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Why do good/experienced players like to camp the zone 5 entry door?


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72 réponses à ce sujet

#1
Arnold Friend

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   I get it why newer players do, although recently I've taken to just ignoring their frantic down-arrows until they either join me in the field, wipe from bad tactics, or vote-kick me in the lobby.  I know, kinda of a-hole(ish) of me.  But my real question is to those players who seem reasonably capable/competent who still think that strategy is gud.

 

  Why aren't we all just pairing up, covering east/west, and wrecking the individual enemies as they spawn?



#2
DrKilledbyDeath

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Cause PUGin' ain't easy?

 

I'd rather have a choke point than assume the other 3 know what they are doing.


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#3
Kantr

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It's a sound strategy.


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#4
Arnold Friend

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It's a sound strategy.

 

Really?  Maybe for the venatori, where anything is a "sound strategy", but would you care to elaborate?



#5
luism

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Cause flanking archers and wraiths hurt
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#6
Torkelight

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Really?  Maybe for the venatori, where anything is a "sound strategy", but would you care to elaborate?

This way you wont get surrounded by ranged etc. and you have a point on the map that you can hold. If your collective control and damage is not good enough to hold that entrance you will probably do worse if you leave the room. Simple tactics. And yes, even against the DC (you should always try to lure DC to some stairs though and tank him there, but if you cant tank him outside I wouldnt try it). If you are able to steamroll you might as well do whatever you please though. If your team is coordinated enough to be able to move around for cover etc. then it might work. But usually, you are better of staying inside. It's basically like LoS-pulling.

Lastly, dont panic. Bring your towel.


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#7
Arnold Friend

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Cause flanking archers and wraiths hurt

I guess I'm missing something here.  Why not just kill them?

 

They don't all spawn at the same spot, and LoS is your friend.



#8
haxaw

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What difficulty are you referring to? For Perilous, splitting up into groups as you suggest would be a death sentence without very specific team composition. Especially in PuGs, you would need to have high enough burst damage and low enough cd time that you can consistently wipe out spawns before you're overwhelmed. If either of the two groups is taken down, it'll probably be a wipe.

 

There are just way too many IFs to make it a worthwhile risk? What's the reward here? Potentially faster clear time? Maybe?

 

Granted, there are a few rooms where bottlenecking the last stage is also detrimental to yourself, mainly in the very long, narrow rooms with no lateral kiting space available. But for the overwhelming majority of maps and team compositions, camping the font room is the most reliable.


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#9
Arnold Friend

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Ok, maybe this was just a terrible topic to bring up.  It seems the answer is because you can't trust the other three players know any better.


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#10
Kinom001

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Depends on what kit I'm using. If it's a character with an AoE (elemental mines, toxic cloud, firestorm, blizzard, et al) the doors a boon to placement of those attacks. However, if I'm a Katari or Reaver I'm more likely to move outside the door so I can take advantage of cover or, to be frank, take the opportunity to run far away from a crowd of archers or wraiths tearing me apart by pieces


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#11
haxaw

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No...we've all been making arguments why it's tactically advantageous to camp the room...

 

What difficulty do you play on? Because the ability to spike down spawns is greatly affected by the difficulty.



#12
Kinom001

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Ok, maybe this was just a terrible topic to bring up.  It seems the answer is because you can't trust the other three players know any better.

Definitely not a terrible topic. I'm seeing some interesting responses and that's what this forum should be about.



#13
Arnold Friend

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No...we've all been making arguments why it's tactically advantageous to camp the room...

 

What difficulty do you play on? Because the ability to spike down spawns is greatly affected by the difficulty.

Exactly, so why bother with it on routine and threatening?  My few perilous runs have either been all players all barrier lol-fest, or a highly coordinated effort where everyone is communicating w/ mic.   But definitely for routine, and mostly for threatening, even level 20 gray gear is enough to drop archers/wraiths in a couple hits max.  The problem I've noticed is when people tunnel-vision the boss instead of keeping an eye on the minimap and clearing trash first.



#14
DrKilledbyDeath

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Routine doesn't matter, but threatening you can still get easily overwhelmed. And keep in mind in most groups it is best to do as the others do. If they all want to stay in the room, you're much better off staying it in too.



#15
haxaw

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Exactly, so why bother with it on routine and threatening?  My few perilous runs have either been all players all barrier lol-fest, or a highly coordinated effort where everyone is communicating w/ mic.   But definitely for routine, and mostly for threatening, even level 20 gray gear is enough to drop archers/wraiths in a couple hits max.  The problem I've noticed is when people tunnel-vision the boss instead of keeping an eye on the minimap and clearing trash first.

 

For me, at least, when playing Routine or Threatening, it's just so easy to just sit in the room and pewpew away; let the trash come to you, so to speak. Honestly, what advantage do you get for splitting up into two groups and eradicating spawns as they happen?

 

For lower difficulties, whatever time you might save isn't worth the greatly added effort of running amok outside. For Perilous, the chances of failure are much increased by doing so. In either case, it just doesn't seem worthwhile.



#16
Arnold Friend

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For me, at least, when playing Routine or Threatening, it's just so easy to just sit in the room and pewpew away; let the trash come to you, so to speak. Honestly, what advantage do you get for splitting up into two groups and eradicating spawns as they happen?

 

For lower difficulties, whatever time you might save isn't worth the greatly added effort of running amok outside. For Perilous, the chances of failure are much increased by doing so. In either case, it just doesn't seem worthwhile.

 

The advantage, and maybe it just comes down to this, is a break in the monotony.  It is a lot more fun to run around, use terrain to your advantage, and just enjoy the experience rather than just keeping firewall up at the door or aiming long-shot at the clump of garbage try to get past the dwarf.

 

I would like to point out that for the Red Templars, parties that don't know to kill the horrors will often still wipe even using the door as a choke point.  Having a couple players out there killing them before the whole map is turned to horror and knights is a good thing.


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#17
kea_spicy

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If you can funnel your enemy into a small area, you're maximizing the amount of damage your AoE attacks are doing.

In the example of a doorway, enemy archers or wraiths have to have line of sight through that narrow doorway. So your tank/ melee character can use the wall/doorframe almost as a shield. 

If someone does go down, you don't need to traverse the map in order to rescue them.

 

But by the same token, your team needs to be creating enough damage to kill enemies in a timely manner so they don't build up.

I've been in plenty of pub games where one person gets knocked down and needs reviving and enemies just start walking into the room since the dps just took a nosedive.

 

It depeneds mainly on the preference of those playing. Some prefer kiting, others like a nice defensive position. :]



#18
haxaw

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The advantage, and maybe it just comes down to this, is a break in the monotony.  It is a lot more fun to run around, use terrain to your advantage, and just enjoy the experience rather than just keeping firewall up at the door or aiming long-shot at the clump of garbage try to get past the dwarf.

 

For me, and I would venture to suggest most players, sacrificing a sound strategic choice for "more fun" (highly subjective, but I'm with you in this case) is not a preferred option.

 

As mentioned before, on lower difficulty settings I can't be bothered to run around chasing down trash (cost-benefit not worth it), and on higher difficulty settings it's not an advantageous risk to take (risk-reward not worth it). At higher difficulties, you're essentially making the game "more fun" by making it harder and riskier. While I can't argue against how any particular individual feels about that, I can say with some degree of confidence that most people aren't going to be opting that route.


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#19
MaxCrushmore

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It is the most effective strategy, that's why

 

The majority of the kits in the game either have good aoe attacks, or quality ranged attacks which can be focused on all the enemies as they try to come through 1 chokepoint.

 

It also prevents enemies ranged units from ever having a line to shoot at you without them grouping themselves up in an easy to dispose of gathering.

 

When it's not a good strategy is when the group you're with has limited damage output and cannot kill the enemies fast enough, then you need to leave the starting room. Although in a group like that, you will probably wipe anyways


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#20
Torkelight

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I can say with some degree of confidence that most people aren't going to be opting that route.

And you'll be correct. Unless you face RTC in the smallest front room, if you cant tank him that is.



#21
TheSpookyAce

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Because after several long stressing perilous matches, some people just want to chill out, put their feet up, standing still and firing away. It's very relaxing and can win you a match, so why not.

 

Yeah I know I am lazy, and I am not a good/experienced player btw.


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#22
UnearthlyCheese

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Most reasons had been covered, but I'm bored at work lol

-it's a simple, well known strategy that even the scrubbiest of PUGs can pull off with little to no communication (if I'm mic'd up with 3 friends, we try all kinds of weird stuff).

-in any dungeon raider, choke points are always your friend. It allows you to keep track of ranged enemies without tracking each of them individually.

-it allows you to LoS lots of ranged enemies to a common location to take advantage of AoE spells (which tend to have longer cooldowns, and thus are not optimal to use on a handful of mobs "in the field".)

-it allows you to kite either the RTC or DC inside the room (if room is large enough). Kiting is not always the easiest job in the world of you have ranged enemies taking pot shots at you while you are focused on the boss.

-the healing font is there! A half ways intelligent team won't use the 5th font before planting the banner if unnecessary.


Not at all saying you can't take the boss outside the room...it's very possible, I've done it myself many times (except for perilous...that I've only complete while staying in the room).

I think for most people, it's a simple case of, "If it ain't broke, don't fix it."
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#23
ROTTWEILER CHEW

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Cus its all super easy, and I'm too lazy to move when someone can go activate the banner for me.

#24
Johnsen1972

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Cause flanking archers and wraiths hurt

 

Yep thats the reason. Fighting in the open area is mostly a wipe in pugs.



#25
HeroicMass

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I do not enjoy camping the room.  I will do it in a pug if the players have been struggling because it is a strategy that most people seem to know, but I prefer to run around and kill enemies throughout the map. 


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