"A must have in WvW" - upcoming patch

"A must have in WvW" - upcoming patch

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Posted by: Garathorn.7341

Garathorn.7341

There is quite an easy fix that needs to be introduced to make WvW more enjoyable:

1. Flipping capture points- it simply happens too fast, not allowing defenders to retake what they lost. It simply kills the great aspect of the game that are fights inside the castles.

How to fix:

A. To retake the castle You need to capture and hold few (at least 3) crucial points at the same time. Holding those points should last for at least 5 minutes. Than the castle/capture point can be flipped.

- It will force the ZERG to split
- It will allow for more “open field” battlegrounds
- It will make castle battles more complex

<a href=<img src="http://img709.imageshack.us/img709/8695/garasgyze2.jpg"></a>

"A must have in WvW" - upcoming patch

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Posted by: Windowmaker.1683

Windowmaker.1683

This would break the whole purpose of a small group mechanic. Would make zerging the only strategy, and force many people to sit around in some situations doing absolutely nothing. Twenty people x 5 minutes = 1 hour 40 minutes cumulative unproductive time wasted. Overall bad idea.

"A must have in WvW" - upcoming patch

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Posted by: Shadow.3475

Shadow.3475

60sec is a better time, 5min is to long and it should be sy 2spot Supply camp, 3 spots Tower, 5spots Keep, 10spots Castle.

"A must have in WvW" - upcoming patch

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Posted by: Aztex.4895

Aztex.4895

60sec is a better time, 5min is to long and it should be sy 2spot Supply camp, 3 spots Tower, 5spots Keep, 10spots Castle.

Too many spots. As Windowmaker said, this could also break the point of a small group mechanic, but I agree that this is a good idea to be looking for because, well, it could also give more meaning to small groups too.
I say this because I don’t really like the idea of everyone sticking togetter in the lord room just to take something, taking advantage of culling and with no strategy at all, giving no chance to the ones that are inside with less numbers and the only way to counter is by having our own zerg fighting theirs. I also don’t like how Mesmers can make the difference in strategy with just one portal to the lord room. With 3 spots to take in keeps and few more in SM, it would become a matter of strategy and giving meaning to smaller groups while breaking the zerg. Of course, small groups couldn’t take keeps with stealth attacks so easy, but I’m not in favor of having 1 party taking a keep all alone, unless it’s completelly defenseless and with 3 spots, a party can still take a keep.

So I would make it 1 spot Supply Camp, 2 spots Tower, 3 spots Keep and 4-5 spots Castle.
Supply Camps should be easier to get for everyone to take, small and big groups.
Tower could have 2 spots, one in the Lord room and one behind the Gate, which would still be good for small groups to take.
Keeps with 3 spots would force the enemy zergs to spread in smaller groups in order to get those points. The small group mechanic has, in fact, more meaning than it had untill now and the Zerg stops beeing a zerg.
Castle with 4-5 spots is already enough. I mean, StoneMist is huge, beeing attack from everywhere is not easy to defend, but since all 3 servers are fighting each other to get it will be even harder to take if the attacking groups spreads too much.

"A must have in WvW" - upcoming patch

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Posted by: Shadow.3475

Shadow.3475

Aztex if you have 2 spot on supply camp it simple meen you can not solo take a Supply camp you need to be 2 players and then 3players Tower, 5players Keep, 10players Castle. And that way the big zergs you now have in Lord room will have to split up, you still will need to kill the Lord and stop the Defendeers from ressing him but you will also need to get groups to go take 4 other spots in the keep, 2other spots in Tower and then 9 other spots in the Castle and hold this spots for 60sec.

With then make defens easyer, a big zerg cant just run in take Garrison, they will need to co.op and move players between the 5 spots to hold them for 60sec, with then meen that a smaller defens force can go in take back 1 spot then move to 2 spot.

Prefebly it should be so when you kill Lord then you see 4spots on the map for a keep that you need to hold and make sure no one manage to ress the lord, this spots should be random so a keep have ~10 difrent spots with 4 off them light up, that also make it abit more dificult to defend, you cant build alot defens with 1 spot becase its not sure it will be used.

They simple add 4 rings randomly somewere within the Keep that defenders and attackers see when the lord is dead.

Ps maybe lower timer in Supply camps like 30sec, but it is the same time no mater if it is 1 or 100players in the ring.

(edited by Shadow.3475)

"A must have in WvW" - upcoming patch

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Posted by: Svarty.8019

Svarty.8019

If they did this, I would like them to redesign the maps instead of bodging the current ones.

(http://en.wikipedia.org/wiki/Bodging

English slang

In contemporary British English slang, bodging can also refer to a job done of necessity using whatever tools and materials come to hand and which, whilst not necessarily elegant, is nevertheless serviceable. Bodged should not be confused with a “botched” job: [..] A “bodge”, like its cognates kludge and fudge, is serviceable: a “botched” job most certainly is not – but a total failure.)

Nobody at Anet loves WvW like Grouch loved PvP. That’s what we need, a WvW Grouch, but taller.