you just "roam") and basically endless. PvP is only the 5 vs. 5.

Needs a mode where getting killed only means that you are outnumbered (cause of the respawn CD) - no points for killing. And some other objcectives where holding/defending (and splitting the team) can be useful. Maybe capturing forward spawnes. Sneaking around. And with the goal to destroy the enemy main spawn.

Preferred ideal average time per match would be 20-40 minutes imo. Fully rushing through a middle (with forward spawn point) ... side objectives that reduce spawn time or make it harder for the enemy, etc.

The game I loved in the past was named "Savage 2". Shooter-like but with focus in 3rd person and melee combat and you actually build forward bases (and towers and stuff) and "gold" as resources from gold mines built near a forward spawn building. Unfortunately the company could not manage to promote the game (was buggy and unstable every now and then as well - and people do not like such stuff) - and decided to make a Dota clone (Heroes of Newerth - HoN) ... now the bos of the company is making soap with his wife. 😄 (Just making another clone of Dota was not too succesful when everyone only wanted LoL).

Hotjoin just for fun ... would not be a big deal - in a 10-20 vs 10-20. At least at the beginning when trying around for new game modes (which they should!) - can still be scrapped after 1 map and left with separate queue or as hotjoin only.

The Stronghold seemed like a first try - where they did too much at the wrong places: Nobody needed more champs to unlock when the mode isn't actually really supported anymore. And imo it was too much PvE elements. The thing reminding of Dota-like games where you spawn NPCs to walk to the enemy base. Nobody wants that crap.

Give each team a siege turtle (decide per vote so only 1 can be on the map) and let the other players protect it and slowly move towards the enemy gate. Instead of NPCs. NPCs are always a bad idea. Especially if they get tooo important like in the stronghold map. The players should play the mechanis. Not unlock NPCs to stupidly just defend them and not doing anything else.

Edited by Luthan.5236
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