Suggestions on WvW

Suggestions on WvW

in Suggestions

Posted by: Fire.4302

Fire.4302

Right now WvW is all about Numbers, and Some fortifications have no value/unable to be defended

Problems
1) Trebs from Garrisons can hit Western Keeps(Bays) of all 3 Borderlands and they unable to do much except to wait for the walls to fall but well its fair as even in War u get hit by Artillery

2) Likewise for South-East tower(Lakes) it can be treb from Eastern Keeps and unable to counter treb but with a team it can be taken down with AC.

3) The guards in any fortifications are not relevant, we just take them down like they are not there so…. why r they there ?

4) When a 50man zerg comes to a tower with 4 rams and 2 catapults there is so little the tower can do. We had superior AC,Cata,Ballista and all and tower fortified to the max but it still goes down within mins.

5) And Any WvW Buffs by Guilds, its close to no point. +40 to all stats isnt going to help much against giant numbers.

6) When Guilds take over the fortifications, Guild gives “Buffs” to help defending but…what does the fortication give in return ? there is no value in defending something that doesnt give you rewards.

I am suggesting that we need more “War” and rewarding features in WvW

1) Lay Traps/Mines to hold off the enemy ?
2) Bridges that can be destroyed and require enemy to rebuild before crossing to Inner keeps ? Helps defender hold of longer
3)More In-built Siege weapons in fortications by upgrading fortifications( Lets be honest..against a zerg, Cannons dont last for 3mins, same for the oil)
4)When guild take over a fortifications, give returns back to the guild for trying to hold it from the enemy.

In general we need more Defensive features for the defenders of each fortifications
As for offensive-wise… well.. be honest… with a Giant Zerg like BG… and siege you dont need anything else.

This are my suggestions and views, I apologize if i offend anyone in anyway. Do post your views and suggestions if any !

Cheers !

Suggestions on WvW

in Suggestions

Posted by: IVeracityI.8936

IVeracityI.8936

All I’d like to add is that the guards are there to fend off small attacks and prevent a single player or two from just whittling down an unwatched gate – or, in some cases, prevent hostile NPCs from just waltzing in, as some locations are attacked by them. It’s not a remarkable deterrent, but at least it’s there.

Suggestions on WvW

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Posted by: Fire.4302

Fire.4302

A single player or two… will be able to take down the guards actually…i did it before…
However..even so… one or 2 players will not be able to take down the Champion lord,

Before even that a player or 2 wont even consider to start to take down a tower… if its a team of 4 perhaps, however then back to the point where the guards are useless

Suggestions on WvW

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Posted by: Shadow.3475

Shadow.3475

The treb at garrison you can shoot down with Balista under it or if you setup a treb between Longview and Garrison.

Same with all other spots.

What they should do is so Treb, cats do 100% damage on direct hit then 1-5m from were you hit 75%, 6-10m from were you hit 50% and 11-20m from were you hit 25%, so if direct hit do 10k damage to wall then 1-5m 7,5k, 6-10m 5k, 11-20m 2,5k damage.
That way players cant just hit 10m infront off wall and get full damage on everything.

Ps here the idea about sniper rifle can be used, you setup a sniper rifle at Bay next to NE gate and shoot the player that use the Treb, cannot damage treb much, like 10% off what a player can.

(edited by Shadow.3475)