Building effectiveness
There is a reason there are barely any NPC inside objectives:
People come to WvW to have a combination of Siege warfare and pvp. Not really for the PvE – Honestly they should really take out the grub, aboreal spirit, etc..
But the difficulty to hold a point against 40 when you have 5 is a bit ridiculous due to the rezzing mechanics (read impossible).
While its great fun in an arcade fashion, its a real mood killer for those of us who are strategically inclined.
The main problems I see are the following (Highest priority being 1):
1) Attacks / rezzes bypassing / going through walls – it makes standing on walls just stupid and attacking gates impossible vs any defense. It also invites rez exploiting.
2) Rezzing -
Why:
I like the downed system, it should stay, but I believe offenses in WvW have too much of an advantage, the enemy can rez at will while the defenders cannot (either due to the above, or the lack of another entrance without a portal). When the enemy breaches they can run full dps spec and not worry because of insta-respawn from 4 people rezzing.
Potential Solution:
When the invader enters your territory they cannot rez dead players or limit the invader’s rez cap to 1 person.
3) Portals
Why:
They completely negate the meaning of walls. It’s a pure gimmick that trivializes gameplay. What’s the point of a blockade if players can just port past completely. Or worse, use it as their primary movement source.
Thoughts:
I believe the skill itself was to be an in-combat deception movement tool for the mesmer itself so it could fight on two fronts equally at the same time against enemy(s).
Potential Solution:
Cap max portal uses to 5, reduce the range to 1200, uses same teleportation restrictions as other teleport skills (can’t go past / through walls), and dramatically reduce the cd so mesmer players can get back a viable build instead of being portal bots.
4) Supply Camps
Why:
Clearly because they are weak as hell and are basically a zerg’s “supply kitten”. The 5 min invincibility buff is ridiculous and should be removed completely for a more sensible option that “negates” reward flipping.
At the moment the buff is used as a “Zerg Hanging” device by taking camps and having a “zerg” waste 2 minutes on the invincible supervisor that the enemy clearly had no inclination to defend, just to delay them and supplies. If they want to delay supplies, they should be forced to defend the camp or kill dolyaks, not rely completely on an immunity buff so they can move onto the next camp without worry.
Lastly, players need to lose the immunity buff and have no way of getting it again by running near the wall at the supply camps nearest to respawns (Aka: <Color>Vale and <Color>Water in the Borderlands). At the moment, it’s ridiculous to even attempt a defense there when it’s impossible to wipe the enemy when they can retreat to an immunity point that was obviously not purposely meant to be there.
Potential solution:
In the name of love, walls and gates! We need choke points for the objective cap. Make them buy-able upgrades.
As for the 5 minute immunity buff, keep it but don’t make him immune, just don’t grant rewards within the 5 minute window. Not hard…
Lastly, fix immunity locations when going off the invulnerability cliff so they cannot get it back again by running close to the cliff wall. >.> Lame..
5) Lord’s Weakness
Why:
Faaaaar too weak. I agree lords should Not be the main or even half the dps to wipe a zerg, he should at least be able to survive…
Potential Solution:
Lords must scale in survivability and take “equal” time regardless of player size to down him, variations in survivability only differing based on camp, tower, keep, and castle.
(edited by Harmonizer.4210)