Shrines/Ruins Future with mixed BL

Shrines/Ruins Future with mixed BL

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Posted by: Teraphas.6210

Teraphas.6210

As it sits i find the current Shrine abilities to be lacking and very little incentive for a commander to seek them out especially while Invaders are at the walls already. The can be some exceptions but it never felt like sending anyone out to reclaim shrines was even a consideration while defending a keep.

Reworking the Shrines – short version is majority of the turrets are merely delaying to an invader offering no use once the enemy is at the gates. other abilities due to the area they affect are more defensive in nature and don’t offer much once your forces have left the keep’s area of influence. Shrines can also serve to give towers more purpose within the map.


seeing as jumppads now use the mushroom tech, Existing jumpads that don’t lead into the keep made universal use. there are many areas around Air Keep that can be a pain, namely if you travel from the south shrine and don’t own that keep its a crazy walk just to get back to the camp. these types of areas should have open access jumppads to help smooth travel time to reduce some switchback syndrome. majority of existing jumppads moved or removed. New launchpads added, connected to shrines.

Air turrets should be on as a baseline. majority just serve as a delaying mechanic with little or no damage. only the most careless players get hit by these making them only useful as a slight delay.

  • 1 Shrine launchpads become accessible by your team. these should be placed to allow rapid deployment throughout the airkeep and to access perches. Perches are cliff sections designed to let your force make use of Windfall to drop on invaders.
  • 2 shrines Air turrets Controls accessible within various sections of the keep. This would allow defenders to activate a super blast that would travel out from the gates using the cascading tech in a wedge pattern. This would be devastating if a keen scout managed to trigger this as the bulk of your forces where on a bridge infront of gate. Or simply used to push everyone off the rams for a few moments to buy your commander time to arrive.
  • 3 shrines Windfall gained. applied to any ally within the effect range of the keep. If the adjacent tower is also held by your team allies within its radius are also given windfall. to be clear this would be the NE and SE towers

The barriers and turrets both serve as delaying tactics that serve little use once an enemy is at the gate. thus little incentive to capture for either side.

  • 1 shrine the earth walls and the existing turrets combined to be the new 1 shrine held.
  • 2 shrines New Lodestone turrets added around the outside of the walls and gates. each grouping of these would have a Control panel on the walls that would allow a defender to use 2 abilities. 1) pull enemies towards the lodestone 2) push enemies away from the lodestone. If these are placed correctly by anet would require enemy forces to be wary of where they stand or be pinballed by the defenders. may seem innocent but consider when the defensive force pushes out to engage the invaders. one misstep could bring an invader too close to a lodestone leaving them potentially out of position.
  • 3 shrines The sandstorm, just like windfall, would gain the ability to spread to the towers adjacent to the keep if held by your team. the sandstorm is fairly lackluster since it is so confined to the keep territory making it feel like a defensive measure that given the gap between its edge and the keep walls can be underwhelming. being able to essentially expand the storm by owning nearby towers could make it feel more empowering and potentially offensive, not just defensive, depending on the amount of territory it ends up covering.

The fire shrine abilities are far more offensive in nature currently than the other 2.

  • 1 shrine Fire turrets activate. Control panels inside the keep allow a defender to have turrets summon flame walls across their paths that last several seconds burning all foes that pass thru. obvious damage adjustment to base attack for it being available with one shrine.
  • 2 shrine Inferno Egg spawns at keep and adjacent towers also held by team. Eggs altered to persist for a few minutes after losing the required shrines. would allow you to get one more Hound out
  • 3 shrine Flame’s embrace. This ability is vary potent but the lava portal aspect is lacking. the current portal are easily countered with marks and aoes being directed at them in case they are used. more lava tubes need to be added. some within the keep walls to allow rapid positioning but also several leading out as well. Some like the current ones nearby(preferably with 2 or 3 on each side to make knowing exactly where the defenders may come from harder) as well as some that extend all the way out to be within striking distance of other objectives along the western side of the map.

The overall point of this is to make Shrines something that should be a consideration or even a threat if the enemy has it. Not like currently where it oft seemed that it was nice to have but commanders rarely deemed worth perusing offensively or defensively.

I was originally thinking about Shrines needing a rework and partway thru realized bloodlust would too – it’s probably worth adding ruins or having the shrines contribute.


  • They could remain seperate. there would be only 2 levels of bloodlust and would only apply to alpine. desert would keep shrines. neither would mix.
  • They could simply add ruins into the oasis area, either paving it over or adding mini focal areas around the larger structure implying that it is what provides the buff. shrines would be untouched
  • same as above but shrines removed. all shrine mechanics become baseline, part of the keep upgrades, or removed.
  • shrine mechanics removed. shrine numbers reduced to 5. now function as ruins but less centralized
  • oasis gains ruins to bring bloodlust to desert and shrines are reworked to function differently. Giving more offensive and defensive options even applying to adjacent towers if the keeps owners also control the tower.
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(edited by Teraphas.6210)

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Posted by: joneirikb.7506

joneirikb.7506

Personally I would like to see the Bloodlust to stay only on the 2 Alpine maps, so there isn’t 1 for each team. That way perhaps there would be some fight over it, one server is going to be without the bloodlust so perhaps roamers etc might be more interested in fighting to keep it. Want to see how that works.

No real ideas about the Shrines, but I wouldn’t want to remove the way they work just to add bloodlust to them.

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Posted by: Hesacon.8735

Hesacon.8735

I was wondering how it would work, too. Adding ruins to Desert Borderlands seems a natural thing to do, a the center of the map is only currently used for the skysplitter meta. It could be done while leaving monuments alone.

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Posted by: OriOri.8724

OriOri.8724

Good ideas for the shrines. But we know ANet has been working on the BL even while it has been out of rotation, and there is a chance that they haven’t been telling us all the updates they’ve made. So personally I want to wait until its released and see what we are working with before nailing down what changes should be made to the shrines

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Posted by: Teraphas.6210

Teraphas.6210

Good ideas for the shrines. But we know ANet has been working on the BL even while it has been out of rotation, and there is a chance that they haven’t been telling us all the updates they’ve made. So personally I want to wait until its released and see what we are working with before nailing down what changes should be made to the shrines

I was considering the same but then realized part of the devs saying they need to do some work to run mixed borderlands is partially how will Bloodlust and the rest all work. I figured if we start a dialogue on the state of shrines and bloodlust by extension we will see it in a state more favorable to the community than them releasing something and we all post to change it.

this way we can hopefully influence the version we end up getting without having to have them iterate in the the live server as much

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Posted by: morrolan.9608

morrolan.9608

They should create the same number of shrines in the DBL.

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Posted by: Jeknar.6184

Jeknar.6184

They can just add the ruins to the oasis area since skysplitter isn’t comming back. There is no need to extend shrines to ABL as they are a mechanic unique to the regions around DBL keeps.

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Posted by: OriOri.8724

OriOri.8724

Good ideas for the shrines. But we know ANet has been working on the BL even while it has been out of rotation, and there is a chance that they haven’t been telling us all the updates they’ve made. So personally I want to wait until its released and see what we are working with before nailing down what changes should be made to the shrines

I was considering the same but then realized part of the devs saying they need to do some work to run mixed borderlands is partially how will Bloodlust and the rest all work. I figured if we start a dialogue on the state of shrines and bloodlust by extension we will see it in a state more favorable to the community than them releasing something and we all post to change it.

this way we can hopefully influence the version we end up getting without having to have them iterate in the the live server as much

Solid point

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Posted by: Xenesis.6389

Xenesis.6389

They can just have the shrines pull double duty for both the shrine buffs and the bloodlust buff. I know the mechanics are different for them, shrines are just capture and go, while ruins are capture but they decap if you leave the circle and that is suppose to be the difficulty in capturing them.

For the dbl they could just make it capture and hold at least 7/9 shrines(or however many) to get the buff, because of the longer distance between shrines than the ruins, and the RI from the veterans that guard it, that should make it difficult enough to try and hold 7 shrines at once.

The only real change to the map would be you hold 7 shrines you get the buff now, no need to add ruins, or rearrange shrines, or disable anything. This “should” be easy for the defending team as it should be easier to hold the earth shrines around garrison.

Also I think the middle area should be converted to a giant colosseum arena.

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Posted by: Sarrs.4831

Sarrs.4831

Personally I would like to see the Bloodlust to stay only on the 2 Alpine maps, so there isn’t 1 for each team. That way perhaps there would be some fight over it, one server is going to be without the bloodlust so perhaps roamers etc might be more interested in fighting to keep it. Want to see how that works.

This is what I was thinking, they’re better for the game when servers have to fight over them rather than each having one and being relatively safe

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