Brother.1504 Posted July 12, 2019 Share Posted July 12, 2019 I think the Emergency Waypoint needs an additional 30 seconds up time to account for lag and load times. Link to comment Share on other sites More sharing options...
ArchonWing.9480 Posted July 12, 2019 Share Posted July 12, 2019 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. Link to comment Share on other sites More sharing options...
TheGrimm.5624 Posted July 12, 2019 Share Posted July 12, 2019 Agree some additional time wouldn't be a miss. +1 here. Link to comment Share on other sites More sharing options...
Vova.2640 Posted July 12, 2019 Share Posted July 12, 2019 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. Link to comment Share on other sites More sharing options...
Sovereign.1093 Posted July 12, 2019 Share Posted July 12, 2019 mmmm... just call ppl when enemies still hitting outer then pop it if they start on inner. anything less than that, yoh are better of with invul. Link to comment Share on other sites More sharing options...
steki.1478 Posted July 12, 2019 Share Posted July 12, 2019 But only if they limit the usage to 2-3 per player. If enemy isnt on top of ewp (although with good defenders this doesn't even matter) then they'll almost always get destroyed by huge amount of people coming from ewp. Link to comment Share on other sites More sharing options...
RedShark.9548 Posted July 13, 2019 Share Posted July 13, 2019 @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 Link to comment Share on other sites More sharing options...
Vova.2640 Posted July 13, 2019 Share Posted July 13, 2019 @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 ideaSorry to break it to you, but the game is designed around NUMBERS. No one here enjoys it but that is just how it is. Link to comment Share on other sites More sharing options...
sephiroth.4217 Posted July 13, 2019 Share Posted July 13, 2019 @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. Link to comment Share on other sites More sharing options...
sephiroth.4217 Posted July 13, 2019 Share Posted July 13, 2019 @Vova.2640 said:@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 ideaSorry 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. Link to comment Share on other sites More sharing options...
Stand The Wall.6987 Posted July 13, 2019 Share Posted July 13, 2019 agreed. hate using it then being sent to spawn cuz garbaggio servers. Link to comment Share on other sites More sharing options...
DemonSeed.3528 Posted July 13, 2019 Share Posted July 13, 2019 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]. Link to comment Share on other sites More sharing options...
Dawdler.8521 Posted July 13, 2019 Share Posted July 13, 2019 @sephiroth.4217 said:@Vova.2640 said:@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 ideaSorry 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? Link to comment Share on other sites More sharing options...
sephiroth.4217 Posted July 13, 2019 Share Posted July 13, 2019 @Dawdler.8521 said:@sephiroth.4217 said:@Vova.2640 said:@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 ideaSorry 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. Link to comment Share on other sites More sharing options...
Dawdler.8521 Posted July 13, 2019 Share Posted July 13, 2019 @sephiroth.4217 said:@Dawdler.8521 said:@sephiroth.4217 said:@Vova.2640 said:@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 ideaSorry 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? Link to comment Share on other sites More sharing options...
sephiroth.4217 Posted July 13, 2019 Share Posted July 13, 2019 @Dawdler.8521 said:@sephiroth.4217 said:@Dawdler.8521 said:@sephiroth.4217 said:@Vova.2640 said:@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 ideaSorry 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. Link to comment Share on other sites More sharing options...
Caedmon.6798 Posted July 13, 2019 Share Posted July 13, 2019 @Vova.2640 said:@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 ideaSorry 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 ! Link to comment Share on other sites More sharing options...
L A T I O N.8923 Posted July 13, 2019 Share Posted July 13, 2019 @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 ideaJust double the health for lords for anyone hitting it Link to comment Share on other sites More sharing options...
devastoscz.9851 Posted July 13, 2019 Share Posted July 13, 2019 Honestly, in this day and age... Get an SSD. It'll make your PC experience generally better and you'll have 20s load times on almost any situation (except reset). Link to comment Share on other sites More sharing options...
Kovu.7560 Posted July 13, 2019 Share Posted July 13, 2019 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 Link to comment Share on other sites More sharing options...
X T D.6458 Posted July 13, 2019 Share Posted July 13, 2019 @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. Link to comment Share on other sites More sharing options...
sephiroth.4217 Posted July 14, 2019 Share Posted July 14, 2019 @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.~ KovuThat would be great I think.I summed up my issue as being Australian. Link to comment Share on other sites More sharing options...
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