OverExtended and exposed on borderlands

OverExtended and exposed on borderlands

in WvW

Posted by: lioka qiao.8734

lioka qiao.8734

This is an idea I though about after reading a comment about Fan Castle from Dynasty Warriors. The idea is simple and comes in two parts:

On a border server (pop caps here are hypothetical)
The home server has a population cap of 80 at all times. The enemy servers each have a population cap half of that (40). They can gain more population cap by taking the objectives on their corner of the map. Holding the border tower adds 10 to the cap, holding the side keep adds 30 to the cap (to bring it even with the home server). If an objective flips the server loses the pop cap. Players over the population cap get debuffed with “overextended” and when downed while overextended they get instantly killed (no down state). This is decided by FIFO: the first 40 players won’t get the debuff.

This idea draws upon the idea that an army taking an enemy territory must gain a true foothold in it. If they don’t get a solid hold they’ll be over extended. The Wu forces in Dynasty Warriors in that scenario didn’t have much available to send into the double-team against Shu. If they sent more they would risk exposing their borderland.

A second idea to include with this is “exposed”. Say the Wu army sent more troops to the castle. They would end up leaving something exposed! The “exposed” debuff would occur when an enemy force has more than 50 players on an enemy borderland. Objectives in the third of the borderland that they are attacking will get hit with this debuff. The debuff would reduce siege damage output from weapons inside the objective by 70%.

Maybe this could break zergs.

Little red Lioka

OverExtended and exposed on borderlands

in WvW

Posted by: Hayashi.3416

Hayashi.3416

This would make it even harder for outnumbered worlds to do any good on borderlands.

OverExtended and exposed on borderlands

in WvW

Posted by: Stillmoon.6894

Stillmoon.6894

rather complex mechanic, plausible but unlikely.
you see a net stated “while it may give advantage to the server with less number it may give negative reinforcement to server with larger number” (or so, i paraphrased that)
so it seems that they are weighting the options to limit the numbers but they lean toward the server with higher number (heck they already have higher number, even making them start with 50% or 75% hp is no problem as far as im concerned)

just pray that they will make large overhaul to eliminate the “swarm and zerg” strategy.
(in the current state now, wvw has no emphasis on personal skill. its always numbers > skill, the side with higher number wins. if they want gw2 to grow they should eliminate this considering not all player find zerging interesting)

“Dream and hope sundered my world, it will no longer wreak such sorrow”