WvW Keep Traps

WvW Keep Traps

in Suggestions

Posted by: Rashagal.5867

Rashagal.5867

I personally would love to see the Jumping Puzzle style traps make a transition into the rest of WvW. The most obvious area that this could be implemented in would be in Keeps, though I don’t see why they would be restricted to them, as towers and camps, and even key points in roads could be very effective places for these types of traps. It could easily be implemented through upgrades or just be naturally occurring like in the JP. They could be neutral activation, so that using them would effect anyone in the area regardless of friend or foe, meaning that one would have to coordinate with their team so as not to imperil their allies.

Imagine: a keep being invaded by an army with superior numbers. They are running in a tightly knit zerg, as is the current meta. They encounter a bridge leading to the lords room, seeing a smaller group of defenders waiting for their final stand. Suddenly, one side of the bridge gives out, dumping a large portion of the zerg onto the floor below as they suffer a bit of fall damage. Only the side of the bridge is cross able, and it gives the stalwart defenders a chance to capitalize on the invaders being temporarily split. They run across the remaining side of the bridge and slaughter those fortunate enough to have not fallen, while those that fell scramble back up the stairs to regroup.

The possibilities of this are seemingly limitless, as Boulder traps, could be used on the water facing gate of the garrison in BL; a Bridge trap going across the land route of hills (this might need to require a change so they dont just drop to their instant death); A ramp trap turning the stairs in Bay into a slope, suddenly sliding everyone on them to the bottom of the docks; pit traps on roads for dolyak ambushes; spike traps for long corridors like between the southeast tower and supply camp in BL; net traps that immobilize foes near important choke points; log traps that knock foes off small cliffs; the list goes on.

Obviously the trick would be to make it so that these traps aren’t overpowered, which could easily be done by giving them a very long cool down between usages. It wouldn’t make the keeps impenetrable, but it would slow down invasions and make attackers think twice about where they step. What does everyone else think?

Anvil Rock Ambassador of [Sane];
[ARM] Anvil Rock Militia Commander;
The Loryak: I speak for these beasts.

WvW Keep Traps

in Suggestions

Posted by: yungwizud.1827

yungwizud.1827

I agree! large traps in keeps would make an awesome edition in an expansion.

WvW Keep Traps

in Suggestions

Posted by: Rashagal.5867

Rashagal.5867

Oh wow… Is it too egotistical to claim responsibility for the traps update? Or was that just a happy coincidence that I suggested it when it was already in the works?

Anvil Rock Ambassador of [Sane];
[ARM] Anvil Rock Militia Commander;
The Loryak: I speak for these beasts.