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(edited by Reikou.7068)
Everyone on this board knows about the controversial Borderlands Bloodlust update coming out next week, and each individual has their own opinions regarding whether this is a good update or bad one for WvW.
However, I would like to bring to light another topic regarding Borderlands Bloodlust. The fact that capturing/defending/holding Borderlands Bloodlust provides absolutely no rewards to the individuals who capture/defend/hold the nodes.
The reasoning for no individual reward for this is simply the idea that the Borderlands Bloodlust buff in and of itself is a good enough reward for the whole server.
Unfortunately on an individual-roamer level, these buffs provide somewhat minimal benefit, and absolutely no reward, not to mention the impossibility for an individual roamer to cap and hold 3 nodes for 2 minutes. This basically leads roamers to simply ignore the Borderlands Bloodlust area completely.
As such, in the long term, after the initial hype-phase, I see the the Borderlands Bloodlust-areas of the various Borderlands being somewhat empty/abandoned. The only time players will bother with Borderlands Bloodlust will be commanders leading large zergs that will simply plough through the Borderlands to cap and hold nodes for 2 minutes before going on a rampage through the map/other maps, basically leading to even more zerg play.
I am just wondering what the WvW Discussion board thinks of this? Will this be an accurate prediction of what will come? If no, why do you think so?
tl;dr –
No individual rewards for Borderlands Bloodlust = No Roamers in the area.
Zergs will simply plough through and hold for 2 mins before moving off to other areas.
End of the day, Center of Borderlands will remain abandoned for the most part.
(edited by Reikou.7068)
You can predict the future?! Please tell me if I ever become a millionaire!
I largely agree. My own prediction is that the large, organised guilds, who already station scouts in keeps and towers, will simply designate 3 more people to sit in the cap points to stop them neutralising, and to shout out for assistance from the main force if they’re attacked by more than they can handle.
I largely agree. My own prediction is that the large, organised guilds, who already station scouts in keeps and towers, will simply designate 3 more people to sit in the cap points to stop them neutralising, and to shout out for assistance from the main force if they’re attacked by more than they can handle.
And that is bad, because…?
If people are willing to stay on a bloodlust point / tower / keep to act as sentries, it’s working as intended.
My crystal ball shows a lot of small skirmishes here, but obviously taking the points will require a larger force to be able to hold them for that 2 minutes. Which will bring more non-siege large combats, which is good, right?
I still wish they’d fix the skill lag before they introduce this. Fat chance, I know.
Of course the server with the better coverage and a decent organization will have best chances of capping the bloodlust buff increasing further the gap between low and high coverage servers.
However, roamers on servers with lower coverage now would need to coordinate. Indiviual roaming is and roaming with small groups might be good enough to disrupt the stronger servers from capping that buff. Granted, the rewards would be low, if you manage only to disrupt but not to kill anything. Maybe ther coul be an event giving you reward each time you contested a cap point for a certain time as well if you manage to cap the cap point. It might be too earlie to tell, how it turns out. However, I can understand the concerns and they are mine too.
We will see how it goes. If it’s good, it will be good for 7 weeks, if it’s bad, it will be so for 7 weeks too.
I didn’t say it was bad. Draw your own conclusions.
Oh, and don’t forget: there are siege weapons built in to these cap points. A cannon you can build with 10 supply at each one. Not to mention whatever ACs or whatever people decide to build, if it does come down to large scale combat on the point.
helping your server by taking/ holding bloodlust points = no rewards
killing the harpy, warg, or wurm = rewards…
If you play WvW for the PvP in it, you need no rewards.
Championfarm and Eventchains are this way →
Anyways, you can always opt for karmatrain like the ruins werent even there.
I’m actually happy that capturing these points do not give any rewards besides the buff itself. We have enough running after loot piñatas in WvW already, to the point where some commanders are deliberately avoiding enemy zergs in favor of flipping more towers/keeps.
what does it hurt to tie a small wxp reward into it?! I’m not looking for gold or phat loot drops but we get wxp for everything else in wvw. Why exclude these conquest points?
Well yes, I guess it wouldn’t hurt to get WXP for capturing the points.
My guess would be there’s no WXP reward for capturing a point to avoid rank boosting.
Imagine it’s late at night/early morning, very little people online on lower tier servers. Person A and Person B are on opposing servers. Person A stands in the point and captures it, then moves out of the point. Person B stand in the point and captures it, then moves out of the point. Repeat until their hands bleed from excessive cross server high-fiving and they both walk away with lots of WXP earned from doing almost nothing.
That is a fair point, however, this boost is great for the entire server. There will always be someone who will try to aim for these boosts, be it a roamer, smaller groups, unorganized zerg, organized zerg / guild. I see it as an optional gameplay mode within the WvW. There are also nice areas around these capture points that surely would make nice figthing spots for smaller groups, and there are own capture points inbetween the others that may pull some interest over.
My guess would be there’s no WXP reward for capturing a point to avoid rank boosting.
Imagine it’s late at night/early morning, very little people online on lower tier servers. Person A and Person B are on opposing servers. Person A stands in the point and captures it, then moves out of the point. Person B stand in the point and captures it, then moves out of the point. Repeat until their hands bleed from excessive cross server high-fiving and they both walk away with lots of WXP earned from doing almost nothing.
So dont tie the reward to the capture. Tie it to a defense event just like all the other ones. Then its just a matter of making sure the amount is reasonable. I can’t see trading defense events to be worth doing when you compare it to flipping camps, vets, and farming guards.
I got as far as holding this point offers no reward and just assumed that the rest of the post is a joke. Because there is a reward for holding the point…. a stat buff for your entire server.
I got as far as holding this point offers no reward and just assumed that the rest of the post is a joke. Because there is a reward for holding the point…. a stat buff for your entire server.
And it is exactly how it should be (again, a bit of WXP probably wouldn’t hurt or ruin the purpose). ANet should have never introduced champion loot bags or ascended materials in WvW. We don’t want the loot piñata crew coming into WvW and contributing jack kitten to the realm.
I don’t think rewards are needed to motivate us to capture these points. The points for spiking is too valuable to let the enemy have the buff.
My guess would be there’s no WXP reward for capturing a point to avoid rank boosting.
Imagine it’s late at night/early morning, very little people online on lower tier servers. Person A and Person B are on opposing servers. Person A stands in the point and captures it, then moves out of the point. Person B stand in the point and captures it, then moves out of the point. Repeat until their hands bleed from excessive cross server high-fiving and they both walk away with lots of WXP earned from doing almost nothing.
Make it the same as players: the wxp increases the longer the opposing server has held the point. Have a cap at, say, the same as a supply camp.
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