The other day I saw a post made by an experienced WvW commander, which kinda encouraged me to make this one of my own. I see that ANet is working towards fixing and making WvW better, in a slow pace, but still doing much more than they ever did in the past years, and thats really nice! Thanks ANet for that. So during this time of work being done, I figured would be nice to suggest a couple things that could be taken into account while working towards these new changes.
I won’t mention some obvious things that people already said before, just for the sake of not ranting or repeating things over and over again, such as alpine > desert bl’s etc. I have always been in WvW guilds, 6k+ hours of WvW played, zerging, blobing, roaming, small ops, havoc, bloodlust, commanding, scouting, hardcore ppting and currently focusing on fighting. I do not express the opinions of my current guild, neither do I speak for them. But I’m sure that many other veteran WvWers share these same concerns.
- SIEGE
I believe that defensive siege is the most annoying factor that makes fighting guilds and players to deslike fights around structures and the PPT game. The siege abuse makes fights completely unfair and/or unsustainable. Its obvious that defensive siege is part of environment that WvW comprehends, but a balance needs to be addressed towards it. How about using the “outnumbered” buff for it? Make the buff to be structure based, instead of map based, taking into account the number of players involved on the attacking/defending event. If the attackers outnumber the defenders by 1.5+:1 ratio, the defenders are able to use siege. That would prevent the siege abuse that ruins so many fights so often. Other than that, couple other suggestions could be taken into consideration, such as reducing the dmg done to players, increasing the dmg done to enemy siege; reduce the siege cap on structures; reduce the condition dmg/duration done by siege. Of course these are just suggestions, since I don’t have knowledge about programming, and i’m not sure how possible/viable these changes would be to code. Thats up to you guys from ANet to tell me.
- Annoyance vs Challenge
I really hope I am not jumping into silly conclusions here, but I believe that WvWers play WvW to fight and compete against another players, not the environment. WvW is a PvP game mode. When you start bringing too many elements from the environment into fights, you are taking away the purpose of Player vs Player, and making it less fun. I believe that what we WvWers consider challenging, is fighting skilled or bigger groups, not champion bosses full of mechanics and hp; not fighting in a surrounding that constantly applies cc’s on your group; not having to deal with navigating issues; not having to be worried if a meta event (that pretty much no one cares to do unless to get rid of the huge lag for the entire map) is about to start. We do understand the dev team took time to work and design champions and areas with proper mechanics, but honestly, thats not why we play WvW. Even if those mechanics meant a challenge to the players, thats really not the type of challenge we are there for, so it turns into just annoyance. There are plenty of challenge environment and content in PvE Raids, if we choose to have WvW game mode as our main source of fun in Gw2, means we do not care aboutchallengingannoying environment. Again, what is challenging for us, is the quality of the fight, the quality of our enemies, thats the type of challenge we want. Which kinda leads to next point…
- Builds
In such standardized situations, with many players from different classes involved, where group/builds synergy matters a lot and can make the diference between winning or losing a fight, I personally believe (I hope more of us agree) that the more you add RNG and passive factors to it, the less you are relying on individual/group skill, and it takes the purpose of trying to win a fight. I do understand that classes balance needs to take all three game modes into consideration, and its impossible to make everyone happy.
I believe I dont need to mention rewards, small groups issues on the huge new maps, small guilds issues towards claiming objectives, etc because would just sound as a broken record and many of other experienced players gave good suggestions to fix those issues.
If you took time to read this, thank you for your patience.
If you have other suggestions, feel free to add them in a constructive way
Most of us WvWers are drained, tired, exhausted, burnt out from enduring with so many issues for so long, and we still manage somehow to be around and get some fun from the game mode we love. ANet seems to be finally working on it, so this is our chance to make ourselves to be heard and to give good feedback. I apologize for the long post.
(edited by Gigiobalt.7625)