Suggestions for WvW Changes

Suggestions for WvW Changes

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Posted by: Luthias.9741

Luthias.9741

Here are a list of items that I would recommend for changing/implementing for WvW to make it a much more enjoyable experience. This is just my starting list for the time being and I will continue to add to it over time. Any additional suggestions that are made by folks to this thread (that are not directly contradictory in nature) will be considered for addition as well.

Downed State Changes
- Downed state abilites need to be uniform across all characters: ranged attack, ranged interrupt and heal
- Downed state traits need to be removed/replaced to prevent enhancing downed state

Player Resurrection Changes
- Maximum number of resurrectors for a downed player should be 1
- Players that are being resurrected should continue to take damage
- When a player dies, their screen should go black to prevent scouting after three seconds
- After a player rallies, they should only come back with a maximum 10% health

Character Changes
- Mesmer portal needs to be restricted to party only, disappears after 5 people have entered it, cannot be used to used by siege weapons (golems) or pass through walls
- Culling needs to be corrected to prevent unfair stealth advantage for the Thief class

Siege Weapon Changes
- Siege supply requirements should be much higher for construction and build time…it is way too accessible in this game
- Siege needs to have some supply requirement for reloading ammunition
- With proposed changes to supply requirement and build time stated above, siege weapons should have durability increased substantially

WvW Mechanics Changes
- Population cap should not be applied at the zone level in WvW…but for WvW as a whole for each server…to provide more fluid movement and strategic options between zones
- Skill system to perpetuate character development should be implemented to encourage WvW (similar to Realm Ability system in DAoC)
- Dungeon/Zone created as reward to server controlling the majority of the WvW map should be implemented (similar to Darkness Falls in DAoC)
- Modify loot bag system for WvW so players are not missing out on drops that were earned by killing opposing server players and NPCs
- Modify camps to just contain the supervisor as the defense, but modify it’s strength to offset the reduced number of NPCs at the camp. This NPC should then be uprgradeable to level 81 or level 82
- Alerts should be disabled unless objective is claimed by a guild. If the objective is attacked, only the claiming guild will be notified of the attack. The only other alerts that should be thrown are unclaimable points (i.e., sentries and portal keeps)

Server Transfer Changes
- Server transfers need to become a paid service only…free transfers can be open every 30 days to medium or low population servers only

(edited by Luthias.9741)

Suggestions for WvW Changes

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Posted by: Sniku.6837

Sniku.6837

CAMP improvements : leave just the guild supervisor guard,make it ~4 times stronger with a ranged attack,allow it to be upgraded to lvl 81 and 82

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Posted by: Luthias.9741

Luthias.9741

CAMP improvements : leave just the guild supervisor guard,make it ~4 times stronger with a ranged attack,allow it to be upgraded to lvl 81 and 82

Thank you for the suggestion. Do you think it should retain the current buff it gets to prevent camp flipping too often with those modifications? Or this change should eliminate that buff?

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Posted by: Thunderbrew.7034

Thunderbrew.7034

Add to that:

1) A better system for gathering the badges since its so easy to miss
loot bags in big battles.

2) Disable or change Mesmer portal until rendering is fixed AND preventing
a mesmer from hacking into a keep. Both of these reasons make WvW broken.

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Posted by: Sniku.6837

Sniku.6837

CAMP improvements : leave just the guild supervisor guard,make it ~4 times stronger with a ranged attack,allow it to be upgraded to lvl 81 and 82

Thank you for the suggestion. Do you think it should retain the current buff it gets to prevent camp flipping too often with those modifications? Or this change should eliminate that buff?

i think the rightous buff should be removed because one who doesn’t gurad the camps risks that some1 takes it back soon

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Posted by: Sniku.6837

Sniku.6837

Add to that:

1) A better system for gathering the badges since its so easy to miss
loot bags in big battles.

2) Disable or change Mesmer portal until rendering is fixed AND preventing
a mesmer from hacking into a keep. Both of these reasons make WvW broken.

auto loot for badges sounds good.
and i think that mesmer’s portal should be removed cause its kinda too easy to transport lots of people or golems etc.

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Posted by: Thunderbrew.7034

Thunderbrew.7034

Its not that its east to move people, I have no problem with that. The problem
is that 90% of the big battles utilize the portal to prevent themselves from
being rendered to the defending players. This results in an army of “invisible”
people who wreck the defenders.

The abuse of the portal to take keeps is even more game breaking.

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Posted by: Sniku.6837

Sniku.6837

Its not that its east to move people, I have no problem with that. The problem
is that 90% of the big battles utilize the portal to prevent themselves from
being rendered to the defending players. This results in an army of “invisible”
people who wreck the defenders.

The abuse of the portal to take keeps is even more game breaking.

Seems to me that there are alot of reasons to disable the mesmer portal

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Posted by: Twill.6217

Twill.6217

none of these suggestions help or address the issues for a casual player.

if a person without a group wishes to see what wvw is all about his experience looks like this:
- run a very long time to a spot where fight is supposedly happening
- find no one there or hug a zerg
- die a few times, run back from all the way across the map
- die a little more
- complete a map
- logout

there just really isn’t anything to keep people who aren’t familiar with the concept interested, is there? the battles are endless, objectives unclear, people are spread too thin and travel time is bothersome….

communication is not in any way imposed on the player and that means that anyone outside of wvw guilds or a band of friends will have a miserable experience.

wvw was supposed to be attractive to those who wouldn’t otherwise participate in pvp activities. however, i fail to find anything that could possibly attract a player like that beyond a 100% map completion. once all vistas and points of interest are gathered a player like that will never come back to wvw maps. even those who pvp from time to time are reluctant to go there beyond monthly achievement count.

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Posted by: Sniku.6837

Sniku.6837

well WvW is specific for pvp’ers ,if a person is more of a pve’er or other type,seems WvW is not he’s cup of tea,a player who is really interested in WvW will find ways to adapt ,find guilds friends etc.

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Posted by: Katz.5143

Katz.5143

As long as all that is restricted to WvW and kept out of PvE. If you start drastically affecting PvE by changes that were done specifically for PvP/WvW you will end up with everyone who is PvE being annoyed. That goes for the other direction too. Changes made for PvE will annoy WvW people if it affects WvW play.

I think they should separate WvW and PvE into different servers. Let people have their PvE server and their WvW server. Then have the paid on the Gem store transfer thing just for the WvW servers and different rules for skills, downed state, etc etc etc. Separate them completely.

It’s a kitten conspiracy. Kittens gonna be kittens. All is vain!

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Posted by: Luthias.9741

Luthias.9741

Thank you all for the feedback so far. I have added your commentary to the list. Please let me know if you have any other items you would like put on the list of suggestions.

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Posted by: LNCXerro.9513

LNCXerro.9513

I think they need to cut down the amount of seige weapons that can be made within a keep for defense, as well as offense. There was another game that had World PVP like this and they had build spots where you could build seige. I think that would be much better than seeing all the red circles from the billons of arrow carts made.

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Posted by: Sniku.6837

Sniku.6837

i would sugest to remove all siege weapons and when some1 wants to conquer a tower/keep/castle they should have a circle in front of the Gate at 1000 distance(susceptible to guard and player ranged attacks) where the players must stand on and then somesort of mechanism(that requiers supply’s per hit) activates that attacks gate,and the defending players must kill or chase away the players who stand in the circle