War point control - defender sided - broken respawn mechanics

HOW CAN AN EQUAL-SIDED WAR WIN - THEY CANT ITS DEFENDER SIDED

People respawn 5-10m away within secs and then respawn back on point, you need to rework this asap, wars are fundamentally broken and unbalanced.

Attackers can get 2-5x the kills and still not be able to win, with the defending respawning mechanics in place. Please see the video

Also color code the heals!!! there are always 10x sacred ground on the point, no one knows who

Potential solutions

  • Wave respawns?
  • 20-40m spread respawns away from the capture point
  • 4 quarters of capturing, so when you clear you gain progress on the objective instead of it resetting back to 0

The current way wars works ( mechanics ) destroys skilled players

50 healers could die over and over, but respawn either on point or 10meteres away and get back onto the point, with the lag/desync and stacking issues

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We’re also continuing to review balance within War. Defenders are winning more often than attackers which is what we want (currently defenders win around 80% win of wars). We want to reward defending companies that build up their ranks and upgrade their forts. But we will keep an eye on balance as we resolve the major exploits and make sure that both sides have a fighting chance.

@Zin_Ramu

Please read and review the above, now you say 80% surely that is worrying… its should be close to 50/50.

I’ve had 50 wars from betas to now.

80% is a strong suggestion that defenders are winning because of something, not skill as it lags when everyone piles onto a point, forget all the exploits and issues.

The respawns for defenders are broken/incorrect - please look into this asap

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I would say work on your skill and coordination. People have lots of money invested into their territory. They invest in Fort upgrades. They should have an advantage.

When my group started out trying to take territory, we got stomped a few times and gate camped. We built a better group, worked on things, then we got to where we were taking 1 flag every war. Few more wars in, we were taking all 3 flags, but running out of time before taking the fort. Now we have a pretty good strat down, and we have taken 4 territories.

And no we don’t have any cheaters or exploiters, no one has been allowed to even use a hatchet since the bug come out. It’s all just coordination, and practice, but it really does come down to the wire.

I’m not surprised, your calls are pretty bad (I’m on limbux - are you calling that out to the whole army? Just your group? You want them to keep track of who just you are on?).

You are not going for wipes or setting up siege weapons (you had them, you just didn’t use them lol?)

No fire traps to go for area control, nobody taking out people on their seige weps.

And when you do have numbers i.e 22 mins on B, your team didnt get on point and ofcourse wiped to a respawn wave

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You’re clearly not playing on a competitive server.

this is one player within our team.

If you have played a lot of high enc competitive sieges, its defender sides,

They generate more tokens and resawn on the point, hence breaking the capturing mechacic.

Any defense team could play 50 healers, run around point never do damage and still win, because they waste time heal/live and then die, respawn on top of the point, same again.

Defender respawns also happen in the middle of the enemy attacking side, defenders don’t always respawn on their own side of the point. I’ve respawned many times in the middle of the enemy on the wrong side.

you’re still within meters of the capture point, and you can use - charge/burnout or hatchet to run on point in seconds and have no problem stopping the capturing ticking - you don’t even need to be skilled or good, just press keys and then die again on point, you’re all missing the broken mechanics

80% is far to high

They stated already that war defenders have an advantage and the reasons make sense. And if you think attackers are trying to penetrate a fort, make even more sense.

I can tell you with 100% confidence, that Hellheim is FAR from a competitive server. And the video “proof” of your inability to capture points, merely highlights this even further.

yeah now the lag has gone, it’s clearing up and seems to be okay win ratio will change

I take back what I said before, essentially with lag defenders would run on before the game caught up. Now it seems possible/balcanced.

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