It seems the state of WvW has been in question since the big let down of Season 1. Everyone has their own idea of what WvW should be like, and I’d like to share some of my ideas. I’m hoping some people will see merit in my ideas and share why, as well as the reasons why you might disagree. Please keep the discussion on track, and try to add something to the discussion
Who am I, and what experience in WvW do I have?
Well I’ve been playing since launch, but I didn’t get active in WvW and stuck to PvE for the first 3-4 months of the game. I started my WvW experience on Darkhaven following guildies around and not really knowing what was going on. As I became more active in my guild and WvW I started learning the mechanics, and I really enjoyed following one of the guild commanders (Sir Osna) around. I learned quite a bit from following him around and paying close attention to siege placement and different little tricks. After I began feeling confident in my knowledge of WvW I got a commander tag of my own on my mesmer, Rainin Ash, which I later learned was a nub mistake. I loved commanding and continued to learn new tactics, but I began to grow bored with the guild and server so I transferred to Tarnished Coast. I then joined Rethesis [RE] where I was exposed to GvG’s and the glorious hammer train! I worked my way onto the GvG team after only one or two weeks of being in the guild. Unfortunately the guild disband a month later. So I took what I’d learned and went to start my own guild on Far Shiverpeaks, which is where I currently command on my warrior Asher Nicole.
Coverage seems to be one of the biggest issues in WvW currently. And I have a few suggestions on how this factor could be minimized.
- 1) Increased height of walls for towers and keeps. The fact that siege on top of walls can be destroyed from the ground by players is ridiculous to me. If a player can’t safely sit atop a wall and rain down on enemies below with siege, how can they effectively defend when greatly outmanned? There needs to be some way to prevent a player from being able to aoe the top of a wall from the ground to take out the defensive siege. If the attackers had to build their own ac to take out the siege on the walls, I feel like that would be more fair.
- 2) Make upgraded gates immune to players attacks. It’s a little ridiculous that a zerg can and will beat down an upgraded gate with their fists once their rams have been destroyed from the defense. This would help the defenders to hold down their hard earned T3 tower.
This last point I’ll break down into a few parts because it is a little lengthy.
- 3) Break the maps up into zones, where if your server owns a camp/tower/keep/castle, then you would hold claim to the specific zone encompassing it.
- 4) If you die in a zone owned by your server, then you would be able to be rez’d just like normal. However, if you die in a zone not held by your server, you would not be able to be rez’d, and would have to wait until your server took control of the zone, or you wp back to spawn. This would also help with defense when greatly outnumbered. Now say you die during the assault of a tower/keep but your server ends up being successful and takes control of it. Well now you’d be dead in a zone owned by your server, and could be rez’d like normal.
- 5) While in your zone, gain different defensive bonuses, say increased movement speed, or a little bump in your stats to help defend your zone against invaders. Once you step out of a claimed zone, and into enemy territory, you lose those little buffs, but gain something new like increased MF/karma/xp/GF. This would encourage players to leave their zones to go on the offensive, but it definitely wouldn’t be easy.
These are just some of my rough thoughts and I hope to get feedback from other players to help refine them. I’d love to answer questions or discuss foreseeable problems. Bump if you agree and lets get some new thoughtful ideas generated, in hopes that Anet will take a look(=
| Rainin Ash | Asher Nicole |