make gw harder, plz
Comments
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I think that balance is needed for all game modes. They have all become to easy as our hero’s and weapons have become stronger but our enemies have stayed the same.However most people who see the word balance, read the word nerf and have a hissy fit.
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make game harder not resolve problem, because you can't get points more then maximum.
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It feels like the game has been nerfed to make harder in many small ways. I hope it's just my imagination or maybe time to quit playing. I remember one shooter savior in challenge but now there are 2. Princess with charged could stun all regular walkers within circle but today there have been one or two left untouched. Etc. Surely if this was the case, others would make comments.
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We need a Bayou or Swamp level (synonymous to "Knee Deep" from Season 8B but with fan palms and cypress trees)... or more nighttime variants of current levels with creepy/mist fog....
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Hello everyone. Another possibility would be to strengthen the defense. For me personally, guild wars is basically about playing against other players and not about missions, because there is a very wide range of offers here due to the challenge, last stand or the distance, which is suitable for basic players as well as for top players after the week has one or the other challenge and fun in store. In guild wars PvP combat, there has been an increasing imbalance between attacker and defense in recent years:1. The fire starbound rifle works at maximum range on attackers and is limited on defenders. this allows for camping from a distance without being able to get a scratch at all. Depending on the setup, the entire defense team is destroyed with one single action by GCarol and the fight is over in less than ten seconds.2. Defenders without badges can hardly hold anything against the offensive power.So there are two to three ideas to balance the PvP with little effort:1. Remove the limitation of the range of the starbound rifles, so revenge and vengeance at least works again, because defenders and attackers has the same weapon (which was sold without a clue about that problem)2. Enable defenders with badges so that one or two hits don't cause the defenders to fall over.3. Match the bullet dodge armor trait to the bullet dodge hero trait to make ranged combat less attractive in PvP games.Yes, it would be tactically new dimensions (less range, more melee), but if you then increase the VP for the PvP missions, it could become more interesting overall and possibly also reduce the number of perfect weeks and seasons for the top guilds. Otherwise, more and more guilds will manage to play the entire season perfectly, because the normal missions will be more and more easy to play with SMY and the defenders are to weak.
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Karomo said:Hello everyone. Another possibility would be to strengthen the defense. For me personally, guild wars is basically about playing against other players and not about missions, because there is a very wide range of offers here due to the challenge, last stand or the distance, which is suitable for basic players as well as for top players after the week has one or the other challenge and fun in store. In guild wars PvP combat, there has been an increasing imbalance between attacker and defense in recent years:1. The fire starbound rifle works at maximum range on attackers and is limited on defenders. this allows for camping from a distance without being able to get a scratch at all. Depending on the setup, the entire defense team is destroyed with one single action by GCarol and the fight is over in less than ten seconds.2. Defenders without badges can hardly hold anything against the offensive power.So there are two to three ideas to balance the PvP with little effort:1. Remove the limitation of the range of the starbound rifles, so revenge and vengeance at least works again, because defenders and attackers has the same weapon (which was sold without a clue about that problem)2. Enable defenders with badges so that one or two hits don't cause the defenders to fall over.3. Match the bullet dodge armor trait to the bullet dodge hero trait to make ranged combat less attractive in PvP games.Yes, it would be tactically new dimensions (less range, more melee), but if you then increase the VP for the PvP missions, it could become more interesting overall and possibly also reduce the number of perfect weeks and seasons for the top guilds. Otherwise, more and more guilds will manage to play the entire season perfectly, because the normal missions will be more and more easy to play with SMY and the defenders are to weak.
#Zombrex (Neo / Horizon / Genesis / Prime / Elite)
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Making Defenders consider walkers would only make this situation worse, making this game basically unplayable for beginners. Imagine simple survivors with no badges against an 80% DR Bruiser. Bro.
I think that, instead of makes badges work for defenders, it is better to make Attackers's badges doesn't apply for GW PVP. This could make I imagine this might provide an opportunity for no/poorly developed defenders to give a better challenge.
In this case, Starbound rifle should be nerfed because of that because the firebug only works if the defender has 1 Hp, so it should be harder to get there. -
If people want GWs to be harder it's simple. Play with Jerry, Merle and Governor.
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@NatsuDark
ok, I'd be fine with that too, as it limits a big problem with little effort and means a more balanced situation between attacker and defender. I'm looking for ideas that go away from ranged combat, where it's possible to blast the entire defending team in one turn. -
Put electrical tape over ½ your screen.
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I do really enjoy GW, but the difficulty should be re-worked. For me and most of my guild compagnons, even Sector 20 is too easy to play. Why do not increase the difficulty for each sector - so we reach lvl 54 at sector 20?And sorry for warming up this old threat.
Ingame Username: el presidente -
Hirntod said:I do really enjoy GW, but the difficulty should be re-worked. For me and most of my guild compagnons, even Sector 20 is too easy to play. Why do not increase the difficulty for each sector - so we reach lvl 54 at sector 20?And sorry for warming up this old threat.
For example: in island 19 are walkers until level 54 and in island 20 are walkers until level 55 and more special-walkers. The other (18) islands remain, as they are.
So that "everybody" can choose, what he want to play, and even beginners and mid-range-players are able to finish some (good) islands?
PS: the VP and RP for all islands could remain, as they are today. Only some really hard islands for fun... -
@Thüringer Well, I do understand your point of view. But let me tell you, how GW works in my guild - and I think, this is how it works in nearly every guild: the sectors that will be played are defined by the strength of the strongest teammates. All others are doing the human bandits. So there is no need for those crappy sectors - but DECA can keep them, for god's sake. Just two or three level higher
Ingame Username: el presidente -
@Hirntod: thank you. You're right, my guild does / makes it in the same way as your guild.
But i didn't talk primary about / for me or my guild. I can imagine, that not every guild has several players, which are able to finish sector 20 easy, how / like your guild or my guild. Look for example at one of our enemy-guilds during the second war of the current GW-season...
(my guild is "Wölfe Odins", the winning team)
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Unfortunately, you did show 5 out of 8 only. But I assume, even the fifth in ranking did primarily human enemys. And for the first four in ranking there would be other battlegrounds, even after a general difficulty increase - correct me if I'm wrong: At the moment, the GW enemy level goes down to 31. This is less than doing a supply gathering mission.Ingame Username: el presidente
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@Hirntod: sorry, i had taken only this one screenshot.
At present with level-30-heros / survivors the GW-enemy-level in the easiest sectors (island 1 and bonus-sectors) goes from 30 till 32.
I agree with you and would personally be really happy with some harder islands!
I only want to say / remember, that i can imagine, that there are "other players out there", which doesn't need necessarily harder islands... -
"I only want to say / remember, that i can imagine, that there are "other players out there", which doesn't need necessarily harder islands...
"
Of course you're right. But I can't imagine that there are many players out there who are missing those crappy 30-to-32 islands, tooIngame Username: el presidente -
@Hirntod: yes, that should be true, with "those crappy 30-to-32 islands"...
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Raising the difficulty won't change anything. The game needs to change in some fundamental way in order to bring new challenge to guild wars.
We are always discussing this behind scenes.
Meanwhile, be sure to play all game modes, become a true Elite player by scoring perfect in challenge, leaderboard The Last Stand, etc. There's much more to this game than only guild wars. Happy hunting!
#Zombrex (Neo / Horizon / Genesis / Prime / Elite)
Are you Lost? Alone? Looking for a killer team to have your back?
Join ZOMBREX! We have a tiered guild structure so players of every level and ambition can find a home they fit in.
Remember, search ZOMBREX FAMILY.
Our page :
https://m.facebook.com/Zombrex2015/
Send me a PM or message ATLAS#5063 on Discord -
I disagree. Higher enemy level will indeed raise difficulty, that's a fact. And the advantage is: it's pretty easy to implement. Another promising improvement would be to adjust the spawn rate. All those measures could be taken with nearly zero effort and will lead to an improvement of the gaming experience for sure. Meanwhile, DECA can work on what you called "change in some fundamental way in order to bring new challenge to guild wars."Ingame Username: el presidente
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