Μαχομαι ([info]maxomai) wrote in [info]worldofwarcraft,
@ 2008-04-02 10:15:00
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WSG since 2.4
So....the 2.4 patch contained a few fixes that were supposed to make WSG move more quickly, or at least be more enjoyable. These included:

• Able to see the EFC on minimap for 45 seconds after the flag is captured
• Both FCs take 50% additional damage if they hold the flag for ten minutes; this goes up to 100% if they hold the flag for fifteen minutes.

My question is: have these changes made WSG substantially faster and more enjoyable for you? (I'm especially interested in the thoughts of those who dared to play WSG at level 70.)

Thanks!



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[info]hiredg00n
2008-04-02 05:30 pm UTC (link)
The debuff to flag carriers may actually make things harder!

It might be a bug, but when I did WSG, if the flag wasn't capped within 10 minutes a little message popped up that said "The Flag Carriers Have Become Vulnerable to Attack!", even if no body was holding the flag.

As soon as someone did pick it up after those 10 minutes, they would get the increased damage debuff making them easy targets and also making it much more difficult to run the flag back.

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[info]paradox0220
2008-04-02 05:34 pm UTC (link)
I think it helped a -little- but here is what happens. Both sides are turtling the flags like normal. Then the debug gets bad enough that both sides nearly always simultaneously drop the flag and everything resets back the the beginning.

I'm fine with both sides getting a point at the 10 min mark and resetting. Draws are fine, let's just finish the darned game!

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[info]skeletoncrew
2008-04-02 05:41 pm UTC (link)
Agreed, WSG needs a time limit not a debuff.

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[info]rufushonkeriv
2008-04-03 09:07 am UTC (link)
Yes. If I had a spare hour I would run an instance, not do a BG.

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[info]maxomai
2008-04-02 05:42 pm UTC (link)
Yeah, I agree. I wish they'd just put the game on a timer.

My idea is this: after 60 minutes, everybody gets 2 markers if the score is tied.

The downside is that this would encourage turtling. The upside is that nobody cares, as long as the game finishes.

I'm not saying this is the best proposal; I'm throwing it out there as an idea. But any timer beats a four hour turtlefest.

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[info]diaphoni
2008-04-02 06:20 pm UTC (link)
I agree with a timer but I think 30 min is long enough. WSG for an hour is painful not fun.

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[info]iwanttobeasleep
2008-04-02 06:44 pm UTC (link)
Ditto. That gives an average ten minutes to grab the flag three times, if you don't do that, call it a draw. BGs should be fast paced, or failing that, short.

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[info]lane
2008-04-02 07:17 pm UTC (link)
I'd like to petition for the amount of time it takes to play an AB/EotS be reduced by at least 25% if not 50%.

The 3/2 games especially take forever - longer than some AVs - and give horrible honor per time investment.

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[info]iwanttobeasleep
2008-04-02 07:25 pm UTC (link)
I don't mind those so much (more for AB, I barely EotS) because it can end up being more of a fight than a turtle in WSG. Although if the losing team is committed to guarding what they have rather than trying to get more, it can suck.

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[info]lane
2008-04-02 07:36 pm UTC (link)
Most of the ABs I've played have been node trading. Horde zergs something of ours while we're zerging something else and the end result is basically the longest possible 3/2 AB you could have. Considering I'm usually on defense and almost always unlucky enough to be at one (alone) that no one ever attacks it's like watching paint dry.

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[info]saxononyx
2008-04-02 07:36 pm UTC (link)
I have never understood the turtle game. And I have never been in a WSG longer than about 30 minutes total. there are only so mant places to hide the flag effectively and every one knows them. A couple of stealth ed scouts can generally find the flag very quickly, and as a Holy Pally I specialized lied in Turtle breaking. We are called cockroaches for a reason. once flag is located, take a large number of teammates with warrior in lead, holy pally just behind and head for it. apon spotting enemy, warrior charges, pally casts blessing of freedom on self and charges as deep into enemy ranks as possible preferably straight for flag carrier and almost immediatly bubbles. consecrates, hammer of justice on flag carrier, and heals. then blessing of protection on self, heal, heal, heal.

it is amazing how much of the enemy force will concentrate on killing the two of you while a stunned flag carrier dies to the rest of your team. and if the holy get far enough in the charge to be next to the flag carrier he can also grab and return the flag prior to dieing. Add in a second healer to keep the warrior up and life is even better.

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[info]simonb
2008-04-02 10:38 pm UTC (link)
I tend to use Mind Vision on my priest to find the enemy FCs when they're hiding

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[info]tchernobyl
2008-04-02 07:40 pm UTC (link)
the idea i've come up with is this... if people haven't capped the flags after 10 minutes of holding, both teams get 1 point and the flags get reset. Speeds the game up some :p

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[info]maxomai
2008-04-02 07:42 pm UTC (link)
I like that idea a lot. I would add the provision that if the score ends up 3-3, both teams get two markers.

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[info]rufushonkeriv
2008-04-03 09:09 am UTC (link)
I see what you mean, but I would rather neither team gets markers for a tie. Otherwise you would just have runs of game after game of tie, tie, tie.

We need to give them something to fight for.

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[info]ghostlight
2008-04-03 04:38 am UTC (link)
It sounded great on paper, but the FC debuff is permanent - even after both flags have been returned. So as soon as it's triggered you end up having to turtle the flag or losing it - and when you go to take it again it's twice as hard as it was when you couldn't get a capture in enough time to avoid the debuff.

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