WvW suggestions from me to Anet

WvW suggestions from me to Anet

in Suggestions

Posted by: Solstice.1097

Solstice.1097

These are ideas I would like to share. 5 of them I would think would be easy to implement, and 4 more that might be a little tougher.

1. Here’s a no-brainer: allow commanders to choose the COLOR of their tag. An incredibly simple way to improve coordination. Almost nobody uses the squad feature. I’ve actually never seen it even mentioned in-game that I can recall.

2. Allow commanders to “lock” a structure from anyone being able to upgrade it for X amount of time. Can’t tell you how many times we’ve been prepping for an attack and someone starts a freakin’ upgrade and leaves us without supply to defend. Take it a step further and allow a “lock” on supply withdrawal. Can’t tell you how many times an upgrade was about to finish and random players drain the supply and the upgrade doesn’t finish at a crucial moment. Only a commander with his/her tag active would be able to use these features, and only one structure per map can be locked at any given time.

3. Dolyak speed buff – instead of increased supply deliveries, increase the Dolyak movement speed. This will really help the outnumbered servers defend against times that a larger server is repeatedly circle-flipping their stuff. A larger server may run up and flip a corner of EB, except the keep, in 20 minutes and move on – then once they see that corner flipped back they just repeat the cycle because there’s no way anything could have been upgraded or sieged up to any effective level in such a short amount of time. They should have to stay and DEFEND those areas if they want to hold them.

4. Allow supplies to be taken from a Dolyak in transit. This might need a limit of only 50% of the supplies can be taken or some other safeguard, but there are supplies on that Dolyak, why can’t I have them? At least then if it’s going to die or is running towards a tower that’s being sieged, I can try and grab a few supply off it before it’s too late.

5. Allow supplies to be able to be collected from killing siege equipment. Allow supplies to be looted from dead players that were carrying supply. Maybe its only 1-2 supply you get, and that player doesn’t actually lose theirs, but again would really help the outnumbered servers more than the bigger ones who already have tons of supply in their fully upgraded structures. Maybe this becomes part of the Outnumbered buff – ‘chance to gain supply on kill’

6. Fix the way downed players get rez’ed. Maybe only 1 resurrector allowed while in combat. Larger zergs’ biggest advantage over smaller groups is that they can keep picking up all their downed before anyone gets stomped. If you start to stomp someone as SOON as they go down, they should not be able to rez them before the stomp – they would have to stun you or something to prevent it while they rez. Maybe a separate way to fix this would be “stomping” speed increases the more outnumbered you are, or maybe if you get downed while surrounded by a ton of allies, you get “trampled” These might not be the best ideas but fixing downed state is the biggest way to fix the imbalance of huge zergs vs smaller ones. The larger zerg still has the advantage of higher DPS output and the AoE cap of 5 and more supply to flash-build siege, do they really need the benefit of insta-rezzing downed players? The small group had to work had to get those players down, they earned at least a chance at a kill.

7. A new siege item that costs 10 supply to deploy, has the range of a cata but a higher arc to it and does the damage to siege of that of a ballista. Lasts 60 seconds and can only be deployed while “outnumbered” If you outnumber them so much, you have the people to defend and shouldn’t get to rely on siege as much as the smaller server. In 60 seconds you can hopefully take out a few pieces of siege and improve your odds.

8. Temporary waypoint. Costs 50 supply to build, lasts 10 minutes, cannot be built within 2000 range of an enemy structure, limit 10 players per minute that can use it, visible to enemies (not on map) but not destructible until timer runs out – or until a structure within 2000 flips to enemy control at which point it would become contested. Player per minute cap on this favors it towards smaller, smarter groups.

9. Vision portal. 2 items. 1 item you drop a portal and build it with supply, lasts 20 minutes. Item 2 is a ‘crystal ball’ that is in your inventory and using it allows you to see the map where you dropped the portal, without actually moving your character there. Once the portal is over the crystal ball is ‘junk’

WvW suggestions from me to Anet

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Posted by: Korsbaek.9803

Korsbaek.9803

some of them seems ok but 2 and 8 should not be made.
2 because a commander troll will then lock off the keep for withdrawel under an attack or lock the keep when you want to build a upgrade
8 is just because its way to owerpowered.

1 would be something good to add,
3 im choice to stay neutral on as it might be good but might not be.
4 would make it alot easyer to get supply around if needed to
5 would be good to have to.
6 would hurt the zerg a great deal witch is good as it will force more strategie in tho might be to much with a limet of 1
7 might be good to have but cant see it do much diffrence other then it might make some people arrogant enough to ask people to leave the map to gain outmanned for that thing

Commander Korsbaek lvl 80 Guardian
Ayano Yagami lvl 80 ele

WvW suggestions from me to Anet

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Posted by: VidurrRedhands.1964

VidurrRedhands.1964

Would be nice to actually run supplies from a camp to a tower for upgrades.

WvW suggestions from me to Anet

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Posted by: MacLeod.4208

MacLeod.4208

1) Agreed
2) No, opens up a huge avenue for griefing
3) Partially agreed. My idea would be that for every player that is actively escorting a yak its speed is increased by 1% (maximum of 10%) and its hit points are increased by 1,000 (maximum 10,000).
4) Agreed. This is a great idea.
5) Agreed. Again, great idea.
6) " If you start to stomp someone as SOON as they go down, they should not be able to rez them before the stomp" THIS, THIS, THIS!!!!!!
7) Would be interesting to see how it worked out. It does seem a little easy to take towers.
8) Can’t agree with that one.
9) If they could work something like that into Asuran Technology Lore, maybe. It’s tough to come up with good scouting reward ideas that wouldn’t make them too easy to farm while not really contributing anything to the team.

Some very good ideas here. Thank you for sharing and ANet please implement some of them.

WvW suggestions from me to Anet

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Posted by: Shadow.3475

Shadow.3475

1. Is good.

2. No, maybe let the one that own the Tower, Keep, Castle to do it, but then you also need to add you must have buff running to claim, if no one in the Guild left in the map it get released and so on.

3. There my suggestion to Areanet is/was add 5% speed buff on upgraded 3 and 4.

4. Big no no. Now its a big problem on the 2 towers up north on Border maps that it gets to little supply and you want players to be able to remove the supply before it come to the tower so you cant ever curse them.

5. No simple it will be a lot off work for the servers = more lag.

6. Some type off CD it should be on instant ress, like 60sec or so.

7. Better with sniper rifle so you can shoot the player that use the siege.

8. See the idea but no that will just make Zerg even more effective.

9. Sounds good but 20min feel way to short, something like 2hours or so.

(edited by Shadow.3475)