WvW: 15 suggestions to make it work properly.

WvW: 15 suggestions to make it work properly.

in Suggestions

Posted by: Kite.2510

Kite.2510

Disclaimer:
This suggestion is made other the assumption that, Having a single Giant Zerg running around the map capturing, always undefended by players, towers and keeps, rendering base upgrades and difense mechanisms pointless, is the wrong way to do stuff.
If you somehow like the existing aggression focused situation where the mare idea of people staying in a base to defend it is laughable, then just say it in 3-4 words and never come to this topic again.

Disclaimer 2:
The reasoning behind each individual suggestion is on the next post.

Goals of the bellow suggestions:

  • To make, waiting on a base and defending it worth it and fun!
  • To give a little more meaning to siege weapons, where currently outside of EB only Rams are used.
  • To make Upgrades less useless.

Suggestions:

  • 1. All Tower and Keep lords, as well as Camp defenders should scale depending on the number of players participating. Bosses should take the same time to fall whether it’s enemies are 5 or 40. NPC defender spawn rate and numbers should scale depending on both the enemy invaders, as well as well as defending players inside the base. The minimum number of players before scaling kicks in:
    • for Camps should be 3.
    • for Towers should be 5.
    • for Keeps should be 10.
  • 2. Overtaking a Tower or a Keep should drop Champion loot bags upon the event’s completion, to anyone who participated on killing players and NPCs inside the breached base, instead of just killing the Champion.
  • 3. All Upgrade events should be interactable by players to reduce their speed or boost their effectiveness. More details in my old suggestion on this
  • 4. Along with Upgrade events, there should be extra non-pvp events that can give the tower or keep non-permanent extra benefits when players are participating. Such events could be:
    • Train with guards individually to give them a boost in attack or defense until their death.
    • Gather items to be used as supplies on a tower or a keep.
  • 5. Killing enemy players from within your own base should reward you with:
    • extra Wxp.
    • double/guarantied badges of honor.
    • double the usual loot.
    • a chance to loot a champion bag.
  • 6. Ascended loot gained from overtaking enemy bases should be Ascended weapon focused, while Ascended loot gained from defending you own bases should be Ascended Armour focused.
  • 7. Depends on the number of bases your server holds, there is a chance for enemies players to drop a champion bag aimed for ascended weapons.
  • 8. All Towers and Keeps should come by default with environmental weapons laying around that can help close range focused builds get some long range basic skill to defend. If a player holding such an item leave the base, then the said item disapears. These weapons can be (for example) crossbows with skills such as:
    • basic ranged damaging skill.
    • basic ranged aoe damaging skill.
    • basic ranged immobilizing skill.
    • skill that causes lots of damage to downed players. (with mastery)
    • skill that pulls target enemy on players location (with mastery)
  • 9. Towers and keeps that are under siege for a long time will will eventually call for reinforcements. These are Elite guads that would make the capture of the said base a lot harder.
  • 10.Keeps will now be permanently be guarded by some extra elite guards.
  • 11.Owning bases will cause special guards to spawn in the neighboring bases.
    • Owning a camp will cause a single extra Veteran to spawn on nearby towers.
    • Owning a tower will cause a single extra veteran to spawn on nearby towers, camps and keeps, along with veterans patrolling the inbetween roads.
    • Owning a keep will cause a single elite Guard to spawn on nearby Towers, a single extra veteran to spawn on nearby camps, and various elite guards will be patrolling the nearby roads.
  • 12.Elite guards, some Veterans and champions will have lots of Aoe attacks. Elites also have defiance and occasionally reflect projectiles, and are designed to be very effective against very large numbers on enemy players (zergs).
  • 13.Bloodlust will now give stat-boost to the other 3 WvW maps except you’r own, and will give Wxp, Xp and loot boosters to your own map but not the others.
  • 14.When a server has to few servers on his name on a single map, players on that map will get a stat boost.
  • 15.All the above benefits to players defending their bases can be countered by the opposition with the appropriate siege equipment.
…and don’t be toxic!

(edited by Kite.2510)

WvW: 15 suggestions to make it work properly.

in Suggestions

Posted by: Kite.2510

Kite.2510

Reasons behind each suggestion:
1. This is done to be counter effective to send gigantic Zergs on a Single base and it would be more effective if you spread your attack on multiple bases.
2. This is done to battle the issue where every player in the raid wants to damage the base lord in order to guarantee him self some champion bag instead of killing adds and stuff.
3&4. This is merely something to keep the players busy with something while staying in a base. The event boosting the base will make them feel like they are achieving something, rather than doing another event!
5. This is so defending players will have access to similar benefits to the attacking players.
6. This is to stop players from exploiting the method that seems easier in gaining their target loot faster.
7. Obviously to encourage owning multiple bases rather than just guarding one! Also give an alternative on Champion bags for A-weapons in case capturing bases becomes to hard.
8. As said, these are to help non-ranged builds being effective when defending a base, as well as giving a couple of ways to finish-off attacking players who run out of reach whenever they are about to die.
9. This is added as a victory condition for the defenders. Otherwise attackers will never stop attacking until the defenders give up or die.
10.This is to give some extra defense of the keeps besides the 2 doors. As mentioned in the suggestion no12, elites should be very effective against large zergs.
11.This is to make it a bit harder for scouting players to single-handedly capture bases far behind the enemy lines. It won’t be impossible though.
12.This is again to diminish the advantage of having insanely large zergs on single targets.
13.This will solve the problem with dominating servers on certain maps having an even bigger advantage.
14.This will encourage players to join WvW maps, even when the battle is seemingly lost.
15.This is pretty much a disclaimer. I came up with a lot of benefits for defenders and many people will believe that it will be impossible to capture another base again.

…and don’t be toxic!