Gathering suggestions to change bloodlust
Make the bloodlust buff scale with how outnumbered your server is on a map. Servers with few people (but many opponents) would get a large buff to stats per point while the server with the most people on the map would get no buff from the points. If two servers have roughly the same number of players on the map, they would have the same buff to stats.
This would help the underdog servers put up more of a fight and better defend towers/keeps when they’re outnumbered. It would also increase the challenge for the dominant team, making gameplay for them more fun.
This was suggested by several people in several different posts already, but thus forum thread is a good idea.
I think Bloodlust and Outmanned need to be swapped around, maybe decrease its value so that you dont get servers throwing abuse to get people to leave to get the buff back. I do like the Bloodlust being for Magic Find and everything.
Another addition could be, that holding all 3 would mean that a special (i know this part will be hated!) Mob of Legendary status to appear Once killed this mob would drop nice loot, Give the server that killed it a 50stat increase for say 1 hour as well as give the server say 1,000 points. This Mob would have a reasonable cool down
This mob would be HARD, VERY HARD. Think Teq standard. It would take alot of people to kill it but the rewards would be worth it. Other options for rewards:
1) 15 supply to all who took part in the fight
2) At least 1-2 Rare drops
3) Chance at Ascended Weapons and Accessories
4) Points for the server 1,000 for winning server. 2,500 for 2nd server and 5,000 for losing server
I think that bloodlust should be renamed to home advantage. Every server should get 50 to all stats on their own BL until another server gets 3 points in mid, when it is stripped, and there is no more advantage anymore… untill the owner of the BL gets 3 points in mid of course. May be simpler from programming point of view than making the buff scale off current player numbers. Noone should get 100/150 to all stats ever.
Elona Bonechill – Necro / Fionna Gymirdottier – Guard /// RoF
Bloodlust should be flat out removed. I’ve come to play WvW, and not sPvP conquest mode.
Replace it with a WvW objective. Like a tower with siege and supply being generated. The side that holds it has a greater freedom to move across the map. The uneven terrain and such make it a poor place to fight for zergs and ideal for small groups to ambush and kite bigger zergs, which will no doubt start to break up.
This way the advantage would be strategic, and not flat out numerical. Smart play can take advantage of it, poor play does not.
Screw the notion of “i have X in this borderland therefor i should get a bonus in other borderlands”. There is a benefit, its called Supply Running. You can already take supply from a borderland you firmly control to build up an army of Golems (or anything else really) in a borderland you want to attack.
Thats more then enough. Infact that is a terrific advantage to have. However it takes planning and coordination to make proper use of this. Again, not a mindless flat buff but one that requires players to actually use new strategic options to their advantage.
(edited by Terrahero.9358)
Bloodlust should never stack through all borders, it should be applied to particular border. EB should have no bloodlust at all. Each point could also give +10 to stats, so a team could get +50 buff for holding all 5 points. Thus this area will be less attractive for zergs but will stay useful fo server and good for solo roamers/smallscale teams.
Also all siege deployment should be forbidden in bloodlust zone.
Bloodlust should scale based on each sides current Point Per Tick. High PPT gets very low buff, and vice versa.
Stomp = wxp should be changed to wxp for participating in player kills instead. Some classes stomp far better than others, some people play support or needed roles etc, so wxp on stomp is stupid and unbalanced.
First, capturing the ruins points should give wxp, gold, and karma like any other objective. No idea why this was left out, it’s beyond me why Anet loves to exclusively reward zerging as the only activity even close to being profitable in WvW. Roamers are still a charity case as far as rewards go — even more than before.
Second, the snowball issue is still there as predicted. Good roaming population is nice but in tiers under 2, night coverage varies greatly and while one server has 15 another can have 60+ and you know who will have all 3 buffs which is a huge snowball mechanic and anti-balance. Alamo-ing is often possible at a chokepoint and holding out overnight but add on +150 stats for those 60 and you might as well ask all servers, why even come to WvW at these times? The 60 will paint all maps their color and then WvW is over for everyone for the next 10 hours.
SOLUTION: If one server is outmanning both (has to be both) other servers on a map, that server should lose bloodlust for that map or until outmanned ends. There is no reason for the server with 3x+ more people to also have a huge stat boost.
Though TBH, I think the current bloodlust should just be switched with the current outmanned (and multiplying that reward by 3, 1 for each bl) but that’s already suggested. For whatever reason, devs (one of them) seem scared of giving the weaker team any type of combat bonus while if the team with overwhelming numbers has it (and they always will), no problemo…
In the meta now, Bloodlust is only balanced for T1 right now and defense is a joke. There’s MASSIVE karma training in T3 right now. I don’t mind massive wxp/hr but is this Anet’s long-term vision of WvW?