Q:
People complain about population imbalance and whatnot for wvw and inpart EotM with huge que, no que, mega blobs and so on. Maybe it’s time to start improving EotM as a different mode of wvw beyond “lol 2hr karma train map”.
*Hotjoin into a pool of players from any&all servers that then get sorted into 2 teams by a calc.
-Teams of upto 5 that que together are placed on same team.
-Forced movement of players to low population side if one side has -5 due to quiting. Again teams of 5 if forced or volunteer move, they do so together.
-Volunteer rewards for moving to losing side.
*Players may que in as commanders and will be sorted to a map as such. If only 1 or no commanders que in it will substitute/assign highest ranks as such.
-1 commander per team. People who que as commanders are not locked out if 3 or more, they are chosen high rank priority. Those who fail the roll may still have chance if first choice leaves match.
-Players that que as commander and win that spot or players who volunteer first to command get some special tbd reward if they see a match to conclusion.
*The third faction will be npcs. And I don’t mean “I will solo them” npcs. Solid skill/trait set npcs of varying types, champs/elites/vets with a main group for big objectives and a small group for minor objectives. They attack the side with the highest score. They do not defend but will aggress any enemy players that enter aggro range so may defend if pathing takes them into encounter range.
*Maps comprised of 30 per team with a 10 man que. At 10 it opens new map and previous map population locks.
-New maps that start out with no one in que will still que 10 and calc commanders and high ranks for sorting an ok 5v5 start.
*Map ends at 2hr mark or if total population drops below 10, high score wins.
-Map will end to a conclusion if you capture enemy player keep.
-Capturing NPC keep will award large amount of score.
*Siege cap at X pieces (to be determined).
-All siege at objectives within event range disapear on flip.
-Commanders and assigned lieutenants may /delete siege that is selected.
*Afk leechers,
-5min of no movement = kick and 1hr block from EotM.
-10min of no combat = kick and 1hr block from EotM.
*Rewards,
-Normal kill foe loot and wvw rank rewards and reward tracks.
-EotM exclusive rewards to be determined.
—Only rewarded at conclusion of match.
— Enemy player keep capture +2, high score +1, playing map to conclusion +1. Points contribute to an all new EotM player progression panel and determine EotM rank (wvw ranks still contribute to commander roll).
—EotM rank tiers open up new rewards in a new vendor tab. Rewards tbd but don’t cost new currency or gross amounts, just unlock tiers for access.
*EotM player progression panel
—4 branching trees a player can place eotm rank points into. Offensive, defensive, support and siege.
—offensive will have things like +% offensive to CCed enemies, players in stealth, armor penetraition, chance to break through blocks/projectile hate, stomp time reduction.
—defensive will have things like vitality contributes X-amount to condi mitigation, stealth attacks -dmg, toughness reduces crit chance, dodge faster & evade longer.
—support will have things like concentration stat lowers cd on interrupted skills, healing power improves healing to poisoned and CCed allies, projectiles reflected deal increased dmg, corrupted boons increase in condi duration/stacks.
—siege will have things like + dmg against siege, repair walls/gates more efficiently, build siege more efficiently, +% player dmg against gates with torch bundle (made that up!), Condition dmg and expertise allow wvw traps to be layed faster.
I would make each one have unlimited point placement with diminishing returns. If someone wants to be uber torch wielder that burns down gates why stop their progression with an in-your-face hard cap?
Just some thinking, ty for reading.