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4-03-2012 @ 9:01AM
If I really want PvP I usually play some type of FPS, currently TF2 as I haven't picked up Battlefield 3 yet. Even TF2 seems to be the old Team Fortress mixed with WoW. The invisible spies that one-shot backstab and the healer pally-bubbles are just ridiculous. So when I choose to play MMO style PvP it's to slow down, as the pace isn't as fast in MMO combat. BUT, the constant stuns, fears, and interrupts turns it all into a waiting game of "when do I actually get to use an ability" or just sitting here watching someone kill my character without being able to respond. Trinkets have a cooldown you know. In a FPS, if a rocket blows me up or someone gets a clean shot out of a window that I didn't notice, then at least I was mobile and active. GC wrote some time back that being stunlocked was not fun. Seems the higher ups disagreed with him. HOPEFULLY one of the things that WoW "borrows" from a certain other game, in addition to AoE looting, is the resolve bar where all CCs share a common diminishing return. As it is now, it's the one doing the stunlocking that's having fun.In addition, there's the graveyard waits. It seems that devs say something like, "hey lets put the respawn right on top of the cap point so they can rush right back in". Then they say, "oh the offense has a really hard time with so many people popping up on top of them to defend, so we'll put in a delay for respawning to balance that". The result is, you get to sit there for up to half a minute either doing nothing, eating a sandwich, or thinking about all the important or at least more interesting things you could be doing besides sitting in a graveyard waiting for a respawn timer. Again I reference the golden age of gaming, where back in Team Fortress we had these long hallways and such to run down, or big courtyards to cross, that made up for the instant respawns and let us remain active. Actively playing the game, instead of hiding or running away, should not be punished by getting a long visit to the graveyard, while the guy hiding in the back talking trash continues to brag about his deaths to killing blows ratio.There were references to the old Assault model for Unreal Tournament, which are basically the capture point maps like Strand of the Ancients but without the vehicles. Those map designs didn't have people sitting around playing defense. Sitting waiting for a random size group, or some invisible backstabber, to show up is boring. Trying to push back and forth at a given chokepoint while moving towards or away from the capture points is a much more active game design. Think of that damn bridge in AV for an example of a choke point. And please, for heavens sake, everyone stop making carry-the-flag maps so some attention seeking infant will stop holding the flag and running around like an idiot.
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