7 years ago
Draw in Guild Wars
Is it wrong that after two draws, the defending units remain in place (albeit broken, but still), and forwards - disappear (although not was completely destroyed). I offer 3 versions: 1st (I do not ...
"Tanzos;c-1652597" wrote:"Waqui;c-1652571" wrote:"Tanzos;c-1652495" wrote:
New suggestion:
If there's a draw, your remaining characters are retreated like in the Raids and you can use them again at the health they retreated with. So getting a draw with 5 guys remaining vs 1 of theirs, mean you can go back in and finish them off cause you clearly had the upper hand. BUT you lose the first time attack bonus.
Or if you draw with only 1 guy remaining you can use that character on a different team but at their health level.
Saying if you can't win in 5 minutes you don't deserve the win is a flawed idea, the game constantly changes with complex strategies and real life time is an immeasurable factor in "victory". If I think too long about my moves or somebody asks me a question while I'm in a match may drain the time I have to win. If those variables were different my team could've easily won. So it's not that if my team can't win in 5 minutes I don't deserve it, It may be that my team CAN win in 5 minutes but something else got in the way of giving me that chance to win. Which I understand is not the game's problem but it is our problem as players.
A very minor one.
How about:
If the defending teams holds its ground for 5 minutes, it reaches its objective and hence is considered the victor?
And also:
If the attacking team wins, it may be that the defending team COULD have won, but something else got in the way of giving it the chance to win.
As it is now, you can use one team to soften up the opponent before you go in with another team to finish it up. F.ex. you can attack with a team with IPD and some secondary characters, that can protect it until it blows up Traya. With your suggestions the remaining characters can retreat after Traya was blown up, and then they can be used in another similar attack. It's better than the original suggestion, but still:
If the attacker is allowed to retreat with its remaining characters, fill the team up to a full team of 5, and then attack again, how is that fair towards the defender, who cannot do the same? Defending teams are fixed once assigned for defense. Defenders can't reinforce in the same way. It gives an unfair advantage to the attacker.
In my suggestion, the attacker can't retreat. Only when they draw do their alive characters come back, like Hermit Yoda in the raid specifically, with reduced health and 0 turn meter.
I also realize that it may cause a weird tactic of not taking a turn to draw if you mess up in the beginning to get all your characters back. But it would still feed turn meter to the defenders and lose the first attack bonud. Either way, it doesn't create a much of disadvantage to the defenders, but gives the offense a chance to use the characters that survived in these extremely rare scenarios.