A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained
Currently in WvW, there is no real advantage to standing on a wall.
In real life, the advantage of walls would be that you would have at least partial hard cover while firing on exposed attackers. You aim for them and hit, they aim for you and probably hit the wall.
The game could simulate this by giving everyone on walls a Protection buff (or similar), for as long as they are on the wall.
Trying to hit players on walls is already hard enough. ground-targeted aoe seems to do the trick, but for most professions it’s a case of obstructed, obstructed, obstructed etc, which is the same thing as you’re saying. We hit the wall instead of you.
The problem is that if the wall is blocking you, it’s blocking them too. If it’s not blocking them, it’s not blocking you.
In many cases the wall is no help to the defender other than acting as a barrier because going to the edge is instant death. If the blind wall-targeted AE doesn’t kill them, the direct fire or pull-down effects will.
There is no combat advantage to firing from a wall to the ground rather than vice versa. There really should be.
That I can agree with.
Pull effects should have no effect for those on the wall (deal with it, it isn’t needed).
AOE effects should only have 75% chance to hit those on the wall (however it should deal damage to the wall as well).
Those on the wall should have 5-6 stacks of protection if they stay up there long enough. If protection is too much, then give that 75% chance to hit on all direct attacks as well.
The fight should always lean with favor to the defenders. There is a reason why sieges were never a guarentee, more often than not the attacking force would suffer incredible losses and retreat. WvW should favor defense over the zerg attack method.
Pull effects should have no effect for those on the wall (deal with it, it isn’t needed).
AOE effects should only have 75% chance to hit those on the wall (however it should deal damage to the wall as well).
Those on the wall should have 5-6 stacks of protection if they stay up there long enough. If protection is too much, then give that 75% chance to hit on all direct attacks as well.The fight should always lean with favor to the defenders. There is a reason why sieges were never a guarentee, more often than not the attacking force would suffer incredible losses and retreat. WvW should favor defense over the zerg attack method.
highly doubt Anet will do such a thing based on the implementation of “Break out event”
if i summon a shower of meteor from the sky, not only it has to hit the edge of the wall, but it should hit all the walk in the said wall… instead from ground you can’t even target that area, you are forced to hit half the area.
for other attacks all i read is obstructed or out of range. and i can still be hit.
i think that players on the wall should have the stack of (as said) five to six. but as defending comes there should also be a way that defneders while attacking their attacks damge the wall. i think that there should ahige health bar for walls in pionts that way even as a defneder attacking from a bove would have more a challenge to hit on ground targets with out hitting rhe wall cause damage to their own structure.
also when the wall is hit by either side should result in objects falling and shards spraying causing damage to either side. this also in turn makes it more realistic. love the game love the graphics even tho i a new player it is still a sick game. :-)
I would like it to be something a bit more involved than just “you get a protection buff”. For instance maybe making it so that there’s an upgrade that adds safe areas along the walls, but that the enemy can break and destroy them and you have to repair them before you can get their full usage.
I think it’s a cool idea making defensive structures like that, as opposed to only having offensive tools that are the siege weapons like we have now.
There is no combat advantage to firing from a wall to the ground rather than vice versa. There really should be.
Completely agree. IMO Pull effects in particular are overpowered. The parapets need to be raised so that any pull attempt stops you from going over the edge.
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