Orb w/ strategic advantage w/o make 1 team OP

Orb w/ strategic advantage w/o make 1 team OP

in WvW

Posted by: My Dead Characters.9517

My Dead Characters.9517

my idea is this: the keep that the orbs is in produces its own supply like a supply camp. when the keep is under attack, however, it would stop, and instead give the defenders a buff for 25% magic find and 25% gold find. when the keep is at full supply the team with the orb get a 10% magic find bonus on all the maps. also, the orbs could not be taken unless a defender was defeated, say like a strong npc that needs about 2 people to kill, so it wouldnt just be: theif permastealths while they do mes check, and then solos the npc. this allows orbs back in and giving the defenders no stat advantages, but a good strategical one, and the magic find is incentive to defend and hold the keep. there would be a MAJOR advantage to a good wvw team, who could upgrade faster than normal, BUT not an advantage that makes the team with the numbers OP x 15.

Commander Legends of Woe
fissure of woe
Leader of legends of traumatic stuff[LoTs]

Orb w/ strategic advantage w/o make 1 team OP

in WvW

Posted by: JemL.3501

JemL.3501

I used to join zergs fest where the other zerg fest had keep buffs plus the three orbs…and we still managed to recover our orb.

If they were to introduce orbs back has to be something more rewarding if they want to change anything, the outmanned buff is lol…i could careless about having more mf and gf in a war zone.

May be extra PPT just like SM is in EB, it would become the counterpart, plus could give you control of the quaggans so they instantly become friendly with you…ofc the enemies could just destroy the nodes for reset it, or something, they are being paid not me or us.

But i always thought they mainly removed it because couldnt fix/handle the hacking and exploits.

I took an arrow to the knee