Keep tagging mechanics need rework

Keep tagging mechanics need rework

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Posted by: Malediktus.9250

Malediktus.9250

Why can solo people still tag a keep with a single hit and block your waypoints that way?
Those people usually use a runaway build so its almost impossible to stop them solo, so you need to outnumber them. If you manage to kill them they can easily run back within the 3minutes and tag again. Its just a silly mechanic which needs rework.
I am not sure how exactly to change the mechanics since its possible to open gates without siege, but a single person hitting a gate and then running away should definitely not tag a keep.
The most simple way to fix it would probably be that the events are only triggered if the structure has less than 99% health. That would prevent it from being tagged as long as you put in 4 supplies every now and then.

1st person worldwide to reach 35,000 achievement points.

(edited by Malediktus.9250)

Keep tagging mechanics need rework

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Posted by: Ruru.1302

Ruru.1302

Keep tagging mechanics are fine.

mag
[Mada] Apocryfia

Keep tagging mechanics need rework

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Posted by: coglin.1867

coglin.1867

I agree with you OP.

I am okay with a single player contesting a keep, but not in a single hit. Thee needs to be a certain level of damage required. The level should be easily achievable by one player, but it should take 20s-30s in my opinion.

A video on what weak PvPer’s and WvWer’s want.
https://www.youtube.com/watch?v=6q3em9s5I4c

Keep tagging mechanics need rework

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Posted by: Baldrick.8967

Baldrick.8967

I don’t think a single player should be able to tag a keep- or even 5. Tagging should be based on damage to the structure, so when 1% damage is caused (ie siege or significant numbers) then the keep becomes tagged.

The current ‘throw a rotten tomato and it’s tagged’ system makes no sense, as one to 4 players would take ages to get a gate down and should safely be ignored by the mechanics.

Realistically one person running up to a keep gate should be wiped out by the guards before they even get close to touching the gate- and even if they hit the gate, why would anyone care enough to turn off the portal?

WvW player. Doing another world completion for my next Legendary. Hater of mini-games.

Keep tagging mechanics need rework

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Posted by: uhohhotdog.3598

uhohhotdog.3598

I agree. It’s incredibly stupid. There needs to be significant damage done to make it contested.

Keep tagging mechanics need rework

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Posted by: Zephyra.4709

Zephyra.4709

I think the damage idea is a good one but maybe also an invisible enemy siege detector within radius of (max range) a treb all the way in to (minimum range) a flame ram doing damage. Siege that has been established and it doing damage should immediately proc keep swords because no way in heck can players get in without siege and I find it absurd a single player tapping a structure and running away procs swords. It’s annoying.

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Posted by: Ballads.2509

Ballads.2509

I like the mechanic as it is. It gives a solo player a way to significantly contribute w/o being involved in the main fight. We need more ways a solo player can impact battles not less. 1 thing i like about the new map is all the shrines are both solo-able and outside the main fortresses. I hope to see 3 way roamer fights over these.

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Posted by: Svarty.8019

Svarty.8019

I think the damage idea is a good one but maybe also an invisible enemy siege detector within radius of (max range) a treb all the way in to (minimum range) a flame ram doing damage. Siege that has been established and it doing damage should immediately proc keep swords because no way in heck can players get in without siege and I find it absurd a single player tapping a structure and running away procs swords. It’s annoying.

That’s a good idea for a new piece of siege, or a trap! We know there’s already a thing that does … something … in EotM.

Nobody at Anet loves WvW like Grouch loved PvP. That’s what we need, a WvW Grouch, but taller.

Keep tagging mechanics need rework

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Posted by: Malediktus.9250

Malediktus.9250

I like the mechanic as it is. It gives a solo player a way to significantly contribute w/o being involved in the main fight. We need more ways a solo player can impact battles not less. 1 thing i like about the new map is all the shrines are both solo-able and outside the main fortresses. I hope to see 3 way roamer fights over these.

Solo players shouldnt be able to annoy a whole map 24/7 by tagging a keep. Yes we could come to kill you, but the maps are small so you will be back before the 3min timer is over and it starts again. To stop a single tagger with a defensive build and equipment you need a lot more than just one solo player.
And I disagree with solo players needing more impact. You can farm Dolyaks and flip camps. Thats plenty of impact for a single person of 80 or so on the map.

1st person worldwide to reach 35,000 achievement points.

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Posted by: McWolfy.5924

McWolfy.5924

I have no problem with solo taging. I have problem with that runaway builds. 2 invulnerability, 3 stability, 1 heal on damage and 1 shield block + 2 energy sigils with gs/ss on 5 sec swap

WSR→Piken→Deso→Piken→FSP→Deso
Just the WvW
R3200+

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Posted by: Dream In A Dream.7213

Dream In A Dream.7213

Have perma stealth trap/perma cripple trap in front of each gate. This way if someone is trying to kill the tagger, they can with a couple of ppl, guards, cannon. If they cant than they deserve the longer running distance.

Could be a keep upgrade.

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Posted by: apharma.3741

apharma.3741

Well, the simplest solution is to make keeps take no damage from anything but siege. That can be treb, cata, rams, ballista or golem. Towers stay as normal though it might not hurt to make things immune to conventional damage. Would also be a nerf to map blobbing a keep and PvD the door down.

Before someone starts by saying that then towers and keeps will be impenetrable, yes they will be hard to take but then maybe if we had more siege options it might help, thinking rock, paper, scissors, lizard, Spock type of set up.