Sentries in WvW
I don’t know about a upgrade system unless it was (maybe) a upgrade in the closest tower that effected them. Personally though, I always felt that the sentries should be able to kill yaks that come by with out guards. That said I think they should bump sentries damage up a bit (or damage to yaks) rather then nerf yaks HP, they are rather easy to kill as is.
Edit: Random idea, if sentries would proc swords on there location if there is more then 20-25 enemys within a set radius. Make the area big enough thakittens a pain to not walk through but still able to be passed with out detection.
Zikory – Retired Thief
Zikkro – Zergling Necromancer
(edited by Zikory.6871)
Didn’t you know, sentries have the awesome ability “immobilize zerg”. Last 10 seconds, can’t be removed and has no AOE cap!
Some commanders supposedly can remove the debuff with a special shout skill, called “OMFG, everyone, GTF off the sentry NOAW, or I’ll g-kick all your a$$es!!!”
I don’t know about a upgrade system unless it was (maybe) a upgrade in the closest tower that effected them. Personally though, I always felt that the sentries should be able to kill yaks that come by with out guards. That said I think they should bump sentries damage up a bit (or damage to yaks) rather then nerf yaks HP, they are rather easy to kill as is.
Edit: Random idea, if sentries would proc swords on there location if there is more then 20-25 enemys within a set radius. Make the area big enough thakittens a pain to not walk through but still able to be passed with out detection.
I was thinking of some minor upgrades. Something like this.
T1: Increase Sentry Level (This would now allow it to kill yaks totally instead of bring them to the 40% hp they do now)
T2: Increase Patrol (2-3 more npcs?. I cant think of anything to put into T2 other then that, Ideas anyone?)
T3: Allied Swiftness (This would allow anyone who taps the sentry or an item at the sentry post with ‘F’ ~10-20 seconds of swiftness)
Maybe make sentrys do a ping like there little flag on the map lights up when they see some one and have it do different pings based on the amount of people it sees so there is a reason for it being a sentry worth getting to have better upto date information about enemy movements on the map, this I think would help with the splitting up of zergs like sending ahead a few roamers to cap sentrys to avoid easy detection of the larger group
Maybe make sentrys do a ping like there little flag on the map lights up when they see some one and have it do different pings based on the amount of people it sees so there is a reason for it being a sentry worth getting to have better upto date information about enemy movements on the map, this I think would help with the splitting up of zergs like sending ahead a few roamers to cap sentrys to avoid easy detection of the larger group
I thought of that as well, But that I feel would require a huge overhaul of coding, not to mention you would have to enable the AI to “Count” The number of players and the select a ping/color to put on the map,
For every sentry you dont own your siege damage goes down by 10%
Not much of a sentry if a laden pack-cow can just stroll by on it’s way to supply the enemy.
Make the sentires mesmers, who appear in the area arround the flag and when you kill them, you might kill an illusion and you’ll hear some evil laughter comming from it somewhere before it lets appear three phantasm with a heavy dmg and charge attack, who then will shatter on you causeing dmg, confusion, stun and imunity to the sentry. If more than 5 players will apear the sentry will chicken out and stealth/port away from them to prevent sentry farming :P
I am just kidding… or am I?^^
Chronomancy works, I am proof of it. Now stop asking me questions. Time must be preserved!
A sentry, by definition, should inform the main force of an incoming enemy. Several ways to do this, too.
I agree that sentries as such (and actually all the NPC guards in WvW) are pretty much useless. Sentries can serve as a early detection against groups roamers taking camps/dollys, unless they skip them, but this works on almost empty map. With many players they just switch back and forth.
As it is they pose no danger to even a single up-leveled player, and for sure can’t even stop a Dolyak – might as well just be a field with a spot to plant a flag.
A true sentry would either try to alert the allies when it spots enemy, or try to summon reinforcements.
For example:
- It could work as a scout shouting map wide alert to allies (maybe even give size of enemy forces – for example:
* single enemy=1,
* few(<=5),
* some (<10),
* lots (>10)
Counting enemy should give no significant overhaul – I would suspect if they enter area which makes sentry aggro the info is already there – it’s just the number of “dots” within an area. - It could trigger a temporary but significant reinforcement to arrive – either to sentry position, or nearby camps/structures (well or both).
- optionally (maybe as an upgrade ?), might be a possibility for patrols to run.
I don’t think increasing the amount of NPCs or anything like that would be helpful. If it were to effect the supply route they are within, that might make them worthwhile. IE, slight increase to supply delivered or slightly faster delivery. Something to make players feel they need to defend.
Right now, if I see an enemy cap a flag, I let them. As far as I am concerned, thats the way it should be played. Once they cap it, cap it back. Their server got one point. My server got one point and the third server got none. If there was a reason to fight for it, like if it effected supply, then I would. But as it stands its beneficial to let players cap your sentries. On the other hand I do hit players capping another servers sentry and will fight for that one point.
I don’t think increasing the amount of NPCs or anything like that would be helpful. If it were to effect the supply route they are within, that might make them worthwhile. IE, slight increase to supply delivered or slightly faster delivery. Something to make players feel they need to defend.
Right now, if I see an enemy cap a flag, I let them. As far as I am concerned, thats the way it should be played. Once they cap it, cap it back. Their server got one point. My server got one point and the third server got none. If there was a reason to fight for it, like if it effected supply, then I would. But as it stands its beneficial to let players cap your sentries. On the other hand I do hit players capping another servers sentry and will fight for that one point.
Yeah I get what you mean, I was just speculating. Regardless I think sentries could and should use some sort of revamp in WvW to make them a bit more useful and needed.
A sentry, by definition, should inform the main force of an incoming enemy. Several ways to do this, too.
I like the idea of sentries putting out a map or team chat notification with approximate numbers.
There could also be a short delay built in, so if you kill the sentry quickly enough it won’t go out.
Lords and supervisors could do something similar, but if claimed it should also go into guild chat.
Tarnished Coast – Dissentient [DIS]
All classes
Didn’t you know, sentries have the awesome ability “immobilize zerg”. Last 10 seconds, can’t be removed and has no AOE cap!
Some commanders supposedly can remove the debuff with a special shout skill, called “OMFG, everyone, GTF off the sentry NOAW, or I’ll g-kick all your a$$es!!!”
This guy knows what he’s talking about, they are also very good for badge farming.
Seriously though, nothing wrong with sentries. They give smaller groups a chance when timed right.