Faster yaks, longer camp caps

Faster yaks, longer camp caps

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Posted by: robotempire.2451

robotempire.2451

So since “Sneak Attack” is coming to an end I was thinking about another “experiment” I’d like to see.

How would gameplay change if yak speed & HP were increased by 150%, and camp captures took twice as long?

I’ve been thinking about this for awhile. I know the tendency on the internet is to just shoot things down immediately without thinking about it, but I would really like some help in thinking through what the practical impact would be of this change.

In short, 1). the supply camps would be much harder targets, and 2). keeps & towers would get a lot more supply, which means upgrades would happen faster.

I think it might make havoc groups even more of a valuable asset than they already are.

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Posted by: Naz.2607

Naz.2607

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

Naz ©

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Posted by: X T D.6458

X T D.6458

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.

I say what needs to be said, get used to it.
Honesty is not insulting, stupidity is.
>Class Balance is a Joke<

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Posted by: Pavel.8531

Pavel.8531

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.

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Posted by: Zenith.6403

Zenith.6403

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.

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Posted by: robotempire.2451

robotempire.2451

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”.

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Posted by: sephiroth.4217

sephiroth.4217

Can you imagine yaks bend with access to that much supply!!!

:O

I mostly play for the new Free-For-All arena in PvP lobby.
….. And Elementalist.

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Posted by: Naz.2607

Naz.2607

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

Naz ©

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Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

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.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

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Posted by: Bugabuga.9721

Bugabuga.9721

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

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Posted by: Tom Gore.4035

Tom Gore.4035

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.

One – Piken Square

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Posted by: Tseikk.9032

Tseikk.9032

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.

I speak for myself, not for my server or my guild.
Solo roamer, all classes.

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Posted by: Fuzzion.2504

Fuzzion.2504

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.

Fuzzionx [SF]
Guest member of [LOVE]
JQ official Prime Minister

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Posted by: TheGrimm.5624

TheGrimm.5624

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.

GW/PoTBS/WAR/Rift/WAR/GW2/CU

De Mortuis Nil Nisi Bonum.

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Posted by: testpig.5018

testpig.5018

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.

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Posted by: Tseikk.9032

Tseikk.9032

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.

I speak for myself, not for my server or my guild.
Solo roamer, all classes.