Arrow Carts and the Outmanned Buff

Arrow Carts and the Outmanned Buff

in Suggestions

Posted by: ThunderCat.8395

ThunderCat.8395

I apologize if this has already been suggested, since I did not bother reading the 18 page ArrowCart QQ thread.

Basically, my suggestion is that the ACs be restored to pre-patch levels, and the outmanned buff can give defenders a bonus damage percent to ACs and other siege. This means that servers which are severely outnumbered during certain times of the day can still stall big zergballs, but without making it incredibly difficult to take an objective during primetime. This will give servers which have a weak timezone an incentive to build and refresh siege, so that the few players that they have on will have a fighting chance.

Arrow Carts and the Outmanned Buff

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Posted by: MiLkZz.4789

MiLkZz.4789

This actually sounds interesting. A 33-50% siege damage boost wouldn’t be to bad when outmanned.

Yea I think I can live with this. IF all the damage boost are reverted to pre patch numbers.

Warrior of [VcY], guild from Seafarer’s Rest
First troll to receive 10/10
Best golem driver EU

Arrow Carts and the Outmanned Buff

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Posted by: graverr.6473

graverr.6473

+1
Damage buff on Acs should have been * ONLY * for outmanned and that was the perfect logical thing to do for balancing.

Mini Somales -Seven Instincts- [siN]

Arrow Carts and the Outmanned Buff

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Posted by: Tynee.9427

Tynee.9427

I like the idea they should also increase the AOE cap for outmanned buff. Make AOE hit 10-15 targets if outmanned imo.

Arrow Carts and the Outmanned Buff

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Posted by: Krakah.3582

Krakah.3582

/signed

Good idea, this will give lopsided off hours coverage, and under manned servers stuck in a bad bracket more reason to show up.

-KNT- BG

Arrow Carts and the Outmanned Buff

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Posted by: SwitchJX.4928

SwitchJX.4928

/agreed
+1

15 chars.

Arrow Carts and the Outmanned Buff

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Posted by: graverr.6473

graverr.6473

I like the idea they should also increase the AOE cap for outmanned buff. Make AOE hit 10-15 targets if outmanned imo.

No that would be too much .Outmanned should only enhance defensive positions and situations not give offensive abbilities aswell .Acs aleady have a 50 target cap wich is more than 5.

If u give increase the aoe cap on players a good 25 man raid will instagib 120 man blobs without even blinking.While beeing outmanned.

Stick at the +1 for Ac damage buff on outmanned only.

Mini Somales -Seven Instincts- [siN]

Arrow Carts and the Outmanned Buff

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Posted by: Tynee.9427

Tynee.9427

No that would be too much .Outmanned should only enhance defensive positions and situations not give offensive abbilities aswell .Acs aleady have a 50 target cap wich is more than 5.
If u give increase the aoe cap on players a good 25 man raid will instagib 120 man blobs without even blinking.While beeing outmanned.

120 people times 5 max target= 600 potential hits
25 people times 15 max targets= 375 potential hits

Seems like the zerg still has the advantage, but at least the smaller group would have a fighting chance. I personally find siege wars boring, I want to kill and be killed by people using abilities. But everyone is free to have their own opinion.

Arrow Carts and the Outmanned Buff

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Posted by: Sube Dai.8496

Sube Dai.8496

/agreed
+1

15 chars.

+1

John Snowman [GLTY]
Space Marine Z [GLTY]

Arrow Carts and the Outmanned Buff

in Suggestions

Posted by: graverr.6473

graverr.6473

No that would be too much .Outmanned should only enhance defensive positions and situations not give offensive abbilities aswell .Acs aleady have a 50 target cap wich is more than 5.
If u give increase the aoe cap on players a good 25 man raid will instagib 120 man blobs without even blinking.While beeing outmanned.

120 people times 5 max target= 600 potential hits
25 people times 15 max targets= 375 potential hits

Seems like the zerg still has the advantage, but at least the smaller group would have a fighting chance. I personally find siege wars boring, I want to kill and be killed by people using abilities. But everyone is free to have their own opinion.

60 ppl = 300 hits
25 ppl = 375 hits

So what u basicly say is when a server is outmanned everyone on the other servers should blob 120 man to counter 20 .Yup good ideea.

Mini Somales -Seven Instincts- [siN]

Arrow Carts and the Outmanned Buff

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Posted by: sostronk.8167

sostronk.8167

Despite being in favor of the current arrow cart buff, I actually think your idea is reasonable. Although I personally think they should split the buff between outmanned and regular. So for example, half the damage (from the buff) if not in outmanned and another half if outmanned. That said, im sure that outmanned buff is broken right now and needs to be revised.

Thumbs up though. Í might hold the opposite opinion of yours, but I respect your thoughts on the topic, unlike most of what I have read from others.

Arrow Carts and the Outmanned Buff

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Posted by: Ross Biddle.2367

Ross Biddle.2367

No. Arrow carts should not be restored to prepatch levels.

The rebuffed arrow carts prevents the typical zerg smashing at doors then taking the objective. That is boring and predictable. If the only scenario when this works is when a server is outmanned, then the zerging will go back to prepatch for most cases.

If they are to be nerfed, then there shouldn’t be more than a 30% damage reduction.

Dude, what it allows is for zerg balls to drop a field AC anywhere they want around the Tower/Keep, and AC down any/all siege inside (range + damage). Then they zergball in and cap.

AC’s > All.

Arrow Carts and the Outmanned Buff

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Posted by: yanoch.7051

yanoch.7051

I agree it’s a bit too powerfull but balista, canon and Arrow cart all have mastery. I’m pretty sure we will have the same drama when Ram, Balista, golem and treb mastery goes live. Right now it like comparing apple with orange.

Can you all imagine the whining when catapult will get treb range or when treb will get increase range? Trebbing outter bay or hill walls from a safe place in garrison? Golem will probably get better mobility and stronger defense?

All those siege mastery are gonna change the way we play. I wish there was a defensive siege weapon. I just find the implementation a bit slow, harsh and a bit hard to adjust.

Maybe increasing the damage of AC at the same time that giving the mastery a bit too much. I don’t remember if they increased the canon and balista damage when they implemented the mastery.

I do like the idea of mastery and WvW progression.

Heiann – NSP

(edited by yanoch.7051)