For me the issue is winning don't feel satisfying at all compare to winning in old NW system. Before if you WIN it mean you are last guild alive, you manage to survive and kill everyone else. Now if you WIN it mean you got luck to last hit a fort, or no one attacked you and you won without even fighting. This system to me fundamentally goes against the spirit of Node Wars and PVP and i have hard time enjoying NW anymore.
@@fxbeliever123 that still doesn't discredit what he said, NWs had a sort of satisfaction when u won before and now it doesn't. Sure no one likes hand offs either even when I'm on the receiving end. But politics got worse when u had the ability to lock guilds out, which so happens to be a mechanic to prevent sticks. Even if u are not a stick guild u had a chance to get locked out from NWs for the rest of the week because u couldn't meet the kill/death and time requirements, now they trying to help the very players they cucked. Bring back the old NW system and remove the lockout mechanic from it
a last hit solution coud be a countdown when the tower is dead that counts how many people of each guild is at a certain range of the tower, the guild thats has the most amount for like 10, 15 seconds (maybe more) gets it, at least it gives the chance to fight it and not lose it to a random guy from another guild ho came and last hit it
1. love the "all forts have ? time remaining" suggestion 2. my initial thoughts are that spawn timers in general are just too long: maybe instead of the 30 sec fixed spawn times, it should be 10 seconds for the fort owners, and 20 seconds for the guilds without fort ownership (this is to help the zerg problem blue faced and described at 1:10:15, fort owners need more advantage than just having flame tower and hwacha and elephant since they will be fighting multiple guilds on different fronts at the same time, reduced spawn timer for fort owner is one way to help this) 3. hot take: remove flag factory, it creates and exacerbates zerg/"Zombie" situations for offense pushes where guilds can just rush fort owner leaving no time for repairs, especially considering 2v1 or 3v1 situations. fort owners can rez fort or town, offense pushes get town rez only.
Blue, love the content. I'm one of those weirdos that watch your entire hour long videos. Watching this while servers are down. ty for the content and have a nice day.
How about time control or points for making kills when controlling the fort or something else. I mean, the last with the fort didnt get It, the guilds with most points in the node war get the fort. Like every min you have the fort 1 point, every kill you make with the fort Up 1 point. Stuff like that? Is just like an idea how to make the system fairer, you still geting the fort last hitting but if you cant control It and other guilds recover It quickly It's still nothing change.
They should have a minimum time of owning a fort to get rewards. If you don't own a fort for XX% of time during the war, you don't get rewards even if you own it at the end. Prevents the last minute zerging and makes fights happen all match. Also, the ??? Forst should actually be random times, not multiples of 5. You were able to predict which timer it was on based on your experience. If the timer can be 13m or 27m or 31m, it would throw off those calculations forcing more interaction.
Ex-GW2 WvW enjoyer here, 2016 bdo vet but new to NW. I'm actually astounded at how barebones NW is, it doesn't feel like a war at all, it's just a gimmicky king-of-the-hill game. My guild is small, we went in to just have fun and see what happens, roughly 15 people and we did balenos and wasted an hour of our time because we never got the last hit on any of the pushes. Zero rewards....what. Every single node should be active and all guilds should be randomly split between 2 factions (keeping numbers as even as possible) that fight for control over ALL the nodes. Whichever faction controls more nodes at the end gets the better rewards. The entire war should function on a single timer. Sticks need to have walls, you should have to siege the wall in some way before youre allowed to zerg a stick, and claiming a node should kick out all players not part of the guild that claims it, giving them time to set up defenses. Maybe you can make this system work with fewer drastic changes, but the big one that has got to be fixed is pushing and claiming a fort and not having a chance to set up to defend, that kind of system doesn't mix with a "last hit claims it" system, and participation credit needs to be WAY more lenient otherwise smaller guilds are going to get burnt out after 2-3 wars of 0 rewards.
Also a WvW enjoyer. I am also dumbfounded by how lackluster the "war" is in this game. There is literally so much potential with how the world works and how there are LITERALLY CASLTES ALL OVER THE MAP. Why are we not fighting over keeps and cities??? Why are we fighting over random pickets in the middle of the map?? There should be like a Node War specific server where it is just 100% war where guilds own cities and there is no *safe zone*. Players should be able to claim entire cities to give their guilds city specific buffs.
How about % of dmg done = % of getting fort. If you do 40% of fort damage, you have 40% chance of getting the fort. BDO is full of RNG and dice roll.... just add it to fort capture rate
As someone who just started PvP in BDO with a 700 gs gearlet, I find the new NW system beneficial for newer guilds entering node wars. My guild recently started doing NWs solo, and this system has been great for helping us get used to the macro strategies alongside everyone else.
It's been a few years since I have actively participated in nodewars, mostly due to the two hours of length you would have to sometimes sit through. Although the new system seems to have its flaws I do think the general idea of this 'less committing' style of fights is refreshing, especially for the non-hardcore pvp fans out there. I do wish they would add at least a small reward for those guilds that actively participate in fights (100 k/d) but fail to concur any nodes in a nodewar, otherwise I fear it could scare off less experienced guilds or players from participating in fights.
What if it was based on time held till end of nodewar? Like you held onto the fort for 40 min vs the 20 min another guild had it so your guild wins it? IDK an idea.
@BlueSquadron There is a solution for this, a REALLY easy one. Base dies, people have to stay at the spot for 10 seconds in a circle around the fort. If an enemie is getting into the circle it resets the timer. If the guild manage to be at the spot for 10 seconds without enemies around they get the fort.
Good feedback, for once, but your proposals will now work. The cartelling already worsened on KR where top guilds just basically have the best nodes all to themselves as they used to. The cartelling also worsened on RU (in 2 days the new system was out, lol) where instead of top guilds, the cartels consist of unskilled bottom-feeders who can organize their zergs from the start if they see their allies on the same zone, guaranteeing at least most of them will get a node. Dummy guilds got worse basically everywhere. And it's because PA doesn't actually give a crap about making it fun for a large portion of playerbase, they only care about their most invested players who they (mostly rightfully so) believe to be condenced in top guilds on each server. They don't want their old-timers to ever feel not powerful enough, so they make new dual-purpose features (new NWs, GL, you name it) to both trick ungeared players into getting farmed by endgame players with events and mostly meaningless participation rewards, and to widen the power gap between geared and ungeared players with high reward incentives for the winners. It's not logical, and it won't work in the long run, but it's been in Korean playbooks on MMO making since the 90's, and it's the only formula they know how to monetize the best.
I play on SA server, to me, the system just need to increase the defense capabilities of the fort, because the way it is now, just worth to fight on the las 10min~5min of the fort timer. If when u capture the fort, it spawns barricades and structures to enhance the defensive capacities of the fort will be better, since you need to defend ur fort against at least 2 guilds. So enhance the defense power of the fort, will make worth get the fort before the last minute, because is easier to defend. And It'll be more "war" type of fight instead of steal the last hit.
@@DrSwazz dont matter if they will give a time to u put the barricades, structures urself, etc. The point is: The defense needs to be better, u need to defense ur fort against at least 2 guilds, To make it worth the defense, instead to wait the last minute and snipe the fort. Also, maybe the amount of forts needs to change from the number of guilds divided by 2 and instead round it down, round it up.
@@CanalLetsPlayVideos I really like the idea of hiding the remaining times of every fort in the region. That plus giving guilds time to build structures would fix this node war mode imo
if you're going to keep last hit as the mechanic, honestly spawn timers need to be WAY longer. It incentivizes strategy, and punishes excessive lemming scouting.
here is my idea. if a said fort is 15 min fort ya need to hold it for 15 mins. if another guild takes it, the hold timer and fort hp are reset. So the new guild now has to hold it for 15 mins and so on until the total 1 hour nw time is up. if the 1 hour is up and u are still owning the fort its yours. so u hold it for the set 15 mins and your done or the nw time is up. also all fort times should be an rng time, also the time should rng roll when the war starts or guild will remember what fort times are for what forts
ApeUp represent, we love this new King of the Hill system, it's actually mad fun and exciting. The only issue we have is the timer on some of the forts are way too short. The first war we did was in this vid, and the ? fort lasted almost the full hour, which gave us a lot of time to pvp. But the second war we did, the ? mark fort ended in 20 mins! Like who designs a node war system to let it end that short?! The ? forts should always be 1 - 1.5 hours, and rest of the other forts should have a min of 30 mins. With some tweaks this can be a very fun system as long as guilds play ball and actively pvp.
As a Div member, I don't mind the NW overall it was pretty fun, but there needs to be several improvements to it, And this is just one thing i think they could implement to make it feel more fair. i like the idea that in order for a guild to take the fort with last hits, they have to have contributed X% (to be determined, not sure if 1% is too low but something in the 2% range maybe) of the forts hp once it drops below 10%. This is to counter one of my biggest potential issues. if you ball up and rush a fort last minute, or have a squad of people take it? i don't mind that SO much as a strategy. but right now you could have an archer three zipcodes away yeet an arrow in the forts direction and get it with less than 100 damage which seems really stupid to me. There is a joke in our guild that we should all show up on Awk Woosa and just drop 50 peoples worth of flowers on the guild at around 5% hp or so, good luck beating that. Also though, they should make sure that there is at least one fort per region that is closer to 50 mins. yesterday sucked cause they both popped in like 20 minutes or something and it was like damn we done already? early lunch i guess.
The last hit system is fine, the fort disapearing after a set period of time doesn't work. Winning a fort should come from holding it for a period of time (ex: fort spawn with Xmin to hold during war in total and if end of nw is reached least time left to hold at that point wins it). More guild would not solve the problem as the ratio of guild/fort keeps getting lower during the war. To solve it you could have fort respawns at certain ratios to keep overall fight closer to a 1v1.
My Take 1.0 Keep the new random territory assignment but make 1 hr early before NW 2.0 Implement the old fort building per guild so guilds can strategize and build before war starts 3.0 Depending on how many guilds apply, only half of those (or 1/3) will have nodes at the end of the NW. if your fort gets destroyed your out, then last guilds standing wins. This way it eliminates kartel politics, prevents spacing out and waiting for fight. No RNG last hit on fort.
The every fort ? is the only solution if they want to keep the system: The strongest guild has the highest probability of getting the fort, because they mathematically have the most uptime on the fort and therefore the highest chance to get it. The other guilds tho still have the chance of "lucky punch" it. It still would prefer the old system, but at least in that scenario everyone stays engaged. As the weaker guilds you need to minimize the uptime of the other guilds on the fort and the stronger guild has the goal to maximize their time.
There needs to be 30 seconds of fort immunity every time a guild claims a fort so that structures can be placed and zerging guilds are cleared. Also wish barricades played a bigger role as well as recos. Instead of artificially keeping respawn timers low.
All random timers. Have it so once the fort is down you have to hold the spot for 30seconds to a minute in a circle around the stick to secure it. this way even if you last hit you are not guaranteed the fort you have to hold it and clear off enemies and hold the point to secure it
Hey Joe! You won the Pearl Abyss raffle giveaway for your comment on this video! Could you reach out on discord or respond here with your family name so we can send the prize?
I hate the new NW system; you can't be TP at the start of the NW 😭😭 I know there are no forts to TP at, but still... you should be able to assemble at the start of NW, the leaders can just pin a place in a certain location and make that the assembly point or spot at the start of NW. If you got stuck in a town (e.g.: Heidel) and you miss the guild CTG and the region you got assigned is in Valencia, then good luck going to Valencia at the start of NW... 😂😂 either you need to run from Heidel to Valencia or switch to a non-NW server, leave your platoon, take the magnus TP, then wait until you can server swap again. Very nice PA! Keep up the stupid work!
Seems like the node wars issues all boil down to trying to deal w/ the fact that there is a #1 head honcho guild winning everything. Just add some sort of de-buff to the #1 guild or buffs to all the other guilds that aren't the #1. Seems like unless they do something about it people will naturally gravitate to the winning guild giving that guild the pick of the liter from the good players. There's nothing they can do to stop the powerhouse guild from winning every fight unless they do something to incentivize there not being a #1 overpowered guild.
For me the issue is winning don't feel satisfying at all compare to winning in old NW system. Before if you WIN it mean you are last guild alive, you manage to survive and kill everyone else. Now if you WIN it mean you got luck to last hit a fort, or no one attacked you and you won without even fighting. This system to me fundamentally goes against the spirit of Node Wars and PVP and i have hard time enjoying NW anymore.
You came, you saw a fort, and you conquered it.
Bro never heard of politics where nodes are given away
@@fxbeliever123 that still doesn't discredit what he said, NWs had a sort of satisfaction when u won before and now it doesn't. Sure no one likes hand offs either even when I'm on the receiving end. But politics got worse when u had the ability to lock guilds out, which so happens to be a mechanic to prevent sticks. Even if u are not a stick guild u had a chance to get locked out from NWs for the rest of the week because u couldn't meet the kill/death and time requirements, now they trying to help the very players they cucked. Bring back the old NW system and remove the lockout mechanic from it
I made 1.1b in 11mins from nw. Best change ever
@@shawdiiebombAF😂😂😂 mans eating 🍽️
good feedback, but there is a problem and its called '' pa doesnt give a fuck what people says''
a last hit solution coud be a countdown when the tower is dead that counts how many people of each guild is at a certain range of the tower, the guild thats has the most amount for like 10, 15 seconds (maybe more) gets it, at least it gives the chance to fight it and not lose it to a random guy from another guild ho came and last hit it
1. love the "all forts have ? time remaining" suggestion
2. my initial thoughts are that spawn timers in general are just too long: maybe instead of the 30 sec fixed spawn times, it should be 10 seconds for the fort owners, and 20 seconds for the guilds without fort ownership (this is to help the zerg problem blue faced and described at 1:10:15, fort owners need more advantage than just having flame tower and hwacha and elephant since they will be fighting multiple guilds on different fronts at the same time, reduced spawn timer for fort owner is one way to help this)
3. hot take: remove flag factory, it creates and exacerbates zerg/"Zombie" situations for offense pushes where guilds can just rush fort owner leaving no time for repairs, especially considering 2v1 or 3v1 situations. fort owners can rez fort or town, offense pushes get town rez only.
Nice one, thank you for the info about the new node war system! ^^
Blue, love the content. I'm one of those weirdos that watch your entire hour long videos. Watching this while servers are down. ty for the content and have a nice day.
Almighty Squadron
I can appreciate that it’s pure chaos start to finish.
Let's go, BDO. Nice work Blue
Interesting take as always!
How about time control or points for making kills when controlling the fort or something else. I mean, the last with the fort didnt get It, the guilds with most points in the node war get the fort. Like every min you have the fort 1 point, every kill you make with the fort Up 1 point. Stuff like that? Is just like an idea how to make the system fairer, you still geting the fort last hitting but if you cant control It and other guilds recover It quickly It's still nothing change.
Thank you for providing us space for feedback Blue.
Can't wait for the next BDO United Nations podcast.
You can fix the last hit system of the fort by counting which guild did the most damage in the last few seconds.
True
They should have a minimum time of owning a fort to get rewards. If you don't own a fort for XX% of time during the war, you don't get rewards even if you own it at the end. Prevents the last minute zerging and makes fights happen all match.
Also, the ??? Forst should actually be random times, not multiples of 5. You were able to predict which timer it was on based on your experience. If the timer can be 13m or 27m or 31m, it would throw off those calculations forcing more interaction.
Ex-GW2 WvW enjoyer here, 2016 bdo vet but new to NW. I'm actually astounded at how barebones NW is, it doesn't feel like a war at all, it's just a gimmicky king-of-the-hill game. My guild is small, we went in to just have fun and see what happens, roughly 15 people and we did balenos and wasted an hour of our time because we never got the last hit on any of the pushes. Zero rewards....what.
Every single node should be active and all guilds should be randomly split between 2 factions (keeping numbers as even as possible) that fight for control over ALL the nodes. Whichever faction controls more nodes at the end gets the better rewards. The entire war should function on a single timer.
Sticks need to have walls, you should have to siege the wall in some way before youre allowed to zerg a stick, and claiming a node should kick out all players not part of the guild that claims it, giving them time to set up defenses.
Maybe you can make this system work with fewer drastic changes, but the big one that has got to be fixed is pushing and claiming a fort and not having a chance to set up to defend, that kind of system doesn't mix with a "last hit claims it" system, and participation credit needs to be WAY more lenient otherwise smaller guilds are going to get burnt out after 2-3 wars of 0 rewards.
Also a WvW enjoyer. I am also dumbfounded by how lackluster the "war" is in this game. There is literally so much potential with how the world works and how there are LITERALLY CASLTES ALL OVER THE MAP. Why are we not fighting over keeps and cities??? Why are we fighting over random pickets in the middle of the map?? There should be like a Node War specific server where it is just 100% war where guilds own cities and there is no *safe zone*. Players should be able to claim entire cities to give their guilds city specific buffs.
great video!
Nice vid blue dragon
With no chimeras what are you guys on pc wearing now
How about % of dmg done = % of getting fort. If you do 40% of fort damage, you have 40% chance of getting the fort.
BDO is full of RNG and dice roll.... just add it to fort capture rate
why not just who has the most players next to the fort when it does gets the fort or the fort does not die till only one guild is left next to it
As someone who just started PvP in BDO with a 700 gs gearlet, I find the new NW system beneficial for newer guilds entering node wars. My guild recently started doing NWs solo, and this system has been great for helping us get used to the macro strategies alongside everyone else.
It's been a few years since I have actively participated in nodewars, mostly due to the two hours of length you would have to sometimes sit through. Although the new system seems to have its flaws I do think the general idea of this 'less committing' style of fights is refreshing, especially for the non-hardcore pvp fans out there. I do wish they would add at least a small reward for those guilds that actively participate in fights (100 k/d) but fail to concur any nodes in a nodewar, otherwise I fear it could scare off less experienced guilds or players from participating in fights.
What if it was based on time held till end of nodewar? Like you held onto the fort for 40 min vs the 20 min another guild had it so your guild wins it? IDK an idea.
ANOTHER BANGER FROM BLUE DRAGON
@BlueSquadron There is a solution for this, a REALLY easy one. Base dies, people have to stay at the spot for 10 seconds in a circle around the fort. If an enemie is getting into the circle it resets the timer.
If the guild manage to be at the spot for 10 seconds without enemies around they get the fort.
That last hit system makes it true to the PA rng system
that's pretty reasonable feedback. Like the suggestion to just conceal the fort timers.
how about if the guild that wins is the one wich hold the fort the most of the time?
Noone would fight for questionmark forts then
Good feedback, for once, but your proposals will now work. The cartelling already worsened on KR where top guilds just basically have the best nodes all to themselves as they used to. The cartelling also worsened on RU (in 2 days the new system was out, lol) where instead of top guilds, the cartels consist of unskilled bottom-feeders who can organize their zergs from the start if they see their allies on the same zone, guaranteeing at least most of them will get a node. Dummy guilds got worse basically everywhere.
And it's because PA doesn't actually give a crap about making it fun for a large portion of playerbase, they only care about their most invested players who they (mostly rightfully so) believe to be condenced in top guilds on each server. They don't want their old-timers to ever feel not powerful enough, so they make new dual-purpose features (new NWs, GL, you name it) to both trick ungeared players into getting farmed by endgame players with events and mostly meaningless participation rewards, and to widen the power gap between geared and ungeared players with high reward incentives for the winners.
It's not logical, and it won't work in the long run, but it's been in Korean playbooks on MMO making since the 90's, and it's the only formula they know how to monetize the best.
Thank you sir.
I play on SA server, to me, the system just need to increase the defense capabilities of the fort, because the way it is now, just worth to fight on the las 10min~5min of the fort timer.
If when u capture the fort, it spawns barricades and structures to enhance the defensive capacities of the fort will be better, since you need to defend ur fort against at least 2 guilds.
So enhance the defense power of the fort, will make worth get the fort before the last minute, because is easier to defend. And It'll be more "war" type of fight instead of steal the last hit.
Why would the fort spawn in defense structures? What if you don’t like the layout?
@@DrSwazz dont matter if they will give a time to u put the barricades, structures urself, etc. The point is: The defense needs to be better, u need to defense ur fort against at least 2 guilds, To make it worth the defense, instead to wait the last minute and snipe the fort.
Also, maybe the amount of forts needs to change from the number of guilds divided by 2 and instead round it down, round it up.
@@CanalLetsPlayVideos I really like the idea of hiding the remaining times of every fort in the region. That plus giving guilds time to build structures would fix this node war mode imo
if you're going to keep last hit as the mechanic, honestly spawn timers need to be WAY longer. It incentivizes strategy, and punishes excessive lemming scouting.
noob question why is he using kutum not nouver?
here is my idea. if a said fort is 15 min fort ya need to hold it for 15 mins. if another guild takes it, the hold timer and fort hp are reset. So the new guild now has to hold it for 15 mins and so on until the total 1 hour nw time is up. if the 1 hour is up and u are still owning the fort its yours. so u hold it for the set 15 mins and your done or the nw time is up. also all fort times should be an rng time, also the time should rng roll when the war starts or guild will remember what fort times are for what forts
ApeUp represent, we love this new King of the Hill system, it's actually mad fun and exciting. The only issue we have is the timer on some of the forts are way too short. The first war we did was in this vid, and the ? fort lasted almost the full hour, which gave us a lot of time to pvp. But the second war we did, the ? mark fort ended in 20 mins! Like who designs a node war system to let it end that short?! The ? forts should always be 1 - 1.5 hours, and rest of the other forts should have a min of 30 mins. With some tweaks this can be a very fun system as long as guilds play ball and actively pvp.
your my boy blue! your my boy!
Blue Eyes White Squadron!
As a Div member, I don't mind the NW overall it was pretty fun, but there needs to be several improvements to it, And this is just one thing i think they could implement to make it feel more fair. i like the idea that in order for a guild to take the fort with last hits, they have to have contributed X% (to be determined, not sure if 1% is too low but something in the 2% range maybe) of the forts hp once it drops below 10%. This is to counter one of my biggest potential issues. if you ball up and rush a fort last minute, or have a squad of people take it? i don't mind that SO much as a strategy. but right now you could have an archer three zipcodes away yeet an arrow in the forts direction and get it with less than 100 damage which seems really stupid to me.
There is a joke in our guild that we should all show up on Awk Woosa and just drop 50 peoples worth of flowers on the guild at around 5% hp or so, good luck beating that.
Also though, they should make sure that there is at least one fort per region that is closer to 50 mins. yesterday sucked cause they both popped in like 20 minutes or something and it was like damn we done already? early lunch i guess.
All forts are ? and last 2 expire at the same time. 1 of them can be highlighted for extra rewards
nice thank
The last hit system is fine, the fort disapearing after a set period of time doesn't work. Winning a fort should come from holding it for a period of time (ex: fort spawn with Xmin to hold during war in total and if end of nw is reached least time left to hold at that point wins it). More guild would not solve the problem as the ratio of guild/fort keeps getting lower during the war. To solve it you could have fort respawns at certain ratios to keep overall fight closer to a 1v1.
The new system is simply chaos, I much preferred the base defense style, altho I do like the foward bases you can build now, thats neat.
Thank you.
Hmm gonna have to try a nodewar
My Take
1.0 Keep the new random territory assignment but make 1 hr early before NW
2.0 Implement the old fort building per guild so guilds can strategize and build before war starts
3.0 Depending on how many guilds apply, only half of those (or 1/3) will have nodes at the end of the NW.
if your fort gets destroyed your out, then last guilds standing wins.
This way it eliminates kartel politics, prevents spacing out and waiting for fight. No RNG last hit on fort.
They need to remove the timer showing time left. And have the "better reward" to the fort that has a timer.
Let’s go Blue_Dragon
Hey pork chop you won the raffle giveaway PA did on this video! Can I get your family name and region? Discord works too if you don’t want to comment
@@bluesquadronlive LilPorkChop ,NA. I had no idea there was a raffle on this video. Never won anything before :3
Nice one!
the full pink dye lol
22 min war..... 22 mins I would of had more fun in RBF
Good silver for 22 mils thou. RBF getting better silver per hour when?
@@zombi5118 Yea pvers enjoy their silver in 20mins but what about the actual guilds that used to play nw? 20min wars feel like a kick in the nuts
Wow, awesome!
Hmm, hoping the changes eventually make for more interesting content once all the tweaks are said and done.
Great content
We getting free outfit with this bois
The every fort ? is the only solution if they want to keep the system: The strongest guild has the highest probability of getting the fort, because they mathematically have the most uptime on the fort and therefore the highest chance to get it. The other guilds tho still have the chance of "lucky punch" it. It still would prefer the old system, but at least in that scenario everyone stays engaged. As the weaker guilds you need to minimize the uptime of the other guilds on the fort and the stronger guild has the goal to maximize their time.
they will eventually listen to us , right???
I wish capped would really mean capped like Arena of Solare.
There needs to be 30 seconds of fort immunity every time a guild claims a fort so that structures can be placed and zerging guilds are cleared. Also wish barricades played a bigger role as well as recos. Instead of artificially keeping respawn timers low.
it wont help , 30 seconds barely enough even to up the people who died for stick
@@crookhands Actually, 30s is around the spawn time late into a nw, so everyone _would_ be up by then
fun system just needs some tweaks to be really fun
Bald dragon 🐉
Simple metric after 2 weeks. Which guild come to NW and fought? Is it more?
No. Revert.
All random timers. Have it so once the fort is down you have to hold the spot for 30seconds to a minute in a circle around the stick to secure it. this way even if you last hit you are not guaranteed the fort you have to hold it and clear off enemies and hold the point to secure it
To fix last hit issue, just make all forts ??? time
Hey Joe! You won the Pearl Abyss raffle giveaway for your comment on this video! Could you reach out on discord or respond here with your family name so we can send the prize?
@@bluesquadronlive Soulaire
@@JoeShmoYoyo Thanks! I Will have them send it over!
Hey Joe are you NA or EU? They aren’t sure which account to send it to
@@bluesquadronlive NA👍
nice feedback
Nice video!
I hate the new NW system; you can't be TP at the start of the NW 😭😭
I know there are no forts to TP at, but still... you should be able to assemble at the start of NW, the leaders can just pin a place in a certain location and make that the assembly point or spot at the start of NW.
If you got stuck in a town (e.g.: Heidel) and you miss the guild CTG and the region you got assigned is in Valencia, then good luck going to Valencia at the start of NW... 😂😂 either you need to run from Heidel to Valencia or switch to a non-NW server, leave your platoon, take the magnus TP, then wait until you can server swap again.
Very nice PA! Keep up the stupid work!
Sooo 40 minutes of basically sitting still. New player to bdo coming from eso. Played eso 9 years. Node wars look kinda bunz
last hit to gain fort instead of most damage just lets to everyone ambushing it in the alst 60s :/
ngl.. im here mostly for the giveaway, but algorithm might push more of these vids for me so they might come in handy.
Amazing
Pure chaos
they turned the NW into Battlefield Conquest. hahaha
just rinse and repeat taking back the fort.
The intensity. 😅
it just works
am here for them crons!
Nice Video
good feedback but yeah, not sure bout the new system
BDO forever!!!❤
T1 anex so strooonkk
shift+F5 next time blue
bdo so good and fun game :V
bald dragon
Comment because PA told me to. Free outfit please!!!!
Great vid - lemme win giveaway!
Plz we need the crons uwu
I mean i'm not a fan of the old system but the new one is also not good at all.
hmmm
Gg
Cope
giveaway!!!😀
What a dilemma ;[
Knowing the old nodewar system, the new system is just too much of a joke for me and is barely any skillful. I cannot accept it at all.
😂nice mc
Yo
j really did the impossible, nw is fixed, pvp is saved, no more rng, no more p2w, let's goooooo
Chat PvP is better!
Best node war system
it's horrible unless you're a pve mouthbreather
@@LOONAbd wrong
Seems like the node wars issues all boil down to trying to deal w/ the fact that there is a #1 head honcho guild winning everything. Just add some sort of de-buff to the #1 guild or buffs to all the other guilds that aren't the #1. Seems like unless they do something about it people will naturally gravitate to the winning guild giving that guild the pick of the liter from the good players. There's nothing they can do to stop the powerhouse guild from winning every fight unless they do something to incentivize there not being a #1 overpowered guild.
Okay have you watched the video? U want people to get debuffed because they are better at the thing they are doing instead of others?
I dont like new node war system.
gib outfit