Outmaned buff

Outmaned buff

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Posted by: phabby.8945

phabby.8945

How does this buff actually work? Last nite we were in JQbl and had around 20-25ppl and still had the buff, I know JQ had alot of ppl in but even so what % does this work at?

Also everyone keeps going on about how to balance why not duel buff with a you are gods mode for the opposing team.

EG- You have the outmannd buff,

opposition causing buff get

GOD BUFF
-25% speed
-40% dmg
-50% supply

That would make things interesting

cheers phabby

Outmaned buff

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Posted by: Syktek.7912

Syktek.7912

No.

Vesper Dawnshield | Guardian

Outmaned buff

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Posted by: selan.8354

selan.8354

How does this buff actually work? Last nite we were in JQbl and had around 20-25ppl and still had the buff, I know JQ had alot of ppl in but even so what % does this work at?

Also everyone keeps going on about how to balance why not duel buff with a you are gods mode for the opposing team.

EG- You have the outmannd buff,

opposition causing buff get

GOD BUFF
-25% speed
-40% dmg
-50% supply

That would make things interesting

cheers phabby

….aaaaand would be absolutely OP,sry.

Lv 80 glamour Mesmer Triforce Mesmerpower PU mes,Lv 80 power necro
[AVTR]
Isle of Kickaspenwood

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Posted by: testpig.5018

testpig.5018

No.

better buff would be..

All siege deals 20% more damage.
All keeps/towers walls and doors take 20% less damage.

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Posted by: chefdiablo.6791

chefdiablo.6791

I do not fully understand how the outmanned buff is calculated either or if it includes people in the JP.

Forgive me this, I don’t do the JP and have zero desire to ever do it and therefore do not wish to get slammed with forum trash talk due to basic ignorance.

I will add that I like the new outmanned buff much better than the old. The only thing I don’t like is that it can go off and on almost instantly without any notice, which means I don’t really know when I am taking that risk of paid repairs or not unless I watch my buffs like a hawk.

An audio indication of some type would be a nice option to stay on top of the situation. Especially when you might have no way of knowing a guild party just jumped into the map until you have already reached the point of no return.

As for God mode….no thanks.

The big bad thief was “outmanned griefing” me threads would break the internet.

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Posted by: phabby.8945

phabby.8945

Look just throwing something out there, would not want the buff to be that harsh as I do know what that will cause but currently if you are outmaned it really means nothing as the buff is pretty much useless against a huge zerg,so the idea of buffing the the bigger party does to me seam logical . even if it is like testpig has sugested.

More to the point how does the current buff work is what I am more interested in . Is it up too 20% of the largest team on the map? ,
or do you have to be within 10% of the max team?

Something just dosen’t add up with this buff, if you field 30ppl and they have 60ppl you are still well and truely out manned yet you dont have the buff? So maybey a dev can shed some light on this.

Possible if this is a % thing then maybe it can be buffed higher for the smaller teams on a map and be reduced as the % cap closes.

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Posted by: Polismassa.6740

Polismassa.6740

No.

better buff would be..

All siege deals 20% more damage.
All keeps/towers walls and doors take 20% less damage.

This, but make it so that doors also cannot be killed by players and have to be taken down with siege while the enemy is outmanned. This way, if your objectives are properly sieged up, and you have a skeleton crew manning siege throughout off-peak hours, you will be able to hold your keep fairly well.

Ultimately, The game is score based, and the main problem with being outmanned is that the enemy flips all of your objectives, and come morning, everything is unupgraded. A small group can evade the zerg, but objectives are stationary. The outmanned buff needs to reflect this fact. A small group should never be able to artificially kill a zerg using some crazy buff, but they should be able to keep the zerg from capping everything if they respond fast enough.

just my $0.02

[IX]

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Posted by: Raptured.9307

Raptured.9307

Worst idea ever. Sounds dumb too

Rank 37 spvp, dungeon master
[HL] Deadly Protection @ Sanctum of Culling

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Posted by: Polismassa.6740

Polismassa.6740

Worst idea ever. Sounds dumb too

was that directed at me or the OP >.<

Please try and elaborate on your posts and add something productive to the discussion…

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Posted by: Doomdesire.9365

Doomdesire.9365

The most ideal thing would be

Siege now takes 33% of the supply needed to be built
Siege now does 50% more damage
Walls/Doors take 25% less damage from siege

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Posted by: Raptured.9307

Raptured.9307

activity of your server should directly factor into how well your server does. A server that has a larger supply of people should naturally have the benefits of having a larger supply of people and do better as a result on the map. The outmanned buff we have now already makes things a lot better for servers that are losing out – it strips the penalty from trying, and creates an incentive by raising rewards without changing competitiveness of each group in encounters.
tl;dr you should not get rewarded for having less people, and you should not get punished for having more. what we have now already promotes wvw partipation enough.
And yes i was talking about OP’s “God Buff”….

Rank 37 spvp, dungeon master
[HL] Deadly Protection @ Sanctum of Culling

(edited by Raptured.9307)

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Posted by: SpitFire.4690

SpitFire.4690

make NA and EU server as one. problem solve of being outman.

Primordus Virtus [RISE] Prime Leader – Prince Járvan
Our greatest strength lies in never failing,
But we [RISE] each time we fall.

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Posted by: jamesigall.5938

jamesigall.5938

activity of your server should directly factor into how well your server does. A server that has a larger supply of people should naturally have the benefits of having a larger supply of people and do better as a result on the map. The outmanned buff we have now already makes things a lot better for servers that are losing out – it strips the penalty from trying, and creates an incentive by raising rewards without changing competitiveness of each group in encounters.

I agree it shouldn’t be influencing personal performance with stat boosts/reductions, but I think most people can agree that being powerless to stop 30 people ONLY because you have 5 people on the map is pretty lame. Just the other day we were defending a tower against a massive DH zerg – we had the siege inside to defend, we killed all their rams and catas very quickly, so they just went PvDoor (against a 50-60% hp door…) I’d be in favour of what the guy said a bit back up about making doors immune to player damage when you are outmanned. Doesn’t change balance, a small/skilled team can do just as much damage with siege, but if you are well fortified you have a chance to hold the door for a good amount of time. Being unable to stop PvDoor even with all your siege due to zerg speed rez is pretty saddening.

80 DPS War / 80 DPS Ranger / 80 Support Guard
Blacktalon
Army of Devona [AoD]

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Posted by: jojojoon.8607

jojojoon.8607

I’m been wondering.. I know many people say that people in the JP counts as a player in wvw. However, it appears that when you go to the JP, you’re loading a different instance than the wvw map. In this case, shouldn’t it not count towards the map count?