My suggestions to improve WvW

My suggestions to improve WvW

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Posted by: Drawxne.6079

Drawxne.6079

Here are just a couple of suggestions I’ve come up with to possibly improve the WvW experience for everyone. Let me know what you guys think and feel free to give your own opinions and suggestions.

1. Outnumbered buff needs improved
It’s nowhere near enough to be efficient when given the exact population requirements for it. The boosts should be at least doubled for it to be viable.

2. Reward transfers to low-population servers, restrict transfers to high-pop servers
And by ‘restrict’, I don’t mean make expensive. I mean don’t let it happen at all. As of right now there is absolutely NO incentive for people to leave their comfy ‘steamroll everything and come out on top with absolutely no effort’ server and join the ones that actually need the help. Instead of making low-server transfers free, why not offer some incentive like a gem bonus or the like for helping a lower-tier server and sticking with them, not abandoning them when it’s all over and done with.

3. Retroactively scale zergs
I’m not sure how well this would work, but here is my suggestion on how to deal with zergs. Retroactively scale them so that the more players on the same side in WvW there are in a given radius, the weaker each individual member of that zerg is to compensate for their higher numbers.
Ideally teams of 15 or so players are enough for any given objective in WvW, and 50 players swarming around the map taking everything faster than it can be taken back like a horde of locusts in no fun at all. But if that swarm of 50 players was scaled down in strength to where they would only have the efficiency of about 20 players, that would make things much more manageable for the opposition, and would also encourage groups of players to think things out and strategize rather than mindlessly consume everything in their path.

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Posted by: Jackmo.3428

Jackmo.3428

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!

Sorrengild
ET Commander
Pro Guardian

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Posted by: Jackmo.3428

Jackmo.3428

Also I like your ideas.

Sorrengild
ET Commander
Pro Guardian

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Posted by: Kaladarm.2180

Kaladarm.2180

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.

The way I see it, there’s two ways to solve any problem… the Norn way, or the wrong way.

(edited by Kaladarm.2180)

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Posted by: MarauderShields.6830

MarauderShields.6830

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

Former running-really-fast-man. Now proud member of Revenant clan.

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Posted by: Immolator.5640

Immolator.5640

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

Commander Ezekiel The Paladin
Underworld Battalion [WvW] Leader (retired) – Gandara [EU]
All Is Vain https://forum-en.gw2archive.eu/forum/pvp/pvp/gf-left-me-coz-of-ladderboard/

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Posted by: Lord Kuru.3685

Lord Kuru.3685

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.

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Posted by: DeadlySynz.3471

DeadlySynz.3471

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?

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Posted by: Drawxne.6079

Drawxne.6079

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.

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Posted by: Royale.5863

Royale.5863

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.

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Posted by: Shadow.3475

Shadow.3475

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.

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Posted by: Sicarius.4639

Sicarius.4639

Match ups based on WvW population size is the only way to go, solves all problems.

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Posted by: Atherakhia.4086

Atherakhia.4086

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.