(edited by TheBravery.9615)
WvW outmanned balance
the decreased amount of supplies is a very good idea. supplies you can carry and store should reflect the amount of players you have .
and decrease costs as well for items you can create if outmanned.
i would definetly play if i could make some unmanned seige weaponry solo if up against overwhelming odds. at least then i could have an impact rather than just being the fox in a fox hunt.
It also felt to me like they should just swap the buffs around.
Orbs of Power grant little reward to the “winning” team(s) when you think about it, they just cement their victory further and put the losing team at more of a disadvantage. Orbs of Power giving enhanced Gold Find, Magic Find, Experience Boost (maybe killstreak boost instead of a flat bonus?), and Karma Boost that increases based on number of orbs held (15/30/45?) makes more sense.
Outmanned Buff is completely worthless for its purpose. Why does the losing team need more experience points and karma instead of the relatively massive stat and HP buff that Orbs of Power get? Seems like the two buffs are backwards…
Therefor, have Orbs of Power give a scaling Magic Find, Gold Find, Experience Boost, and Karma Boost while Outmanned gives a potentially scaling stat and HP boost.
Addendum: I also agree that being able to res a Downed ally in any form of PvP is ridiculous. Dead should be dead, particularly in an event like WvW where it’s so easy for tons of people to group up around each other and res when one of them falls. It’s particularly annoying during Fort Defenses.
I was thinking along the same lines as OP, as to improving WvW. Corpse spying is an issue that I really want fixed, as well as the Orbs. The supply thing is really interesting as well.
Black man here.
I Approve this thread.
I disagree with reducing the amount of supplys thing, I’m all in favor with giving bonus to the smallest teams in order to balance the match a little, but the servers that have more people shouldn’t be harmed just because the others couldn’t gather enough players.
I disagree with reducing the amount of supplys thing, I’m all in favor with giving bonus to the smallest teams in order to balance the match a little, but the servers that have more people shouldn’t be harmed just because the others couldn’t gather enough players.
You don’t know how I feel when I see a parade of siege golems tear down a tower in under a few minutes.
(edited by TheBravery.9615)
I disagree with reducing the amount of supplys thing, I’m all in favor with giving bonus to the smallest teams in order to balance the match a little, but the servers that have more people shouldn’t be harmed just because the others couldn’t gather enough players.
You don’t know how I feel when I see a parade of siege golems tear down a tower in under a few minutes.
All I’m saying it’s not the bigger teams fault if your server doesn’t get enough people there, giving anything to those in disadvantage is fine but taking stuff from those who aren’t is unfair…
I disagree with reducing the amount of supplys thing, I’m all in favor with giving bonus to the smallest teams in order to balance the match a little, but the servers that have more people shouldn’t be harmed just because the others couldn’t gather enough players.
You don’t know how I feel when I see a parade of siege golems tear down a tower in under a few minutes.
All I’m saying it’s not the bigger teams fault if your server doesn’t get enough people there, giving anything to those in disadvantage is fine but taking stuff from those who aren’t is unfair…
http://i.imgur.com/cZQWI.jpg
Theres actually more behind that failed to load in time of the SS (another problem of the game)
The other option then would be to increase the amount of supply that the low pop server players can carry, and its essentially the same effect (except supply camps deplete faster)
Here is an idea for the outnumber buff,you take 30% less damage you deal 30% more damage,all your fort´s get 200% hit points etc(need to be insane buff´s to have any change on zerg that is 4-5 times bigger than you).
It will let people want to be at outnumber server and soon we get balance when we remove that free server transfer BS we have now…
I just thought of another thing that might help. If I remember correctly, WvW was designed with 3 servers against each other to prevent a single server from dominating (source needed); however, this isn’t working out too well. It’s all kill- or be killed, regardless from which server you’re representing.
Perhaps there could be a way for ‘pacts’ to be triggered, allowing the 2 weaker servers to work together for a limited time. It could be something along the lines of..
- Triggered when X number of commanders from the 2 weaker servers vote/purchase a pact agreement from a special npc
- Makes the 2 servers 1 color for a limited time-maybe voted by the commanders, from x hours to x days (red + green = brown, green + blue = blue/green, red + blue = purple), Evenly distributes point gain to both servers during pact.
- When the pact ends, all pact-claimed territories become neutral, allowing all servers to enter and attempt to kill the tower watcher / supervisor etc.
- Shows allied server players as players with green names, but showing them as (server) invader/defender to keep anonymity.
- Allows allied players to share siege equipment
- Allows you to communicate to the allied server via map or say or party.
- Must have obvious restrictions: Like can’t form alliance with the leading server in the current match-up, leading server must have X number of territories over the 2 servers, the lesser populated server must ____ etc, pact will end when your alliance holds more than 2/3 of the territory possible.
I like this idea because it brings diplomacy and politics into WvW, as well as give commanders more responsibilities.
also a screenshot to show the imba
(edited by TheBravery.9615)
I approve. Also, the proposed changes would actually give MORE to the team with the orb in the form of karma and xp; benefits that are MUCH more useful than a power buff that’s only good in WvW, especially when you’re “winning” so hard that there’s no one left to fight.
After doing a lot of WvW. I approve this.
Orb need to be switch, it give too much power to the winning side.
outmanned need stat instead of magic find buff.
Fight will be more fun!