Orb ownership
I agree that holding 3 orbs is quite easy and makes a huge difference, making the dominating server even more powerful.
[center]Karn Aanug [KA][/center]
Here is a suggested change regarding the ownership of another server’s Orb.
Have Orbs require supply in order to keep them stable when owned by a server other than the home server. If an Orb does not receive the required supply, it starts to become unstable relative to the deficit of required supply. The longer an Orb is held by an enemy, the more supply it requires per unit of time. As an Orb becomes unstable, it begins to damage players and structures, of the server that holds it, who are within a given radius of it. The radius and damage over time grows as the Orb becomes more unstable. If not maintained, the Orb could destroy the walls, gates and NPCs of the structure holding it, basically turning the area into a wasteland. Eventually, the Orb could just self-destruct and reset back at the starting Altar. The amount of supply required should be large enough to require at least one person to carry supply to it at the start of ownership and several people after a few hours of ownerships. Carrying supply to it should also be rewarded as XP similar to reparing.
Players of the server that the Orb belongs to are immune to the damage and the Orb is always stable when seated at the home Altar. However, when players from the Orb’s server reclaim the Orb, they have a limited amount of time to place it back in the Altar before it becomes unstable and starts to damage them.
A system like this could help to make ownership of multiple Orbs an on-going task even when the other servers are being dominated. WvW could be more dynamic and require more strategy to maintain the advantage offered by owning multiple Orbs.
I agree that holding 3 orbs is quite easy and makes a huge difference, making the dominating server even more powerful.
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