QQ Part 1: Camps

QQ Part 1: Camps

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Posted by: jalmari.3906

jalmari.3906

Currently camps don’t seem to work in sensible way that would be fun to small groups. Really.

1. They should not give full supply when capped. There should be 0 supply and first you would have “zero upgrade” you need to build before you can start gaining supply. This would make flipping camps with zerg balls less effective since you would need to defend camps to get any supply at all.
2. Upped NPC’s are too strong. What’s specially bad with them it makes outmanned server even suffer more. You have maybe 2-3 guys on map and you probably can’t even take your home camp since NPC’s will kitten you over. Moreso even there’s even one defender, and people holding most of map will have no problem jumping to you from T3 upped keep and waypoints when they spot swords. Strong NPC’s will do absolutely nothing against zerg balls or even a bit larger groups. What they do is kitten over small groups and encourage zerging.

Guardian 80 Necromancer 80 Ranger 80 Mesmer 80 Elementalist 80 Warrior 80

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Posted by: frostshade.3617

frostshade.3617

If you can’t 2 man a camp you ain’t doin it right

commander frostseir(sylvari,guardian) commander frostetics(norn,ele)
Os guild

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Posted by: dunnberry.2964

dunnberry.2964

A decent 5 man group should have little trouble taking a fully upgraded camp…what it seems like your complaining about more is just being incredibly outmanned

Borlis Pass
Asuran Engineer (Lost)

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Posted by: Parthis.2091

Parthis.2091

Currently camps don’t seem to work in sensible way that would be fun to small groups. Really.

1. They should not give full supply when capped. There should be 0 supply and first you would have “zero upgrade” you need to build before you can start gaining supply. This would make flipping camps with zerg balls less effective since you would need to defend camps to get any supply at all.
2. Upped NPC’s are too strong. What’s specially bad with them it makes outmanned server even suffer more. You have maybe 2-3 guys on map and you probably can’t even take your home camp since NPC’s will kitten you over. Moreso even there’s even one defender, and people holding most of map will have no problem jumping to you from T3 upped keep and waypoints when they spot swords. Strong NPC’s will do absolutely nothing against zerg balls or even a bit larger groups. What they do is kitten over small groups and encourage zerging.

1. Agreed. Camps are just pitstops for big mindless groups who need enough supps for their next gate-chewing exercise. Flipping the camp should drop the supps, and while the the claimer is buffed supps shouldn’t generate. It would make camps strategic as opposed to a click for resources point.

2. Disagree. If the NPCs are buffed then don’t deal with them all at once. Pull a couple. Better yet, don’t let the camp get to this upgraded state.

Points 1 and 2 kinda contradict each other… ?

Commander Amayasu Gerani, Guardian.
Leader of [JDGE] on Gandara EU.
A GW2 API for Objective-C – http://tinyurl.com/durmandpriory

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Posted by: wolfie.7296

wolfie.7296

a lot of the designer’s decisions promote zergs.

examples:

- your point about camps. by making the npcs strong, it discourages smaller amounts of players/solo players-but too weak to help defend against a large group if u r solo/duo defending
- not seeing where siege hits. can’t see if it hits anything/no numbers show at long range=no point using it alone. plus, it can’t kill anyone alone either.
- making siege hard to build=no point doing it in small groups unless you have a lot of players around. can’t do it solo/duo
-siege timers to destroy-make it not worth building siege. you can’t hang around alone/duo bc it can’t kill anyone and you don’t want to build it only for it to disappear.
-generally making it hard or impossible to take anything with small amounts of players=go to zerg for more objectives/xp

basically nearly all the design decisions promote zerg play

(edited by wolfie.7296)

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Posted by: Kincaidia.3192

Kincaidia.3192

Your point #1 is wrong. It has as much supply as it had previously, up to a max of 100.

If you want to deny supply for the opposing team on a camp that is about to be taken, then buy an upgrade right before they get there. And if you’re especially spiteful, drop a supply trap.

Your point #2 is partially valid, but really, I’ve never had trouble clearing a fully upgraded camp with 3 people. If you’re on EB, use the dredge/ogres/hylek – it is TRIVIAL to clear a fully upgraded camp with any of those mercenaries helping you.

If you’re not in EB? Well, find 2 other people, and if that fails, you may want to cough l2porsomething….