WVW - climbable walls: Y/N?

WVW - climbable walls: Y/N?

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Posted by: Assassin X.8573

Assassin X.8573

I’m an old school DAoC vet. Before you say this isn’t daoc, I’m just throwing an idea out there to see if people like it or not.

I was feeling a bit bored with PvDoor, get shot by ACs, run back , clear walls, take tower/keep or fail. So I was remembering the days I played my nightshade and warrior in DAOC; two classes of 3 which could scale walls during a keep fight.

This added some diversity to the keep battles. And made things way more fun for me.

But, herein lies the kicker: the ability to scale walls brings up the possibility for ninjazerging. In daoc the keeps had an outer gate and an inner gate, both of which also had to be broken down. Before the keep lord could be killed in the tower.

So if this ability were to someday be added to WvW. Keeps and towers would have to be redesigned as well to prevent ninja teams/zergs from capturing enemy fortifications faster than a defensive response from opposing servers could happen.

My proposal is for only the outtermost walls of a fortification have walls that can be scaled. adding gates to openings in towers could be done through upgrades. But I would still say keeps and SM inner walls be unclimbable.

This would spice things up in WvW without completely disrupting WvW in its current form.

What is everyone else’s opinion?

Darkhaven Gold Tiger Assassin X [JPGN][Sold][VII]
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WVW - climbable walls: Y/N?

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Posted by: folly dragon.4126

folly dragon.4126

I miss those days friend, and Ive been stating this many times. Thank Goodness CU is coming though, in 2 years.

Right now WVW has many problems.

DAOC has reasons to capture and hold with supply lines. Plus realm benefits. WVW lacks any real reason to hold anything, if anything, it promotes losing a position. So there is really no need to defend. The risk is not worth the reward.

Another problem is that, DAOC had the same 3 servers always against each other with no real leaderboard and reset every week. A constant battle with give and take, they battled unpopulation issues.

You had pure AOE in lieu of arrow carts, which I prefered over this haphazard 5 person hit abilities. Currently, burning up scatters damage over the zergs, meaning, bigger zerg only loses when they are sloppy.

You had permastealth until attack type characters in DAOC with 1 escape, ands a cooldown, here we complain because they can stealth nearly endlessly many times. ( don’t forget, daoc had detect). So climb points, although a great idea, would mostly kitten people off.

I am afraid the days off divide and conquer ( since instant travel and attack notices), drawn out defense with meaning and true assaults are truly behind us.