WvW Orbs
As much as I like dwelling this forum and finding flaws in other peoples suggestions I can’t manage to find one with yours. Great idea!
“You can’t have more than 10 HS decks because that would confuse people”
“30 fps is more cinematic”
Thanks, I am somewhat surprised that no one else seemed interested. It would improve the competitive nature of WvW IMO.
I’m against this.
Firstly, the current Outnumbered buff is 20% MF, 33% exp and 10% world exp. Two things stand out here. First, how would you stack this on multiple orbs? 20% MF per orb? 20% MF for all three? The first is too much and the latter too little. Same for the World exp.
Secondly, the orbs were removed for at least two reasons. First being hackers. People would hack the orbs and bring them to their own servers. This was a major issue and you often heard about how the server with the hackers let the opposition take back the orb without resistance. The second reason is that it made the gaps in power even larger, making already powerful servers into monsters. With MF tied to servers, you would see people transferring servers to the winner servers just so that they could get the MF bonuses for their dungeon runs.
Honestly, trying to entice PvE players to get to WvW is not a good idea. Because the PvE players that don’t WvW… well, don’t WvW. You’ll just create a situation where PvE farmers will move according to WvW situations, which will end up creating a hate between PvE players and WvW players. The WvW players will hate the PvE players for taking server spots from WvW people and the PvE players… well, they’ll just be what they already are.
I think the better solution is to split the current outmanned buff into three so that to get the full buff you’d have to have all 3 orbs.
To the next arguments: They already plan to reinstate WvW orbs anyway, so either they have resolved the hacking issue or will resolve it prior to launch. There is no solution to the power servers getting them or people transferring to the power server to take advantage. Even because of the skill gap between WvW and PVE players, the PVE players are not incapable of learning to WvW nor are they necessarily bad at fighting other players. Some people only do PVE and PVP since WvW really has no incentives currently. Sure you can get items and money and WEXP but how much you get depends on how your zerg size compares to the enemy’s.
They -like any corp- cannot completely remove all instances/methods of hacking.
The problem with The Return of Orbs is simple: as before, nothing stops the #1 Server in your fight-trinity from stockpiling the blasted things for themselves. As such, whatever buffs they grant -even combined- need to be minor.
Imagine:
I’m the first place server in your matchup. Now, not only can I abuse the hells out of the Siege Bros. to gank a tower off of your guys for pretty much free … now I also
gain another significant gameplay advantage, just for the lulz. No fun, right?
As much as I liked Orbs, truth is: as we are now, they’re not at all needed. We have enough issues with the base mechanics of WvW that reinforce the “numbers over all”
aspect. Let’s recap:
1.) Coverage is king.
2.) More WXP for attack > defense
3.) An absolute dearth of Badges/WXP for Support-oriented players.
4.) That accursed player AoE cap. Seriously, even 10-15 would be better than this 5 crap. Meh. Just add a setting to Options to finetune how much Attack Bling you
funnel to your Client, TYVM.
Other 80s: Any but Warrior
They -like any corp- cannot completely remove all instances/methods of hacking.
The problem with The Return of Orbs is simple: as before, nothing stops the #1 Server in your fight-trinity from stockpiling the blasted things for themselves. As such, whatever buffs they grant -even combined- need to be minor.Imagine:
I’m the first place server in your matchup. Now, not only can I abuse the hells out of the Siege Bros. to gank a tower off of your guys for pretty much free … now I also
gain another significant gameplay advantage, just for the lulz. No fun, right?As much as I liked Orbs, truth is: as we are now, they’re not at all needed. We have enough issues with the base mechanics of WvW that reinforce the “numbers over all”
aspect. Let’s recap:
1.) Coverage is king.
2.) More WXP for attack > defense
3.) An absolute dearth of Badges/WXP for Support-oriented players.
4.) That accursed player AoE cap. Seriously, even 10-15 would be better than this 5 crap. Meh. Just add a setting to Options to finetune how much Attack Bling you
funnel to your Client, TYVM.
Well I am only proposing this because they want to put orbs back in and if the stats were changed to better favor PVE than that #1 server would not gain a tactical advantage by having all three. Outnumbered is a stupid buff since it doesn’t help the team who is outnumbered in anyway except to say, “well, you can’t win so why don’t you go kill some moas for a little while and get more loot.”