Faster yaks, longer camp caps
I’ve always thought yaks should be harder to kill. And, their guards are laughable, at best, even without the wvw ability.
But, I don’t care for the longer camp cap. I could already take a nap during one if it’s just 2 or 3 of us…. boooooring
can see a problem for roaming/havok groups as longer capping times will make it easier for larger groups to respond and steamroll them. Faster yaks, more supply, faster upgrades might mean more bunkering up in keeps/towers and more siege which will hurt ppt and reduce fights. Nothing worse then trying to attack a t3 keep with 7 ac’s, cannons, mortars, trebs, catas, ballistas firing at you.
Honesty is not insulting, stupidity is.
>Class Balance is a Joke<
My biggest issue with your “double the camp cap time” suggestion is: right now – if you solo cap – it takes you more or less 20s, after you have cleared the npcs. However it takes only several seconds the bigger the group capping it is. So basically your suggestion directly contradicts to your “I think it might make havoc groups even more of a valuable asset than they already are.” statement.
However, I’d love it if the cap time on a camp was constant 20s, no matter if it’s 1, or 50 people capping it. Same for the other objectives too.
You could make the yaks more durable if they were invulnerable until caravan escorts are killed. I don’t support ideas of increasing capturing time, as it will negatively impact player experience.
You could make the yaks more durable if they were invulnerable until caravan escorts are killed.
I like this. Much better than “escort disappears when yak is killed”.
Can you imagine yaks bend with access to that much supply!!!
:O
….. And Elementalist.
You could make the yaks more durable if they were invulnerable until caravan escorts are killed. I don’t support ideas of increasing capturing time, as it will negatively impact player experience.
this is an awesome idea, & i would think, relatively easy to implement
Hiring additional guards should mean 2 more guards to follow the yaks IMO. A Veteran Protector and a Veteran Cabalist to accompany the Veteran Guard and Veteran Scout. You would still be able to kill the yaks regardless as NPC’s are stupid, just kite them away. Still, the Protectors and Cabalists are rather difficult to deal with especially if paired with the Guard and Scout. If you weren’t careful they could actually kill you unlike the 2 that currently escort the yaks. We’ve also got to remember that guards aren’t necessarily supposed to save yaks from players, just NPC creatures.
As for making camps harder to take, I wouldn’t say yes and I wouldn’t say no. A fully upgraded camp, especially with mercenaries, is a feat to capture solo. An unupgraded camp is laughably easy but as soon as it’s fully upgraded you’ve really got to watch your footing. Maybe buffing the health of the Guild Claming fellow a bit and perhaps his damage output a little would be a good enough change. I just don’t think camps shouldn’t be solo-able as it’s a part of what makes roamers important. If camps are as hard to take as towers it’s just going to encourage blobbing further.
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma
Make an upgrade that gives you frog guards instead of current useless ones
Frogs frequently take golanta by themselves and soloing them can be quite difficult
You could make the yaks more durable if they were invulnerable until caravan escorts are killed. I don’t support ideas of increasing capturing time, as it will negatively impact player experience.
Was just about to write this suggestion as a reply, but you were faster. I agree
Faster speed would not be a bad thing, either.
From a solo roamer’s perspective this idea is horrible and would probadly keep me out of WvW for as long as the the thing is active.
Solo roamer, all classes.
Yaks should be immune to all CC. Also while we are at it, can we have their speed boosted by not just 150% by a further 10% for each player standing within a 360unit radius of the yak? Capped at 200% speed. Also guards in general really need to be bumped up.
Would prefer this idea if it was added into the upgrade structure, T5/T6 for example versus a straight out upgrade to the base level. Once again make upgraded objectives more interesting to defend.
De Mortuis Nil Nisi Bonum.
perhaps the extra guards for yaks.. should provide a protective bubble of buffs for the yak.
Aegis. Protection. Regen. on a 2s auto cast timer
And those buffs remain unless the guards escorting them are defeated.
I always felt that guard upgrade buff was useless, and only a means to stop the NPC spawns in EB and hindering the yak.. but never hindered any player.
https://forum-en.gw2archive.eu/forum/game/wuv/Alpine-Maps-fine-tuning/first#post6139462
Keep in mind that these changes should not favor higher population servers. Thus power creep, like new upgrades(t3 towers are enough, pls no t3 camps!), should not be implemented just for the sake of it.
Solo roamer, all classes.