Changes to WvW which would greatly benefit the overall feel of the pvp.
in WvW
Posted by: Erebus.7568
Changes to WvW which would greatly benefit the overall feel of the pvp.
these can be applied to Spvp as well since it’s general features which would make for a better more tactical and more skill based pvp.
Autoloot:
there should be an ability to auto loot in WvW, when you are fighting it’s oftend hard to notice weather or not there is loot and oftend the delay combined with the fast pasted movement will either make you miss loot or have you backtrack to get it, auto loot would allow you to focus more on the pvp itself which is the whole reason your there.
Nerf Hp/tank of Dawned state:
the downed state should first of have its hp/toughness calculated upon the players own not static numbers.
dawned state in its current form is way too powerfull once you down some one it will take you much more dps to actual kill him of then it took to down him, downed should be a state where your team get a chance to ress you if you are ignored by the enemy or got that unlucky last hit while fleeing into safety.
it would greatly benefit the pvp if your not forced to either go hug some one or to stand there hitting them forever to finish them, i would propose that finish move is completely removed from the pvp and that the hp/tank of dawned state is cut in 1/4 (meaning 25% of what it is now), this would allow you to survive a lower amongt of dps allowing you to survive if you played currectly and insured you where downed in a safe area, at the same time as a tank your downed state would take longer to kill giving you a few extra moments compared to squicier targets, at the same time we would see people that didnt think about where to move/stand etc. get downed and then almost instantly killed of due to dmg becouse they got outplayed and couldnt find a good position before they where downed.
Fall dmg instant dead: (think this is general not just in pvp zones)
fall dmg shouldnt instantly kill you but put you in downed state (unless the dmg exceed the downed state hp as well as the normal hp bar).
this is mainly a issue when your fighting people, i had a worriar trying to escape me with low hp, he jump down from a very low hight and instantly died becouse the fall dmg was enough and you dont get downed when your hp goes of by fall dmg.
Warmachines immobility, cost and ROF:
i feel like the immobility of some warmachines and ROF is not as it should be, at the same time the cost is out of wack.
the cost should be based on Marks of Honor so you can only buy them for something you get specifically from pvping, at the same time they shouldnt be as expendable as they are, there should be a good reason why once you build them your zerg will WANT TO move slowly towards the next fort to insure the warmachines arrives there safely.
stuff like catapults, balista’s, arrow shooters, are suppose to be mobile, firering rate is too high on them as it is now and makes people use them for spamming not tactical use which is the intendt of a warmachine.
i propose letting people push warmachines very slowly and nerfing their ROF down to around 50% of what it is now would greatly benefit the overall feeling
ZERGING:
as it is now “biggest zerg” > “skilled/well organized zerg”, i think the changes above would fix alot of this but i am not sure.
if its not enough to fix it then there should be found a solution becouse the game as it is now is way too zergish and the best way of playing WvW is not splitting up your forces taking several forts at the same time while you distract the enemy force with a decoy etc. nope its simply get the BIGGEST zerg you can and run from one side of the map to the other conquering everything on your way like that.
it feels WAY too much dependent on just getting one giant zerg and just zerg rush every fort from a to b.