Guild Leader of Fat Insecure Neurotic Emotional[FINE]
Resident of Maguuma
A feature many believe is a cheap tactic is to save all supply until the end when a gate or wall goes down and repair it when an enemy is charging through. What does this exactly do? It either splits an enemy force or traps them inside of a wall allowing the defending force an extremely unfair advantage. So you are either forced to ball up and go in as one unit and die to AOE or just assume they have no supply.
I think a decent proposed counter is that when either a wall or gate goes down, the event of “Defend The Keep/Tower/Castle” effectively ends and a new event is trigger. Let’s call it “Victory Or Death” in honor of Guild Wars 1. What does this event do? It gives a bit more reward for holding it in event the ground is lost, but during this event walls and gates are unable to be repaired until the timer ends.
Example;
-Tower X’s wall goes down, defend the tower event ends as a failure
-“Defend the lord” or “Victory or Death” event is triggered, as of during this event all walls/gates can no longer be repaired in the effective area of said defended position.
-Timer X begins to count down as well. This gives the attacking force ample time to be able to enter said Tower in full force without a magical gate / wall re-spawning on top of them.
-When the timer ends, defend the tower is re-enabled and the defending party is able to repair their structures.
This is just my idea of a solution of which I am sure there are a possibility of many. Also for those whom are wondering how it would apply to a Keep/Castle it would become “Defend the outer wall / Inner wall ect” instead of just defend the tower. I hope other people would iterate on this subject as well. Only constructive criticism please.
This is really a non-issue.
Change your tactics. Don’t rush through as soon as the wall falls, or immediately pushback anyone who is trying to repair.
Seems like you got out smarted….
whats better, is when a kep is upgrading, as an attack on it is occuring. Then the upgrade is complete and magically the wall is 100%.
This is really a non-issue.
Change your tactics. Don’t rush through as soon as the wall falls, or immediately pushback anyone who is trying to repair.
Stability and invulnerability can easily allow someone to bring the wall back up. It’s not a matter of instantly rushing but rushing at all.
Seems like you got out smarted….
whats better, is when a kep is upgrading, as an attack on it is occuring. Then the upgrade is complete and magically the wall is 100%.
It’s not about being out smarted, it’s being in a situation with either 2 out comes, you ball as one and push then die to aoe or get your force split by a magically appearing wall.
I agree this is an issue. I disagree with the idea of the walls being permanently down until keep ownership is decided. I think a good option would be to allow wall repairs but until a certain amount of supply is put into the repair (say 100 supply, for example) the wall stays down. This would mitigate the instant division of forces by not making the wall come immediately back up as soon as even one person starts to repair while at the same time allowing a concerted, well-organized force of defenders to bring the wall back up in a decent amount of time.
Mesmer Portal outside keep > Blink + Stealth > Mesmer Portal inside keep.
Knock down two walls.
Stack your group together on an Engineer, have an Engineer place Throw Mine and a Rifle turret next to each other, place a smokebomb, Engineer uses Magnetic Inversion (everyone gets stealth) + Detonate Mine (more stealth) + Detonate Turret (more stealth), for a total of 6-8 seconds of stealth, you all walk in with the enemy unawaresss.
These are all valid ways to get the drop on defenders trying to split your group. Use them.
Samusen,
Can you have a ram or catapult continuously fire at the door, even when it’s down?
Wraithhowl,
I think having a small threshold of supply might be okay, but towers are already so easy to take that giving the attackers any further advantage should be balanced with at least equal advantages to defenders.
I think its is okay. Valid tactic. Should not be changed, right? People even think mesmer portaling into a keep is okay. So this should be okay too. Just kill all the people then they can’t repair the wall. They need to get there first. With the tons of AoE going there usually… even with wall up hard to repair because AoE from outside going through the wall lol.
Tactics are now abusive exploits. You got out played.
Your doing it wrong, your meant to stop all supply from getting to them, then you attack until they waste supply repairing…
Then you win and take tower / keep.
Job done.
Or you could use class synergy…I do believe Guardians can not only buff speed to get people in quicker, shield so they don’t get hit and do some decent healing….but they can also throw that nifty little line down that for a short time will block anyone running up to the wall to repair it.
Get enough Guardians on your server playing their class right and not LOL CHARGE!!!!! and you can beat that easy.
before entering the keep, spam AoE to kill anyone near the breached. Problem solved. Have your man still on siege instead of all rushing in.
People really need to stop demanding ANet change game mechanics to counter valid tactics (and their own lack of adapting to said tactics).
I agree and disagree with teh OP. On one hand, a siege on a tower or keep is meant to be just that…a siege. Stop allowing supply into the sieged base. If they are upgrading something, the base will be at 0 supply most likely as the workers take 10 supply each time they go to build.
However, I also agree with one of the posts. If something was to be done for this, it cannot be a hard static thing (can’t rebuild until timer ends). But instead, it should be a minimum number of repair required before the wall/door can be rebuilt (begins blocking again). As a compromise, the wall can be semi-up… in that attackers would have to jump a little bit to get through the wall (because it is there) but are not entirely blocked.
I really agree with the needing more than 2 supply to put a wall or gate back together.
One example, We were at cliffside, the enemy trebbed down the wall from garrison. About half the enemy came through the wall when it came crumbling down, the other half was auto attacking the gate. They pushed up the ramp, but we held them there and started to push them back.
What I decided to do was equip endure pain (take no damage from hits) and balanced stance (stability) I ran past the attackers and put 2 supply into the wall, then ran back up the ramp. In short the wall was a wall again, and no one could get through it, the enemy stuck inside were killed, and the enemy outside couldnt reinforce.
Partially the enemies fault tho, when I treb a wall down, I keep trebbing it for a good period of time.
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