Orb Solutions
to be honestly, i’m afraid that dynamic event=more bug and exploit
[NöPë] from Stormbluff Isle
In morte ultima veritas
Imo would be best to make orbs only affect on keep they are located at, giving mby some boost to walls and doors, less dmg taken or more hp, faster/cheaper upgrades just to name some. This way orbs would still have strategic role in wvw and this would encourage to move them between keeps for example to give more defenses on keep thats under heavy attack etc.
I vote they they reverse the buff. Make it a debuff, that way anyone in control of all 3 will have a -15% debuff making it so the oppsing teams are stronger
It’s probably better if they just reduce the bonus by 50%.
Change the orbs so they grant a bonus to server scoring with a staggered stat buff to the opposing servers. This would give the server trying to win more points per tick but at the cost of increasing the strength of their rivals which is a fair trade off. When each server holds one orb, everything is even with points and stats. When a server holds 2 orbs they get a buff to scoring and the server without gets stat buffed. If one server holds all 3 they get a bigger buff to scoring and both other teams get a bigger stat buff.
Or they could give a stat debuff to the team holding an orb while the team holding the orb gets an increase to scoring. That might be simpler. So when each holds one they are even and with each additional orb they get weaker stats but score more points. Either way, this is how I think it should be. There should be a tradeoff for having them.
i have write another subject about that :
https://forum-en.gw2archive.eu/forum/pvp/wuvwuv/proposal-about-night-cap-orb/first#post616946
i also think that orb must give debuff, but with buff too ^^
Remove the physical orb object, change it into a boon that only transfers on death (and goes to whoever dealt the most damage to the target) Whoever has the boon in has a large unique look so is easily identifiable (map icon as well)
Once inside keeps the boon is transfered to the keep lord, who must be killed to have the boon stolen (no stupid altar breaking hacks)
Why don’t they give a debuff for every orb you have and also give you say 50 points for everyone one you posses?
Make the orbs into keys required to open mini-dungeon sections in the Borderlands maps, at the end of which there’s some nice shines and stackable consumables that give you 10 supply when used and stuff like that.
Get all three, and an actual Dungeon opens near your base in Eternal Battlegrounds. Complete that dungeon, and you get a item that can be donated to an NPC in a building. Once enough of those items are donated to a building, one or more of GW1’s legendary Henchment and Heroes are summoned to reinforce the garrison of that building for a week or until it’s conquered by the enemy.
Don’t tell me you won’t want to have Little Tom, Nika, Jora, Zhedd, Talon Silverwing or Mhenlo+Cynn defending your keep for a week.
(edited by MithranArkanere.8957)
I vote they they reverse the buff. Make it a debuff, that way anyone in control of all 3 will have a -15% debuff making it so the oppsing teams are stronger
And not only that! Disable any interaction with the orb as one “entity”, you have to be with a certain amount of players near the altar to be acutally able to steal/remove it.
You like to I-I/-\(I< ? Ain´t working no more..
Or Anet could actually add an additional incentive/task to every enemy keep, like a chest well protected by the Lords Pet -> you need the chest content to be able to remove or even interact with the Orb (one alone obviously can´t do that).
There are many ways to address this.