Make Five Suggestions
1. no waypoints at all; make the zerg suffer and promote the small groups that don’t need them
2. make the laser event last only 10mins which rewards the server that reacts fastest
3. i agree with +5 supply buff, but since guilds no longer claim it’s kinda` irrelevant right now
4. no rewards at all; if you are in it for the big shinies, then farm maguma maps
5. hp options?
Catalin Puf (Human Elementalist)
Catalin Elf (Sylvari Thief)
1. Remove the laser event. It violates one fundamental rule of comprehensible competitive play: damage is the result of work. At the moment it is not. Some magical laser does everything for you and brings every kittening door on the map to 10% in only 90 seconds. It actually reminds me of the golem rush event week; back then I asked “what comes next; a no doors week?” to express something one could only imagine in his nightmares – this is quite similar. Think of making this area a place where people go without interest in objectives.
2. Remove the barricades. There are four in the north and four in the south slowing down groups and forcing solo roamers to make huge detours with absolutely no gain for anybody. The map should be open and a place to meet other people from other servers. It should encourage action, not impede it with barricades. I disagree with everybody claiming that the map it too huge or confusing. But it’s too restrictive. It could definitely do with some smoothing.
3. No automatic upgrades. Automation takes away an important field of action which actually provided meaning in the old WvW. It was a meaningful strategic element to upgrade an objective manually, it enhanced or even created its value in the first place and made it worth defending or capturing it because somebody had put gold, effort, thoughts and love into this. While the new dolyak buff is very nice, the dolyak itself and camps are absolutely useless now in reference to another friendly objective.
4. Bring back the old waypoint system. This is connected to the third suggestion. A waypoint has always been something you have to earn. “X has a waypoint in Y!” was a classical sentence in teamspeak. Not stonemist castle, but a keep with a waypoint was the most alluring challenge for a motivated commander, because such an objective sent one meaningful signal: The enemy wants to kittening hold it and it will be exciting and action packed to try to capture it. In this spirit, please introduce a waypoint in each keep and make it a meaningful goal to activate it, for any team.
5. Rework the marked debuff. While I also dislike the stealth areas around the earth keep because stealth either tends to prevent action or works in favor of uneven fights, the opposite of this concept, the marked debuff, gives me even more headaches. I don’t have official data about this, but it seems that the area of effect of the marked debuff in keeps is ringlike with a range of ~14.000? Why? No keep has this shape. You get marked while being in the oasis just because the earth keep has been flipped. You don’t get marked while standing in the very north or south of the air keep (a free ticket for mesmers since nobody cares to sweep). It’s obviously not how it is supposed to work. Also why do sentries give you that debuff while you are not even in attack range?
Most of the things I complain about here are elements which reduce action and meaning rather than the opposite: the laser, the barricades, the automation, the missing or free waypoints. This is what makes the new maps (which are full of potential) currently unattractive.
(edited by Ychiju.7960)
1- Make permanent way-point a passive guild update. (it will promote even more guil claiming and won’t be in the automatic upgrade (limit it to the keeps))
2- reduce the duration of the oasis event.
3- remove any agressive mob, at least, let us move freely without agroing anything. (don’t remove the mob, just put them to passive mode)
4- make some sort of jumping puzzle to get across the baricades, it would still slow down the zergs as intended[cause there is always people who don’t know how to do a jumping puzzle], It will still slow a bit the roamers, but you’ll still be able to move faster than by going all the way arround. (with the systeme as it is now, big zerg just smach throug the baricades and roamers have to walk all the way around)
5- make something so we can stop the ennemy upgrade, killing the dolyaks doesn’t work anymore so in low tier servers, you used to spend a long time killing all the dolyaks to stop the ennemy from upgrading a keep before prime time. Now you only can delay it. (could be something like the upgrade can’t be finished until X dolyaks arrived [even if it doesn’t use any supplies] )
(sorry for my english)
1. Remove the laser
2. Fix the que problem – making people que for an empty borderland
3. Redesign the main keep so that mortar fire is not prevented by overhangs on the gates – mortars are almost useless because of poor design
4. Make it quicker to get from spawn to main keep when waypoint is contested
5. Redesign the keeps so it is possible to check the gates and walls when under attack without getting lost in the process
Acid Bath Babies Go Plop Plop [FizZ]
1. Fix the queue problem. We had empty maps with queues last night. Made no sense.
2. Give us gliding and mushrooms. Seriously, would add a really cool and fun dynamic to the play of the maps! Think about it…..would be awesome!!
3. Make either +5 easier to obtain by guilds, or make siege less costly to use. We had a large group last night, and could not build siege to take keeps without constantly running to camps. It was just crazy.
4. Make easier paths to run between areas. Its way too easy to get lost. The verticality of the maps is really intense and its hard to see where you are going. (Or give us mushrooms/gliding to be able to handle the verticality easier – and more enjoyably)
5. Stop the announcements of “Servername took yadayada”. Cant be sneaky when you are announcing everything, to everyone, all the time!
1. Make auto-upgrades consume supply. Camps are the new sentry point because there is no incentive to get them. They don’t feed upgrades and you don’t even need them for supply for offense most of the time because the objectives you take are filled with supply because they didn’t need it for upgrades.
2. Add waypoints to the side keeps back, make them late in the upgrade cycle.
3. Turn off the dinosaur event.
4. Have objective do one structural (walls) OR defense (the cannon line of old) upgrade at a time.
5. The big one – the new map needs a complete overhaul. Way too big, way too convoluted, way too many narrow paths. Its beautiful, but we want to worry about other players, not navigating the map.
1. Remove laser
2. Remove gimicky shrine buffs, maby allow first one when outnumbered
3. Waypoints have to be earned, there was reset race on EBG, for who will get waypoint up first. Add them to side keeps in borderlands
4. Make borderlands easier to traverse(remove the canyons aroung all 3 keeps, they bring poor fights)
5. Remove the autoupgrades, upgrades were just fine as they were, maby just should have halved the price or something. There should be supply control mechanic, i know we were out of supply a lot of times, so we had to capture a whole lot of camps to acctuly go on offensive, all thanks to enemies skillful dolly hunting and camp capturing.
There are probably more ideas, i just dont remember now.
I dont even know why they created a new Borderland map, old one was quite good, it would just have to be revorked a bit.
1) Reinstate the Alpine Borderlands. They were tested for three years, they work well. Maybe reskin them to a desert theme (bay can be an oasis, hills can be a cliff fortress, ruins can be modremoth vines, etc.). Rotate EB with the new map.
2) Remove auto-upgrade, or add a player element to it. The current system lets the game play itself. Which really hurts servers with little day/night presence. There should be some sort of player interaction required to initiate or complete upgrades. Personally, I would like the old system back, and maybe the addition or time limited items that drop off enemies that allow faster upgrades.
3) If new borderlands are here to stay, then remove the barriers closing off the map. The map should be open so we can navigate it without relative ease.
4) Again, if the new borderlands are here to stay, rethink the gimmicky shrine buffs and laser beams. They really offer nothing to the overall WvW experience beyond being obnoxious. I agree with SloRules, maybe offer the first one when outnumbered on the map.
5) Bring back the old borderlands and add a new seige disabler. I would propose a Waypoint Disabler. Mordremoth proved thst he could mess with the waypoints, so why can’t we tap into that power to temporarily break a keep waypoint?
1. Bring back guild banks in keeps. I understand that you’re trying to make guild halls more important but a lot of guilds store their siege in the guild bank and if there’s a queue on the map you don’t want to leave it just to pick up siege.
2. Bring back +5.
3. Reduce supply amount for guild catapults back to 25 (or make it 30, I would be just as fine with that). I wasted a lot of gold on those and now I can’t be bothered to use them because I’d have to run 4 times to build one catapult alone which means I could just as well build a superior catapult.
4. Fix outfitters in keeps.
5. Do something about the lag issue.
1. Rework the laser event to give a 50% chance of backfire, ie 50% chance to hit your own gates.
2. Apply Aoe slow to players in groups larger than 25 travelling within X metres of each other.
3. Make a weekly rotational adjustment to BL player map limits.
4. Apply PPK benefits to kills made by players not “slow debuffed”
5. Add an ability to earn Tyrian mastery points by WvW ( or pvp)
1. Remove siege from the TP – Give our badges value.
2. Items to spend badges on.
3. Apply a debuff to groups larger than 25.
4. Create dedicated WvW servers so the maps feel more “populated”.
5. Remove all PvE based loot and replace it with WvW based loot such as blueprints.
….. And Elementalist.
I’m kinda liking the new map, not too much experience yet but seems interesting. Bit easy to get lost so far and bit too much PvE kitten in there tho
1. Wp’s in the side keeps – its a very big map, running seems a tad excessive so put WP back in the rotation but late on in the upgrade cycle (adding mushrooms and gliders would be hilarious though )
2. Human upgrade – The auto-upgrade function is fine but too easy to control an enemy border during night time. Require a human to start the next rank of upgrades, at no cost, on all structures you hold on enemy borders, just to give that edge to the home border. As someone from a strong night squad server, there’s no point having the full enemy bl T3 for when they wake up. Demoralises 1 server and bores the other.
3. Put the +5 back in – The object of this map (or one of them) was to break the power of the monoblob which is a great idea but removing the +5 penalises the havok groups roaming in the map
4. PPK – Give us PPK back, it was a great addition to make fights more important that hitting bloody doors. Fed up seeing the worst fighting servers so highly ranked tbh
5. Less PVE/More kitten for badges/Run Alpine 1 week in 4 for variety