Last evening we hat 10 players from our guild doing the stress test. So we decided to test the new guild claiming system. First we took a camp and upgraded it and tested the buffs. Later we held the fire keep for some hours and tested the claiming system there.
Feedback on camps:
Positive:
- camps can easily be captured by small groups and single players with the right build and skill
- the buff to escorted dolyaks (90% damage reduction) is great for escorting
- speeding dolyaks or giving other buffs (steath, regeneration, …) to them still works
- you can only have one charr bike per camp
- charr bikes can be healed and get buffs
- you can exchange guild buffs in a camp from everywhere on the map
- buffs can only be activated with the levers in the camp
- the guild claiming the camp can enable and disable the public activation of buffs any time from anywhere on the map
- it takes some time to activate the buffs on the camp, so there is a reason to defend them
- there are shortway passages to get back to the camp and escort the next dolyak
- on certain points around the camp enemies get tagged by NPCs and revealed on the map so you need to be careful if you want to sneak into a camp
- camps can be emptied automatically, if captured by enemy team – the perfect buff when being outnumbered on the map to drain the enemy from supplies
Uncertain (I don’t know if that is good or bad):
- charr bikes do more dps on walls than catapults
Bugs:
- the guild buff for 5 extra supllies didn’t work
- after some time spend in the camp the amount of supplies was not properly displayed on the screen anymore – don’t know why and when this happened
Things we didn’t test enough:
- We didn’t activate the coolness buff. So no feedback on that one.
Summary for camps:
I like the new design of the camps. The buffs are good for defending and escorting but not overpowered. When outnumbering the defenders, the camp can still be captured. Activation time forces a guild to defend the camp to benefit from the buffs. The new design demands more tactical gameplay.
Feedback on the fire keep:
Positive:
- automatic updates benefit a lot from the time reduction by incoming dolyaks
- there are some guild buffs that support active defending and some that make it harder to capture the keep even when there are no scouts
- holding the shrines can be the key element to defend or being able to capture the keep
- I like most that there are guild upgrades that allow gates and siege only to be destroyed by other siege
- banners give new tactitics in fighting enemy teams
- dropped banners cannot be taken away by enemies
- banners can be passed on to other players
- the bridge in front of the lordroom is another spot to defend the keep when inner gates are open
- there are several mechanics that help against mindless blobbing
- scouting doesn’t get too boring with the shrines close to the keep
- the terrain allows multiple tactics and strategies – I already have some in mind
- defending is easier
- the emergency waypoint must be activated from within the keep and has a 20 min cooldown – it can also be used directly from other maps – it stays open for about one minute
- there are good spots to defend against huge amounts of golems
Negative:
- the effect of the shrine goes away instantly without warning which makes it a very high risk to run through lava – a 10 sec. delay and a warning on the screen would be better
- there is still no map for the underground in the fire keep
- banners have no internal cooldown so you can pass them around for repetitively using the same skill for a massive effekt
- banners may need some balance – some skills are way too strong
Summary for the fire keep:
The keeps allow much more tactical gameplay. A siege will become more difficult because there will be less cheesy tactics like mindless blobbing and auto attacking the gate to capture a keep once it is held long enough to activate guild buffs. These changes will bring back long sieges and tactical gameplay. Some things will need balance. We will see how they will work out. Time will also show how many glitches and buguses there are once the map is in daily use.
I like the map and most of the new stuff. For a WvW-player who likes all aspects of the game mode (fights, siege, tactics, smallscale, 1v1, roaming) this map ist fun. It will bring some change to the game that became too much daily routine.
Last Phoenix [Nix]
(edited by Oak da Vite.9054)