I have a huge tendency in games I play to think about improvements, ways things could have been done better, things that were done just plain wrong and have steadily been taking and making notes on them. Here are a few of the things I have decided would make amazing changes for Guild Wars 2 (and of course only if implemented decently lol).
Orr
Currently Orr just feels really generic and definitely feels like it needs some massive improvements. First of all; thin out the risen just standing around that really server no purpose other than to slow players down. I would then like to put forward the idea of Risen Hordes; as the name suggests, hordes of risen that run around rampaging. Even if you only had one of these on each map in Orr (Cursed Shore and Malchor’s leap would work best for this) it would make the map seem much more ominous. As a large scale event you would set a massive horde of risen loose on the map that travels together running from place to place and just recking havok across the map. These horde would be so massive and so daunting that even a well coordinated group of players might think twice about charging into battle with them unprepared. The main purpose of this horde would be to go around and essentailly “reset” events like recapturing forts and stuff, but their other function would be to serve as a large scale dynamic event (the change players would see would be a brief respite from the horde). This horde would mostly be just a bunch of veteran, a few normals, and few champion human style risen of the design that we already see, but their group compostion would be that which would make a zerg have a challenge against it (more veteran and champion level enemies than normals). If the horde is stopped for a certain amount of time then several giants would spawn and march into the fray until they are either defeated or the horde moves on in which they walk away and fade off (or if there are only a certain number of players left alive; like 5-ish or something). They would also be constantly on the move, unless of course a large scale battle breaks out with them, not stopping after swarming and taking a fort etc.; they would just overwhelm and move on.
Personally, after setting up this horde, I would setup a PvE siege weapon merchant or two in Orr where players could then buy and setup siege weapons in areas they feel would be good to “ambush” this horde and allow them to take the initiative. Also, just to allow players a chance to complete the other “temple” events and such on the map, the risen horde would be set to avoid those areas unitl at least like 5 min after a temple is taken (giving players a chance to complete the event, talk to the karma merchant, get their reward chest etc.), which then help reset the event (unless of course players dig in for the long haul, set up some siege weapons, and get ready for the horde).
This sort of mechanic just seems to fit Orr so well and I hope to see some inkling of it implemented.
Zerg Groups
They need to do something about these zergs. They were supposed to have events scale for a reason, but I don’t see them scaling significantly enough. If there are more than like 5 players at an event it should scale significantly for each additional 5 players; have like 1 vet and 1 normal mob spawn for each player at five players, at 10 players it would be a ratio of like 2/3 enemies would be vets… or something. Normal enemies often just die too fast in zerged events, which is what I think is the biggest problem at the moment. Maybe add in extra “mini” events when there are 10 or more players at certain events, like adding enemy trebuchets firing on players at the main event that are at a good distance off and guarded by a decent sized force to provide threat as well as split the zerg up a bit.
Another thing that I find often happens in zergs is that there are so many players bunched up that you often can’t see what’s going on in boss fights. The way to solve this would be to add bigger moves that telegraph the boss attacks better, the smaller harder to see in a zerg attacks would be really weak against a single target but could become a small AOE against melee players (which could dish out good damage overall since there are so many players.