Trevor Boyer.6524 Posted January 1, 2020 Share Posted January 1, 2020 This single skill makes kiting while roaming pretty impossible if even a veteran roamer is against 2 competent opponents.Here is what happens:You become engaged with 2 opponents.One of the opponents keeps you in combat, in which speed penalty applies, and then the situation is worse if you are in enemy territory where your Warclaw moves slower to begin with.The second opponent who may have began the combat as "in-combat" can wait a moment for you to run, putting him out of combat, and then he can easily run you down while the first opponent keeps you in combat.Lance 1500 immediate dismount range is too generous of a mechanic at this point. Not only can the second opponent already easily run you down from being out of combat, but now he can throw a 1500 range dismounting projectile on top of that. So any chance you had of juking & disengaging just enough to remount your Warclaw and leave or kite until CDs come back, is removed from the game due to Lance.Of course if you were running a Core Mesmer with PU or a Shadow Arts Thief, you wouldn't even need to disengage the situation because you'd have enough stealth to where you could creep around the area undetected until they leave, but this is not the case with 4 out of 9 classes who have no stealth who rely upon mobility alone. For those 4 classes, Lance is not a good game granted balancing effect, it is a straight handicap as a no stealth roamer now that Lance is in play.Speaking for myself here, and I'm sure a lot of old roamers would agree, this is doing a few things that is not healthy for the population & activity of WvW. Keep in mind that during year 8, we are looking at solo roam, small havoc, militia type situations, and no real big command play outside of particular rare nights like weekly resets:Where an old veteran no stealth class could once confidently move around a map engaging 1vXs and actually win them over time or at least kite for harassment & distraction purposes, now due to Lance, his play potential and even incentive to play at all, is limited to player population. Why would the veteran roamer stay and play the game mode when he is 1 of 5 players in his map vs. 20 on an opposing sever? Why would he stay when the other 4 players won't cooperate? Where is the incentive to stay & play when he knows that it is no longer possible to 1vX due to Lance? It is very fun for veteran roamers to accept the challenge of pushing a heavily outmanned map, when game mechanics make it realistic for a high skill cap to do so. But it is no fun at all to push even a slightly outmanned map, when it is impossible to match the opponent in mobility due to a skill like Lance, which removes his ability to utilize the Warclaw for kiting groups who are of course also using Warclaws. Why try? In years past, strong roamers would stay & play because albeit challenging to 1vX, it is was possible. But now roamers log in and see that they are heavily outmanned so they leave. Why stay? Where is the incentive to play here?All of which leads to militia like "holding" where, when organized tags aren't present, players only attempt to defend what they have and never make pushes. There are times where I've played for hours and hours in a single map, I'm on Borlis Pass btw, and not seen a single objective beyond camps flip. This kind of stagnation is happening because strong roamer play during outmanned times has been disabled due to Lance. Roamers can no longer log in and make impact, so they stop playing. Unless numbers are relatively even nowadays, people just log off or they sit in a tower calling for help all night. This is because it is unrealistic to deal with outmanned situations, due to Lance. A group of 3 guys dies to a group of 10 guys, due to the effect & reason that I already mentioned about in-combat speed penalties & lancing. It's no fun and there is no incentive to stay & play, because small groups can longer kite large groups, strong roamers can no longer make impact 1vX to turn the tide. No one wants to stay & play when the situation is that they immediately die if a group approaches them or are forced to WP away or must sit in a tower and call for help all night. People start leaving the game mode. Where is the incentive to play? Where is the fun in this?Ultimately this results in a game mode where numbers dictate dominance. WvW zerging was always sort of like this, save the rare elite squad that could 15 vs. 30+ and actually win, but that never used to hold true for roaming. Even up until right before Lance was released, a strong roamer could cause significant damage in a map by himself. A group of 3 or 4 or 5 strong roamers could create serious damage in a map and reliably rotate around taking even important objectives. <- This was incentive for people stay & play, because it was possible to champion a map with superior skill cap, and boy was it fun. It was FUN to log in with a group of 5 guys and say: "Alright we can do this" and actually have realistic chances of turning around a bad outmanned situation. We'd get a lot of strong players who would stay & play this way, which in turn would provide challenge for those dominant population servers. I believe this is a significant portion of the reasons why population is so low in WvW. There is no longer incentive or fun in staying in outmanned situations, because they are virtually impossible to deal with after Lance was introduced. Roamers that normally would be able to push & turn the tide of outmanned situations are now too greatly handicapped to do so. This is because the very spirit of what it means to "Win an outmanned battle in Guild Wars 2" completely relies on mobility and the ability to kite many foes. When mechanics like Lance are introduced that prevent this, players lose incentive to stay & play through outmanned situations because well.. who thinks it's fun to run out and repeatedly feed gank squads that you can't disengage all night? And as such, here is what happens to WvW flow of activity:Guy logs in to play, loads into WvW, sees his server is somewhat outmanned.Guy tries to play for awhile, gets bored fast because no tags are present for his server, no one wants to cooperate, and he can't get anything done roaming alone.Guy realizes there is no incentive to stay & play this game mode when his server is outmanned. Absolutely no reason or fun in it. He logs off.The opponents who currently have higher population are winning easily due to the high population. Their high population begins to cause the players on the other servers to log off in a relatively short amount of time. Why would anyone stay & play when they can no longer kite the larger groups from the dominant population server?Because the competition for the high population server logs off, the high population server no longer has anyone to play against or it is too few to play against to provide fun. So now people from the high population server begin to log off, because nothing is happening.The removal of ability to kite larger groups, has created an effect where if server numbers are not relatively even, players on the less populated servers have no incentive to play so they leave, and then in turn players on the high population server start leaving because there is no competition and things get boring. This is a chain of effect that results in not only "No incentive to stay & play" but more so actually "Having incentive to leave and not play at all." These are the kinds of reasons why the game mode is dying.^ All of which could be completely avoided, if there were incentive for stronger older players to stay & play, if they thought it was realistic to turn the tide of an outmanned situation at all.I just really want to stress this again: "The very spirit of what it means to win an outmanned battle in Guild Wars 2, completely relies on mobility and the ability to kite many foes." Arenanet, if players cannot do this, people leave, because there is no realistic counter play to outmanned. The greater the player's ability to counter play outmanned situations, the more player base that would stay & play through such situations. Consider this.A good start to correcting this problem would be doing something to fix Lance. Turn its range down to 600, 1500 is way too long range. Slow the projectile, make the animation cast longer, give it an extra tell, or simply make its effect a cripple or a slow. Just do something. The implementation of this skill alone has over nerfed probably the most important aspect of what used to keep WvW active, and that was the ability for anyone to log in and actually go get something done as a solo roamer or small group. <- When people no longer feel that this is a realistic objective, population starts dropping through the floor. Link to comment Share on other sites More sharing options...
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