Re: Time park 2nd objective hard for zombies
I've commented elsewhere that the maps seem, subjectively, to have a noticeable number of choke points compared to maps in GW1.
Add the tendency for fighting to concentrate around one of those points and the fact that a lot of players will get stuck in a cycle of getting vanquished at that choke point only to respawn and throw themselves back into it and what you have is a meat grinder.
Part of the solution is to recognize that your team is at an impasse and break off from the battle to seek out an alternate route to flank the opposition or, less favorably, respawn as a different character class which might be able to break through the choke point or service in it long enough to get others through.
And sometimes the Teleporter just isn't worth the effort.
Add the tendency for fighting to concentrate around one of those points and the fact that a lot of players will get stuck in a cycle of getting vanquished at that choke point only to respawn and throw themselves back into it and what you have is a meat grinder.
Part of the solution is to recognize that your team is at an impasse and break off from the battle to seek out an alternate route to flank the opposition or, less favorably, respawn as a different character class which might be able to break through the choke point or service in it long enough to get others through.
And sometimes the Teleporter just isn't worth the effort.