My suggestions to improve WvW
So before people flood this thread with how wrong your suggestions are or how u dont know whag youre talking about I just wanted to pop in and say that ideas are what we need regardless of whether anet is going to add them in anytime soon. So keep up the good work! And dont let anyone on here discourage you from posting ideas in the future!
ET Commander
Pro Guardian
Also I like your ideas.
ET Commander
Pro Guardian
A simple thing I think they need to change is to remove the silver/gold cost from upgrades. I’ve been playing and the Commander’s have asked for people to start the next upgrade if they’re back at the keep or garrison, only for replies to come back stating they’re saving their gold etc and don’t want to waste it on an upgrade for a location that will likely get flipped as soon as the Commander tags down.
Also, I think that once a player has been defeated, they should HAVE to respawn – no resurrecting dead players. If this is too harsh, then at least have it so that resurrecting dead players cannot be done inside an enemy held tower/keep/garrison.
(edited by Kaladarm.2180)
1. Definitely. And maybe add the feature to not lose stacks upon downed/death
2. Not so sure about it, sounds like it could be exploited to farm gems.
3. Yup. That would encourage to actually form more than one zerg and makes ZvZ less of a lagfest
It would really be awesome for players to become weaker the greater in number they are; I’d totally run over zergs solo, rejoicing in their 1 dmg bleed ticks, backstabs critting for 20 and me slicing through swathes of them with my Greatsword swings.
Or did you mean something else? xD
Underworld Battalion [WvW] Leader (retired) – Gandara [EU]
All Is Vain https://forum-en.gw2archive.eu/forum/pvp/pvp/gf-left-me-coz-of-ladderboard/
3. Imagine you have a 20 man group and 5 underlevels come and try to run with you. The verbal abuse will be off the charts.
I agree with #1 and #2 but depending on what server or Tier your on, #3 won’t work.
There is in no way, shape, or form that 15 players would be enough to take any keep or garrison in T1. More often than not, even a full 100 players can’t do it without a 2 pronged attack coming from another server.
You also have to take into consideration, many players like playing in full zerker gear; this doesn’t entirely work in small groups, but works much better in large groups. Instead of scaling zerg power down, why not scale NPC power up? To allow the offset of players?
Thanks for the input, everyone, and I’d be happy to elaborate further on my ideas for retroactive scaling of zergs.
In essence, my core reason for suggesting the implementation of retroactive scaling would be to prevent the higher-population worlds from being able to steamroll over everything with almost no opposition. I could see how NPC scaling could be beneficial in some cases, but one of the main problems is that massive zergs are able to accomplish tasks in roughly a quarter of the time as the opposition, and are also able to easily thwart any offensive pushes against them with little to no effort.
The repercussions of NPC scaling could also work against the weaker servers. If they do manage to muster enough players to stand a chance at taking a keep or castle, there’s a good chance that they will have to deal with a scaled-up NPC commander in addition to the hundreds of players running in to defend. This would naturally cause even more disheartening among the servers.
The goal would be to ensure that incredibly large groups are scaled down to have the same efficiency as the average amount of players that are needed to successfully capture or defend areas in WvW. A few underlevels joining in would not cause the entire group to fail horrendously, and at the same time a huge group would never downscale enough to be destroyed by a small group of 5 or so players. The key would be to crunch the numbers and find out how reasonably large your average WvW group is, and tailor the scaling around that.
Scaling damage based on zerg size is ridiculous. No one, no player would ever cop having their damage nerfed in a PVP environment simply because their group fields more numbers.
The way to beat a larger zerg is through superior play, thought out tactics. I will say though that removing hard rezing from WVW would help.
Attrition. That’s what should defeat zergs.
Royale the problem as it is now if you have a 50player group and a 10player group then the 10player group will damage all players one time in the 50player group if they have AOE damage and if your unlucky.
Match ups based on WvW population size is the only way to go, solves all problems.
What if the outnumbered buff made it so your siege cost 50% less and the enemies siege cost 50% more and their siege cap was reduced by 25%.
Would that help with the population issues some? Would allow fewer players to spend less resources to defend their assets and the opposing side could set up less siege with the possibility they couldn’t set up any because they’ve already hit the reduced siege cap.