Change the way "ruins" territories work

Change the way "ruins" territories work

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Posted by: rpfohr.7048

rpfohr.7048

There is no sense of ownership because the rune de caps by itself. the way it should be is if you have blood lust you gain access to the whole territory and can glide through it. (also this would be good as it puts more important on ruins and center of map and something more to fight over.)

Right now this is a like a null can’t fly zone because the ruins are always de capped unless your trying to capture. I mean even if your defending your ruins they are probably de capped and your just running to their defense.

This area needs a more permanent ownership feel and as much access to gliding as the other area’s.

Also ever have a ruin decap on you while your gliding lol…. at least if it was tied to bloodlust you would have a warning with a timer

(edited by rpfohr.7048)

Change the way "ruins" territories work

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Posted by: FogLeg.9354

FogLeg.9354

I do like the idea. Ruins were implemented long before gliding and have been forgotten, allowing gliding through them until recapped by enemy would be small but nice addition.

Change the way "ruins" territories work

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Posted by: Rangerdeity.5847

Rangerdeity.5847

it would empower people even further on their home BL as owning garri and your ruins would allow you to glide straight to the south end of the map. Welcome change tbh taking someone elses BL should be high pressure.

Change the way "ruins" territories work

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Posted by: Shining One.1635

Shining One.1635

I like the idea of an entire zerg falling out of the sky because I capped the ruin they were using.

Change the way "ruins" territories work

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Posted by: Choppy.4183

Choppy.4183

I guess I’ll take the minority position and say that I don’t like the idea, though I appreciate the motivation for it.

While your proposal would make the ruins more important to hold, it’s main value would be realized by the map home team and would result in players gliding from Garrison to the south.

Though I think Anet’s done a good job with the gliding, I don’t love the idea of even more opportunity for people to safely bypass huge swaths of the map. We already have people gliding from one structure to another, escaping poorly fought fights, and avoiding them altogether…. I don’t think we need more of that.

I’m Biff Rangoon, and I approved this message.
Ehmry Bay | Omg Brb Icecream Truck (ICEE)

Change the way "ruins" territories work

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Posted by: Yuffi.2430

Yuffi.2430

I would have thought that gliding from garrison to the south of your home BL was more about getting back into a fight quickly than escaping a poorly fought fight.

Change the way "ruins" territories work

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Posted by: Choppy.4183

Choppy.4183

I would have thought that gliding from garrison to the south of your home BL was more about getting back into a fight quickly than escaping a poorly fought fight.

Two separate points. I’d expect most people to just fly over most of the map from garri to the south, whether there’s a fight there or not, but bypassing a big chunk of the map all the same. Escaping poorly fought fights is something that happens now, and I’d hate to see the opportunities to do so expanded, personally.

I’m Biff Rangoon, and I approved this message.
Ehmry Bay | Omg Brb Icecream Truck (ICEE)

Change the way "ruins" territories work

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Posted by: Yuffi.2430

Yuffi.2430

I see advantages to both sides. It would be quicker to get to the south of the map, making defending this area easier (due to a faster response time). However players who do so are more likely to miss enemies passing north…

Personally I have no issue with players gliding out of combat. It’s no worse than stealth. It’s up to me to have a counter – either by picking where I fight or preventing them from reaching a glide point. As long as I can still target them in the air, and damage still applies, then I think it’s ok.

Coming back to the original point of this thread, the main problem is that the ruins decay very quickly creating no fly zones. Maintaining active possession of the ruins ties up players who don’t get participation for holding them. At the very least a much longer natural decay would be better, and I would be quite happy enough for possession to toggle on capture as suggested.

Change the way "ruins" territories work

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Posted by: Svarty.8019

Svarty.8019

A bunch of us on Teamspeak were discussing this topic the other day and came to the same conclusion as the OP.

+1 Upvote thanks for bringing it up.

Having thought about it some more, however, I now realise that if one side is totally dominant, it’s players will struggle to complete their daily ruins thingy. I guess that’s the price of success…

Nobody at Anet loves WvW like Grouch loved PvP. That’s what we need, a WvW Grouch, but taller.

(edited by Svarty.8019)

Change the way "ruins" territories work

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Posted by: Hyper Cutter.9376

Hyper Cutter.9376

Neutral ruins should allow gliding by default, and only follow the standard territory rules after they’ve been claimed.