Power Orbs in a new way :)

Power Orbs in a new way :)

in WvW

Posted by: Taobella.6597

Taobella.6597

i thinking of a way we could bring power orb back in different way they where used to begin with. i wanted to bring them back in a way where no side get a major bonus from them but give a mini side event well in WvW.

alright so first i am going to explain how my idea will work you will pick up the power orb. you be able to take it to camp, tower, keep and castle. you will talk to the upgrade NPC be able to infuse power orb with one of the upgrade depending on the upgrade you choose based on it Tier will depend on the reset time of the orb.

Orb upgrade = 2 hour
Tier 1 = 1 hours
Tier 2 = 45 minutes
Tier 3 = 30 minutes

so you picked your upgrade now the only way you can lose power orb is if you lose the camp, tower, keep or castle. if that happen orb auto go on reset timer for 10 minutes fly hack will not be possible with this because it be infused right to the npc not exist as a real item. major problem we had with power orb was everything about them was just so buggy back when they where released. that should resolve all the problem on Anet side just having orb not exist in a holder.

Here basic idea of how every upgrade would change in WvW based on what you would pick to infuse the orb too.
Camp

Tier 1 : Hire Caravan guard: +1 wizard. guard are replace with zealot + 2 archer

Tier 1 : Increase Supply Deliveries: Carry extra 50 supply a player can take from yak

Tier 2 : Hire Additional Guards: extra 2 each guard over 1

Tier 2 : Strengthen Guards: lv82 guard become lv84 Supervisor become lv82

Orb power Tier Cost 1000 supply each

Tier 3 : Anti cloak Sentry : give 1000 Radius deal 1 stack of torment every second player is in cloak does not decloak user.
with orb power up radius become 2000

Tier 3 : Mine field : Set up 200 radius 1k dmg + ripping 1 boons 2 minute CD on respawn. mine are randomly placed all over the camp.
Orb power : mine Radius become 400. dmg is raised to 1.5k.

Tower/keep/castle:

Tier 1 : Hire a Second Worker: orb power = Worker use 50% less supply when building.

Tier 1 : build pot of oil : orb power = debuff player every time there hit for next 5 minutes gaining 1 torment stack pre hit.

Tier 1 : Reinforce walls: = supply cost is remove by 50%

Tier 2 : Hire Siege Master = able to buy Superior seige for Honor coins.

Tier 2 : Hire more guards : Double the amount of guards in the tower keep castle.

Tier 2 : Build Cannons : cannon bullet travel rate is raise by 50%

Tier 2 : Reinforce doors : door has 50% more hp
—-
Tier 3 : Hire Patrol : hires a second Patrol

Tier 3 : Raise guard level : guard become lv84 over lv82

Tier 3 : build mortars: mortar have +2000 range

Tier 3 : Fortify Tower: Regen 1 supply of HP every 10 seconds.

Orb power Tier cost 2000 supply each

Tier 4 : Defender shield: personal anti range shield with in the tower: 30 second durtatoin. 10minute cooldown AoE Radius 1000. shield can block seige. Defender shield can not leave the base can be casted anywhere inside. this unit can be destroyed. with hp of 10000.
Orb power: unlock a second defender shield

Tier 4 : Static door: raises door hp by 50% will cast daze on anything that hit it for 1/4 second dealing 250 dmg to player, 1000 dmg to seige.
Orb power: daze is raised to 1/2 dmg from door raise to 500 dmg to player. 2000 dmg to seige.

leave thought comment idea

Power Orbs in a new way :)

in WvW

Posted by: Urrid.4593

Urrid.4593

Orb’s should provide monitory rewards / big karma boosts / something that doesn’t impact how hard it is to capture a keep. Otherwise you get something similar to the old system. Make fighting over the orb worth it but avoid mechanical increases to WvW stats/keep functions.

A level 84 guard would flatten an uplevel.

Needlessly complex and rewards the winning server too much. Back to the drawing board!

Coral -Mesmer- Omnomnivore and TC’er.

Power Orbs in a new way :)

in WvW

Posted by: Caliburn.1845

Caliburn.1845

The best part about orbs were the dynamic open field fights they created. Chasing down the orb carrier, running it back to your own keep etc. Once they got inside a fortified keep it just became boring.

With that in mind I would look to enhance that dynamic.

First, the orb carrier can only move at a walk.

Second, when the orb is in a keep, it cannot by upgraded. After a few minutes the orb begins to degrade any already present upgrades, as well as damaging the walls and gates. After about an hour or two all gates and walls collapse, all upgrades are gone. An orb could only stay in a keep for say 30 minutes before its aura goes to work degrading the keep.

Which means you have to keep moving it to different keeps. And moving it in the open gives the other side some opportunities for good open field fights.

Caliburn.1845, Monsters Inc.
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