Shield Generators: Viability vs Reward

Shield Generators: Viability vs Reward

in WvW

Posted by: Lacuda.8543

Lacuda.8543

Summary: Allow operators of Shield Generators to earn WvW exp for each siege shot they stop with the 3 skill.
Argument:
Last night, a friend of mine and I spent roughly 2 hours using 2 shield generators to protect Durios from a treb firing from SMC. We deflected most of their shots, using that 3 skill bubble ability.

Now, there’s an issue that makes players not want to do what we just did: There’s zero actual reward.

You can hop on a treb and hit a tower from SMC and get rewards for it, for hitting so many different targets. There are multitudes of ways to get WvW Exp, however being on a Shield Generator isn’t really one of them. (Unless you’re hitting a very close player with the 1 skill).

Right now, players using this siege should be rewarded a small amount of WvW exp for every siege shot they deflect with a bubble. This would cause more players to actually want to defend points from siege. I don’t think it’s too much to ask for.

Shield Generators: Viability vs Reward

in WvW

Posted by: zerorogue.9410

zerorogue.9410

As the friend of mine, I would have to agree completely with this. Currently, when you start blocking treb shots you get into a catch22. You don’t get anything for doing this, and you probably lose your tower/keep if you quit. Even just 10 wxp each treb/cata block, would make staying on the generator worth it.

Shield Generators: Viability vs Reward

in WvW

Posted by: Straegen.2938

Straegen.2938

A player typically gets a defense reward every three minutes doing this. It isn’t much though. Unfortunately many (most?) persistent trebbers are running a macro on a second account. So while you are actively defending a tower they are having fun playing and earning rewards while a second computer/account is auto-magically trebbing. This used to be less of an issue but with free accounts it is a fairly constant action in T1.

Sarcasm For Hire [SFH]
“Youre lips are movin and youre complaining about something thats wingeing.”

Shield Generators: Viability vs Reward

in WvW

Posted by: Infusion.7149

Infusion.7149

It’s one of the many problems with the rewards for defending. Blocking cata/treb shots should give at least as much WxP as repairing a wall with 10 supply IMO (20 WxP).

Wall/Gate repair 2 for each 1 supply
Guard kill 20
Arrow Cart, Flame Ram, Ballista, or Catapult destruction 15
Trebuchet or Siege Golem destruction 30
Tower or Keep gate destruction 50…80

Desolation (EU) → Yak’s Bend (US)
In your backline: Elementalist+Mesmer+Necromancer

(edited by Infusion.7149)

Shield Generators: Viability vs Reward

in WvW

Posted by: Daddar.5971

Daddar.5971

Absolutely agree! Sadly, it’s just one more failure in WvW design.

Wait! Look over there! E-sports! SHINY! (See, all better.)

‘Elite’ in all 9 professions. I take mediocrity seriously!

Shield Generators: Viability vs Reward

in WvW

Posted by: Lacuda.8543

Lacuda.8543

Infusion, you’re right. The same WxP awarded for repairing a wall should be rewarded for protecting it in the first place. Perhaps even slightly more? (say 25 as opposed to 20) Since you’re actually saving your faction supply for repairing the wall there should be compensation that makes it more worthwhile than to let them damage a wall and just repair it.

Shield Generators: Viability vs Reward

in WvW

Posted by: Dawdler.8521

Dawdler.8521

I honestly dont see why it should be needed. I’m not even one of those types going “oh but WvW is supposed to be PvP only boooo!” but encouraging too much static defense make the game come to a grinding halt – its one of the major reasons the desert border sucks kitten . The shield generators are already stupid strong.

Shield Generators: Viability vs Reward

in WvW

Posted by: zerorogue.9410

zerorogue.9410

A player typically gets a defense reward every three minutes doing this. It isn’t much though. Unfortunately many (most?) persistent trebbers are running a macro on a second account. So while you are actively defending a tower they are having fun playing and earning rewards while a second computer/account is auto-magically trebbing. This used to be less of an issue but with free accounts it is a fairly constant action in T1.

Actually you don’t get the defense reward for blocking treb shots, as far as I can tell the only way to get defense is to kill an enemy player nearby the tower.

It’s not just treb blocking either, without some sort of reward general shielding either, the shield generator is essentially a negative experience. Your the only who’s preventing the ballistia/arrowcart/cannon from being destroyed, but there getting all the loot from it. You do get a big of tagging ability with the 1 skill, however most of the time generators are placed on the inside so actually hitting players is very hard.

I don’t mean to sound greedy, its just I’m left with either helping my ally and get nothing to leave him to die and possibly get some loot myself. A player should never need to make this decision.