WvW Guards are too weak. Make em stronger.
Why nobody has commented on this? This suggestion seems to be valid and flawless, imho. Takes less than a second for a group of 10 to wipe the gate guards.
They need to be stronger, to (at least) reduce the chances of a keep to be zerged.
I believe the are at their current difficulty so small groups can contend. Doesn’t seem flawed. If anything, these guards should scale better, so as to become much more difficult with larger groups.
i would sugest to have option where u can choose all guards to be ranged and also make them focus fire
I think their purpose is to prevent single players from capping towers easily, not to actually slow a zerg. Seeing as its WvW, arena net probably intends for players to do most of the defending.
They should be stronger when a server is outnumbered…
But in general, players should be the ones actually guarding the points.
I’m not sure whether guards themselves need to be harder but the Tower and Keep lords definitely do. Currently it is possible to ninja a keep with a level 80, 5-man group (I’ve done this on numerous occasions)
I personally don’t see anything wrong with a 5man group capturing a tower if its unguarded.
They should be stronger when a server is outnumbered…
But in general, players should be the ones actually guarding the points.
And this is also a very nice idea. Also when a server is in possession of a low number of structures, an area should have more/stronger guards.
(edited by Navzar.2938)
IMO, make stealth unavailable for attackers inside an enemy keep. It would make sense that a keep would be on high alert and thus stealth should simply be unavailable inside of keeps and forts. Note…I mean INSIDE the walls. Stealthers complaining about this should look at the combat…it is masses of people colliding that causes a lag of rendering players evenw ithout stealth, you don’t need it to survive, simply lose yourself in the crowd. It is NOT hard.
Keep commanders have to be stronger (should require 10 man squad minimum to have a chance of downing them, towers and camps are fine).
For the servers getting their butts handed to them, give them stronger guards directly related to how poorly they are doing. Thus the guards can help offset the number issue more realistically.
Incite random mob attacks intot he mix. If someone owns 2/3rd the map they should be under attack by random mobs at several locations. If undefended they mobs will win (aka they are stronger than the guards and more numerous, requiring of a concerted effort by players to push back).
Get rid of the combat ping on the map if it does not involve players fighting players, it is rediculous that people fighting npc mobs cause a combat ping.
Just a few suggestions.