Wvw orbs of power being put back in

Wvw orbs of power being put back in

in Suggestions

Posted by: zorokai.1486

zorokai.1486

I have looked for a suggestion about the orbs before making this and did not find it, therefore I have decided to make this as a suggestion since I read that there is a possibility that the orbs or power might return to wvw (hopefully changed).

So I have been thinking would it not be better to have the orbs of power give you the bonuses that “outmanned/outnumbered” does instead of the stacking of health and increase damage etc (cant remember exactly what it was) seems silly that when our outnumbered you only get magic find boost, experience boost, karma boost… Yay… So very pointless when it’s so difficult to achieve much (t1-2, fighting big blobs of jade q and black g)

Just think its wiser to have the orbs give you different bonuses and have the outnumbered give you actual buffs to help you fight.
Ty – what’s everyone else’s opinion on this?

Read the future of wvw post by Devon, not much on the orb thing there, just saying. This, if not dont correctly could give the big blobs you fight a massive advantage.

Before it gave you 15% more hp and that’s just for starters, imagine the big blob now even harder to kill? Sounds fun right?.

Baldur [SL]

(edited by zorokai.1486)

Wvw orbs of power being put back in

in Suggestions

Posted by: Olba.5376

Olba.5376

The issues with the orbs were twofold.

Firstly, the strongest server had the orbs, always. This meant that the naturally stronger enemies were made even stronger by the system they were put into. While you might argue that rewarding the winners is a good thing, it’s not going to work if the rewards you’re giving are making them win even more.

Secondly, there were hackers. It wasn’t exactly uncommon to hear of a hacker porting in and stealing the orbs. It was so bad that even the servers that housed those hackers would let the opposition get the orb back by letting them capture the structure it was in, all in the name of fairness. And with hackers, came the usual accusations. Servers that had lone but dedicated hackers were getting badmouthed all over the place for being “hacking servers”.

Wvw orbs of power being put back in

in Suggestions

Posted by: Orpheal.8263

Orpheal.8263

WvW needs some serious improvements in overall still.
all what Anet has done so far is just only simple polishing minor flaws, but they yet nothing against the bigger and huge flaws of WvW in regard of its gameplay mechanics.

All they have done so far is just improving the rewards by addin a wvw rank system and making improvements in the performance sector by getting rid of the culling issue, what they have sadly done only for WvW and not also yet too for PvE, where it would be needed too for specific huge battles with alot of enemies/players on map for certain events for example.

Every month to every second they just added more new wvw skills, instead of finishing first the latest one they introduced, what results now in a huge list of possible usable wvw skills, while nobody of us could follow as we all lack in the amount of wvw skill points mostly.
Alot of those wvw skills could be merged to reduce the amount of wvw skill categories a bit to make place for some missing wvw skill categories, especially class specific wvw skills to improve alot the roles of the classes for wvw, so that it will make more sense to play with more than just 1 character wvw.
What sense does it make to play with more than 1 character WvW, if all classes can do in WvW exactly the same things? When it doesn’t matter, if you play as thief or play as warrior in WvW ?
This is actualy really something where WvW has to improve alot.

then also the borderland maps should get merged into 1 huge map to make place on the map for more new different WvW Maps, that are also very much needed to keep the people interested in WvW. If you play WvW for years always on the same basically 2 maps, it will quickly become over tiem boring as hell.

Gameplay mechanic wise WvW could be finetuned also alot more, so that we receive in WvW actually a better “war feeling”, that is alot lesser about 24/7 perma zerging.
Players should get encouraged to split up into more smaller groups, so that WvW receives more tactical diversity.

Defending Places must get seriously overworked. It can’t be, that players can damage with their simple cheap attacks entrance gates of towers and keeps. The only thing which should do damage against gates should be either rams, catapults or golems. Nothign else should be able to damage gates, so that they become neccessary to bring them with you if you want to successfully conquer a place.

Ranged attacks need to get buffed, if you attack from a higher standing place by increased damage and increased maximum range. Defending a place must become easier. Therefor is zerging!! If you want to conquer something, then you must out-zerg the defenders and that by pure mass dps power, not with such silly cheap methods like letting mesmers pull the defenders down from the wall from a mile away without having a chance to avoid that or by getting perma feared around by necros.

enemy outside of the towers/keeps have far too much range for attacking defenders on the walls. You absolutely can’t defend effectively anything, when you are permanently trying to avoid countless of AoE attacks that bombard totally everything on the wall so that you can’t move anywhere without beign instantly stuck by douzens of hostile AoE attacks, CC’s and condition spams, that you can’t realyl actively defned your place at all, unless you havend build up arrow carts en mass and have build up some cannons and mortars
And this can’t be, players should be also able in WvW to effectively defend their places, without all these siege weapons, at least effective long enough, until players of your server have time to come as reinforcements to help building up siege weapons quickly enough, if the enemy side is just too overwhelming for a certain time.

So how could this be solved? the range of AoE skills should just get reduced by 50% if you try to target something that is standing higher than you. So more higher the target is standing above you, so harder should it become to target something at all.

Also certain siege weapons must get more health. It can’t be that an fire elementalist with meteor storm can basically destroy most smaller siege weapons like arrow carts with just 1 single meteor storm!!

Also ANet needs to implement more traps, traps shouldn’t also cost 10 supply, they should cost only 2 supply and therefor a bit more karma/Badges.

Then there are the achievements, they need all some serious nerfs in regard of their requiring numbers to max them. Seriously, who the hell will ever slay 1 Million dolyaks??? Nerf these requirements to a humanous amount, that can be done in a normal time span and which doesn#t require you to play WvW basically with your character 24/7 for around 8 years approximately just to max one of those super grind achievements.

WvW currently uses basically just only like 20% of its maximum potential that this gameplay mode has to offer.

Further in Part 2

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

Wvw orbs of power being put back in

in Suggestions

Posted by: Orpheal.8263

Orpheal.8263

Part 2:

The WvW Skills.

WvW Skill Number 3 should get merged with Skill Number 1, so that it should count for Guards as like Mercenaries

Skill 4 and 5 about Siege Damage should get merged and improved to 10 ranks just like the first two skills (thats where I meant the skills are just all unfinished/halfheartly introduced)

The last two introduced wvw skilsl regarddign how quick we build up and repair stuff should get merged too
All other current wvw skills need to get improved to 10 ranks
——-

Missing WvW Skills:

- Catapult Mastery (will come now with the next update soon)
- Trebuchet Mastery
- Ram Mastery
- Sanitary Mastery
- Trap Mastery
- Bunker Mastery
- War Beast Taming
- War Vehicle Mastery
- Scout Mastery
- Escort Mastery
- Stronghold Defender

This plus the class specific wvw skills
————

Street Guards need improvements, people should be able to hire better/more street guards. Just the 1 single guard alone is way too easy killed.
ALso holding the streets should be of alot more importancy.
For example for every street that your homeland holds, will get the movement speed of dolyaks increased by 11%. There are 7 street guards on borderland maps, meaning if you hold all 7, dollies would move 77% faster on the roads that are protected by your street guards

if Anet would optimize these mentioned things ive listed up here, WvW would become alot more fun, especialy once new maps get implemented and class specific wvw skills to improve the roles of the classes for WvW to give us an serious intention to want to play with more than 1 class in WvW.

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

(edited by Orpheal.8263)