Would rather have rival wings daily…….or scrap that content altogether. They went super quiet on that. Do they even have someone on their team, wondering wth this even exist?
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Would rather have rival wings daily…….or scrap that content altogether. They went super quiet on that. Do they even have someone on their team, wondering wth this even exist?
You're saying this as if it should be a problem that they die!
The way the pvp works now, there is a real flow to how fighting works in the 5 v 5 format. This doesn't work at all in Frontline engagements because the total damage a pack of 8+ does renders even guard useless.
Frontlines they need something like NPCs fighting amongst the players to help mitigate the swarm tactics. I was a huge fan of Alterac Valley back when it was actually good. Having objectives like claiming the mines and then getting cavalry units to charge forward to disrupt things.
Unfortunately, CC is still crap because depending on the group makeup it is just RNG if you win or lose. Case in point: Getting three ranged dps with a warrior and healer against a melee, tank, healer, one ranged, and another melee. This isn't a skill issue: The other team basically can dance around the other group like they are a joke while the melee struggles to even get within ranged to start attacking.
Another example is getting two tanks and three melee vs a single tank, healer, and just about any configuration of dps. I could go on all day. Maybe in some different reality where party comms were possible and people could pre-queue like an actual pvp team, this wouldn't be an issue? It's like SE wants PvP to fill a checkbox and then hates the entire concept of actually having a skill based match...
- I wouldn't have a problem with frontlines going away and the game focus entirely on small scale pvp. Frontlines was never a good mode imo (and this goes for nearly every mmo with large scale pvp. Anything with a mass amount of players is impossible to balance and are just joke modes of pure zerg/ranged/aoe spam), but it doesn't mean I will actively advocate for changes that could hurt the queue for those that enjoy it. Even if the number of people who like the mode is very few, the exp daily incentives is what keeps the mode populated for those players. I'd never queue for FL if it wasn't for the daily.
- I'm sorry you think CC is crap. I think it needs some ironing out, but the mode overall is fantastic imo and I really wish more people would play ranked. I personally don't see the point in pvping in any unranked setting.
-I used to think like you early in season 1 with the roles you get on a team, but as I got better I realized most of it is nonsense. RNG is RNG, can't really do anything about the skill level of your teammates, but the roles don't really make that much of a difference. CC overall is fairly balanced at this point with really only some small things I think should change with each job (with the exception of GNB. I personally think that job should be redesigned as the junction system is trash.)
The all ranged vs melee is a problem since when the group does know what it is doing and both sides are even, they have the ability to delete most melees without much issue. Even tankier ones like Dragoon go down far too easy because the dragon roar is only effective in melee combat, not against ranged. It isn't impossible to get guard up and tank the hits for a short while if they all go through burst first. Additionally they can attack from outside of PoV which is a huge advantage.
Also this is a specific group comp and not just an all ranged vs all melee dps thing. Some party configurations are absolutely better in a match (which is probably why we are getting stuck with this RNG fest)
Can't dive into them when the enemy team snares you back with a holmgang. :P
Again, the groups are like a hand of cards and some of the hands are just going to win against other hands when all the things are equal. If they made match making do balanced teams all the time we'd probably see strategies start to form more readily.
Regardless, the real problem with PvP is the tedium of it. It's very much like Diablo 3 Rifts except the rewards get more and more sparse the further you go up, so there is even less incentive to keep pushing forward. People can enjoy pvp casually, but I've listened to more than my fair share of discord ranting when dealing with the whole thing.
Holmgang is single target, can't stop everyone with it, and honestly if there's a WAR on the team just blow him up. WAR's are easy to kill.