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Posted by: Mindtrick.5190

Mindtrick.5190

Any home servers towers / keeps are auto t3 with waypoint when captured back. I think about anz on eternal BL it’s always paper and free karma. I’m not a fan of karma trains and it seems like Anet is. You make home servers / towers stronger you let these players push out and fight. When they normally sit in towers and wait for upgrades. With everybody having t3 towers when you take one its actually a fight. The people who like sitting in towers should try it in some enemy’s that they take and not their own. I’d like to see those people fight to upgrade towers behind enemy lines.

I’m a person who likes change and not the same fail over and over.

Edit: achievements are child’s play, if they gave me front of the line at Disneyland I just might start grinding them. Until that day I will never carrot on a stick.

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(edited by Mindtrick.5190)

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Posted by: Vena.8436

Vena.8436

Any home servers towers / keeps are auto t3 with waypoint when captured back. I think about anz on eternal BL it’s always paper and free karma. I’m not a fan of karma trains and it seems like Anet is. You make home servers / towers stronger you let these players push out and fight. When they normally sit in towers and wait for upgrades. With everybody having t3 towers when you take one its actually a fight. The people who like sitting in towers should try it in some enemy’s that they take and not their own. I’d like to see those people fight to upgrade towers behind enemy lines.

I’m a person who likes change and not the same fail over and over.

T3 Garrison + Waypoint for every home server if they just let you flip it once on reset? Instant T3 Dawn’s/Crag/Cliff? The hardest to take tower in the game short of Jerrifer’s and Veloka?

Might as well just add Determined to the doors and walls, and not even bother playing on enemy Borderlands.

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Posted by: Mindtrick.5190

Mindtrick.5190

Wait so you’re saying I’d get harder fights vs real people? That’s freaking excellent!

Edit: if I wanted easy I’d pve and run fractals and finally finish my dreamer

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Posted by: Vena.8436

Vena.8436

Wait so you’re saying I’d get harder fights vs real people? That’s freaking excellent!

You wouldn’t get fighting.

This sort of gimmick doesn’t make people want to fight, it makes them want to not even bother. If you work your butt off resetting a T3 Garrison, you feel accomplished in succeeding. Do you think people will even bother trying if the moment it flips back, its auto-T3 again?

You completely destroy the supply game, which ruins the point (and fun) of havoc and small ops.

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Posted by: Mindtrick.5190

Mindtrick.5190

It’s not a gimmick the ammount of none fighting in wvw is a joke. The trend right now is karma training alts. Catering to people who break easy and quit that sounds like a awful formula. That’s what I see going on now.

Edit havoc groups might just have to become real killers and not yak slappers

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Posted by: Reverence.6915

Reverence.6915

You’d see people bunker up in their towers and keeps and never come out again.

It would destroy open field fights.

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Posted by: GrandmaFunk.3052

GrandmaFunk.3052

havoc groups might just have to become real killers and not yak slappers

If no one has to come out and defend the camps and yaks, there will be no one for the havoc/roamers to kill.

or did you mean “parked at an AC on a keep wall or driving golems around” when you said “real killers”

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Posted by: Straegen.2938

Straegen.2938

I don’t know about the automatic T3 thing but walls and doors do need a big bump in HP. A small group can tear through T2 or less in seconds and T3 is a marginal upgrade.

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Posted by: orphanMosquito.5837

orphanMosquito.5837

Stop rewarding servers for winning. This is making the problem worse.

#1. PPT needs to scale down for winning teams the larger the lead (sound familiar diminishing returns?)
#2. Give loosing team larger chest, more gold, wvw boosts, whatever (MORE THAN XP and MF) to keep them motivated to stay in the fight. This will also scale with the match point difference and still keep small skirmishes fair. SCALE THE HELL OUT OF IT. If Blackgate wants to wipe a server to hell and back then the losing teams should still feel somewhat happy about losing (example: I lost but I am kinda rich now!)

Enacting these points will lure people to lower population servers which is something that does not exist right now.

The first point is not enough to balance the servers so I believe the second is necessary. Remember WvW is not a Team vs Team vs Team, it is a City vs City vs City.

No two cities are ever going to have the same amount of people so calling this a tournament or season is just silly. As if the smaller servers could just “muster up the courage and win” because there is a season at stake. This is just common sense. Get yourself together Anet. Respond to your people instead of just ignoring us. Its rude.

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Posted by: GrandmaFunk.3052

GrandmaFunk.3052

Why would better prizes for the losing team motivate them to stay in the fight.. it would have the opposite effect.

No one would play at all once they’ve qualified for participation.

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Posted by: Straegen.2938

Straegen.2938

Stop rewarding servers for winning. This is making the problem worse.

I see your point here but re-read this statement and let it sink in.

Winning would have no point without reward otherwise we are encouraging people to throw a match. Again, I see where you are trying to go but the phrasing is off.

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Posted by: Mindtrick.5190

Mindtrick.5190

You’d see people bunker up in their towers and keeps and never come out again.

It would destroy open field fights.

This already has happened, you’re on blackgate you should know this.

If you happen to be in a open field guild once you slap everybody after reset the week gets rather boring. Guilds use dummy tags to bring people out… What I said I stand by, make the wvw structures a real task not a 15 second Zerg of a gate and quick caps.

Right now the player base is super soft and fragile. Once the map Blob wipes they scatter. Game needs to challenge players more and make them hard like rock.

Edit: if people feel like fighting t3 towers is hard I feel bad for you. The paper gates and easy ppt is not what this game is about. Even rewards is weak, play this wvw game to smash other guilds / players. That is everything wrong with this community, wanting shiny things and easy play.

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(edited by Mindtrick.5190)

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Posted by: GrandmaFunk.3052

GrandmaFunk.3052

The problem is that difficulty(or lack thereof) in taking objectives doesn’t scale to server rank/tiers.

if you make T3 keeps harder to take based on the size of the average tier2 primetime zerg… then it’ll be impossible for a t5 morning crew to take.

it’s not that ppl want “easy play”.. it’s that ppl want achievable objectives, regardless of their server/timezone.

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Posted by: Mindtrick.5190

Mindtrick.5190

I get what you’re saying. But it would help turn the lower tiers to straight up killers instead of being ppt door killers. Right now the cap between t2 and t1 is giant. Look at fa they get handled by SOS guilds not in ppt but straight fist to guild face. Also would thin out t1, guilds wouldn’t panic over logging in and having everything reset while they sleep.

If what I said in the first post was part of the game from launch we would think its the norm.

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Posted by: McWolfy.5924

McWolfy.5924

i think wvw need more personal rewards, not server level rewards

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Posted by: Keiel.7489

Keiel.7489

Karma Trainers will still Karma train. It takes at least 2 willing servers to get it going. If they don’t want to defend their home BL, the train’s still going to steam roll the towers.

[DONE]

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Posted by: MRA.4758

MRA.4758

Any home servers towers / keeps are auto t3 with waypoint when captured back.

I don’t think this would be healthy for the game. After all, upgrading keeps and towers, securing supply lines, and such are great and important parts of the game. A free “go to T3” card would ruin this. I’d say it would make mindless offensive play even more predominant, since people would care even less about their home assets.

Also, I don’t necessarily agree with your claim that Anza on Eternals is impossible to keep at T3. Yes, it is most likely the most difficult far tower to defend in the game. But if your server is dedicated to keep it, it is well possible to do so. (I should know, having done so myself multiple times. Mind that you can defend Anza not only from Anza, but also from Red Keep and Mendons, and the running distance from Red Keep is also pretty small. Plus, treb spots in SM directed against Anza can be effectively countered from outside SM.)

However, I agree with the (implied) observation that the current “fast cap meta” (which is predominant for such a long time and couldn’t be stopped by arrow cart buffs or whatever) needs to be slowed down. Towers — even the T3 ones — usually fall within one or two minutes due to a quick full force attack with no defenders around, while IMHO it should be more about defending and attacking armies fighting, and battles waging back and forth. Thus, I would rather propose the following changes:

- Reduce the damage done by players hitting doors/walls to zero. And I really mean zero, null, nada, nothing at all, such that the PvD damage scales in no way with the size of the zerg and only with the quality of the siege the attackers lay. This should give defensive forces more time to arrive at the scene, and the role of the offensive zerg should be to guard their siege instead of blindly banging their head at a door.

- Effectively limit the number of rams that can be placed at a door to a maximum of two (or even one). Force the attacker to be more “colorful” in their sieges, such as the need of placing 2 rams and 2 catapults if you want to speed up thing, or maybe even support your rams by a treb. Also, I am sick of seeing 5 superior rams at a door resulting in an insta-cap.

- In return, make siege equipment (maybe except arrow carts and ballistae) harder to be cleaved down in zerg fights, to make it actually worth fighting for your siege instead of instantly giving up once the defenders arrive.

- With the influx of so much gold to GW2 the following point has become a real problem and needs to be addressed: Find a way to limit the effectiveness of stacking golems. In the early days, we were alarmed because they had “ONE golem” with them. Nowadays, since gold is so plenty and Omega golems are no longer a serious investment, the question is rather “How many Omegas are they bringing?” This makes it possible to speed crash keeps in about two minutes, which is a shame. My proposal would be: Have each active golem induce one stack (Omegas: two or three stacks) of, say, “Etherfluxural Interference” on all other golems within earshot. “Etherfluxural Interference” would have the following effect: “For each stack of Etherfluxural Interferrence, outgoing damage of the golem is decreased by 10%, and incoming damage is increased by 5%”. (Numbers just given for discussion.) With such a system, one has to be more careful about the numbers of golems to use in one location.

- Also, as always, make the pot of oil a viable defense weapon, instead of a “only matters for 20 seconds until the oil pot and the poor kitten dumb enough to man it has been AoEed down” weapon.

Edit: achievements are child’s play

True.

~MRA

IGN: Peavy (Asuran Engineer)
Tyrian Intelligence Agency [TIA]
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(edited by MRA.4758)

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Posted by: Sirendor.1394

Sirendor.1394

i think wvw need more personal rewards, not server level rewards

QFT

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Posted by: K U T M.4539

K U T M.4539

we all know how hard playing healway in a zergball is

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