Putting Perspective on Zerg Sizes since 2012. Common Suffixes for 40+ include ~Zilla and ~Train
“Seriously, just dodge.”
Move that Lord up one level.
Yep. That’s all, because for some reason that lovely empty room above the Lord now serves no purpose than a place to store Cars- erm Golems, Fun Boxes, etc.
It adds another element for the defense to cover the ramps, and have siege placed at the very top of SM, in which the intrepid offense would have to mash keys and move up there to get to. Not to mention heights tend to make for fun battles.
Of course this is a direct buff to whoever defends, having their new final stand in an even better location imo. But wouldn’t the fights be even more glorious?
…..
I am also under the assumption people think SM is easy to cap, which may not be the case. If so then there might not be a need to move the lord…
But all that space wasted makes me sort of sad.
:(
its a good idea but since there is only 1 ramp up there to top level, it would be too easy to make AC hell from there and simply hold that ramp.
Wasn’t the lord moved down to the bottom level?
Yeah, I’m sure I remember it being really difficult trying to get up the ramps… would be funny to see him back up there
Wasn’t the lord moved down to the bottom level?
It was moved down to prevent Acs killing everything.
But I find SM fights easy (ninja capping), hard enemy got alerted they got a blob inside waiting at you.
It’s possible to change something. like another set of doors/energy barrier. Just before lord-room. Doing something, either the barrier got extreme HP, Cant pass it. but enemy can fire trough (OP?), and you have to do something to take it down in order to kill the lord?
Destroy energy generators providing a “immunity” shield near lord (can find them at top floor), Can be rebuilt…?
Both is most unclear to go trough but would make SM a-lot harder to flip.
its a good idea but since there is only 1 ramp up there to top level, it would be too easy to make AC hell from there and simply hold that ramp.
Well technically there is two, but both go to the same fairly large entrance at the 2nd floor.
People are creative in WvW, always coming up with new ideas on how to counter a certain new strategy. AC hell is a likely circumstance, but it only takes one creative zerg to find a way and cause the defense to break down into chaos.
I find it very appealing thinking about how an offense has pushed the defense to such a point where zergs are literally a floor or two apart on the amazing castle known as Stonemist.
They also moved it because it was easily killed from underneath with aoe. It’s somewhat sad how many structures feel awkward after they had to alter their faulty designs, but it’s probably best to just leave it seeming awkward.
Make the stonemist lord fight like how you have to clear the Temple of Lyssa.
It is not too easy to cap. In fact it is too easy to defend if you have a server that knows what they are doing.
It is not too easy to cap. In fact it is too easy to defend if you have a server that knows what they are doing.
Inded
If it was on the floor above people would just build 10 ACs. I’ve seen it before in a farm. Doesn’t even matter if you’re stealthed trying to portal bomb the ACs, you melt instantly
SM is easy to take regardless if your force is outnumbered. Several entry points to get sandwiched with, and it’s far to easy to bombard the lords room with siege (where people generally like to gather).
What SM really should have is 1 heavily buffed legendary (lord), several officer like legendaries that all guard that main room + a dozen or so champs that guard both the lords room, tunnels, and the area just outside the tunnels (where people like to drop AC’s). Have all the NPC’s capable of buffing the players inside, so in fact it is the defenders who have the advantage (like it should be).
Now that I think of it, I suppose a pile of skill lag plus a hoard of legendaries and champs guarding the area would mean insta-death to any attacking force.
I don’t think it’s too easy to take. I do think numbers play way too big a part because of the massive skill lag you get in SM fights. These fights in T1 are rarely about skilled play, but about who gets the better end of the straw in a fight were your skills rarely work. IMO remove SM altogether or replace them terrible servers. SM was too easy to take before they reduced the PPT it equated to.
Give the lord dragon wings so that he can fly around the castle. You will never know quite where he is, but you will know that melee attacks are useless.
It is not too easy to cap. In fact it is too easy to defend if you have a server that knows what they are doing.
This is true, however if you have an attacking server that knows what they’re doing – you can be almost through the inner gates before SM even shows contested.
Golem rushes need to go!
Its to easy to defend if you are server that seriously out numbers the other 2 servers combined.
SM needs to be somewhat vulnerable. It would be uncappable otherwise….and that’s not fun.
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