WvW improvement

WvW improvement

in Suggestions

Posted by: Dutchares.6084

Dutchares.6084

Yes i know, another wvw improvement/fix topic.
But i can atleast try, maybe someone of anet reads it and likes it.

Who have read my posts in the wvw section knows my view on zergs.
My view is: Zerging is oke as long it isnt the only tactic to win.
Alot of players that arent doing a guild raid, or arent in a raid love to zerg.
But zergs are at the moment to powerfull, its a tactic that cant be beaten.
One large zerg can beat everything and protect every keep and tower ikittenon. Without being slowed down.
And its very save and gives (probably) best rewards.

So here are my ideas to make zergs less powerfull, make smaller groups more usefull, and make T3 sieges more fun.

First of all make zergs less powerfull:
Every player that does damage to a person or a pet.(normal damage, siege, reflection shields, pets etc) get an Incombat Buff.
The time the Incombat buff stays on you depends on allies within 1200 range of you when you did the damage.
- <= 5 allies = 5 seconds
- >5 and <= 10 = 10 seconds
- >10 and <= 15 = 15 seconds
- >15 and <= 20 = 20seconds
- >20 and <= 25 = 25 seconds
etc..
Having the Incombat buff means you cant be rezzed or rez somebody.
This will make bigger groups less mobile or loose people (weaken) that need to run back.

Make smaller groups more usefull:
Every keep and tower having upgrades will have an underground passage.
These passages are not to enter a keep but to weaken up a keep/tower.
Its an instant with one entrance some were near the keep/tower and an entrance inside the tower/keep.
And only a few players can enter the instance. And noone can be rezzed inside.
- Tower : 10 players of each realm
- Keep : 20 players of each realm
- SM : 30 players of each realm
So if 10 allies entered the instance an 11th allie cant enter. Even not if one of them dies and releases. He need to wait till the doors get open again.
The design of the instance is like an 8 with the entrances or top and the bottom of the 8. And in the centre a room with an objective.
When an enemy force enter the passage the keep will be marked with a special sign.
When an ememy gets the objective in the centre room a timer start counting down from 5 minutes that is visual for everyone on the map. If defenders take the objective the counter starts ticking up to 5 minutes again.
If the counter hits 5 minutes or 0 everyone is ported out and the entrances will be locked for 15 minutes.. If the counter hitted 0, 1 upgrade will be removed from the keep tower. So good smaller groups could downgrade a T3 keep to T1 in a few hours.
- A group trap can be bought from siege merchant(4 tokens). It can be only places by a full group of people when there are 5 (not more or less) within 1200 range. Triggering the trap will make all enemies within 800 range go limb for 10 seconds.
Everyone can see the traps if there are 5 or less allies within 1200 range.
- A trap disabler can be bought from siege merchant(1 token)
(so you need a scouting group/players infront of larger groups)

Siege:
- Range of trebs will be reduced so they cant hit towers/keeps from inside other keeps/towers.
- Every keep/tower will get a binding stone near the keep lord. Allies can bind to a keep/tower(only one) And if they got killed inside or within 1200 range of the tower/keep, they can release to the bindstone.
A guild who claimed the keep can buy extra upgraded to reduce the Incombat Buff for guildies.
- Ranged and AOE damage(that isnt from siege – so casted by players) to siege weapons will be decreaed. Controling a siege will make you imune to ranged damage and aoe damage.(except siege damage)
- Siege cant be build within 800 range of another siege except on walls.
- Upgrades can also be bought with tokens.. first upgrades starting with 30 tokens(not to cheap)

This will make sieging more fun. Taking a tower/keep will take time (Not 5 golems and 10 rams on one door and door down within 10 seconds) or need to be spread out (catapults). So harder to defend.
And defending a siege, even with very small numbers against a very large number not impossible. And defenders have ofcourse the rezz advantage (how smaller the group how bigger the rezz advantage, especialy when claimed and being of that guild)

With these changes even if you are outnumbered or if the enemies have a larger offhours force and took everything and upgraded to T3 you still can take back keeps and defend well against large armies.

(edited by Dutchares.6084)