Simple changes to make Desert more tolerable
As much as I’m positive about issues and flaws DBL may have, I’m truly not sure that an option basically telling “Just take ABL layout and mechanics, and turn them into desert” would be a good option, for it ruins the purpose of having a “new” map. If we enventually come to the point of having 3 different BL, I sincerly hope they won’t work the same, with slight differences on each one : that’d make things spicy, and give an overall balance.
Effects around keeps are precisely intended to be annoying and for defensive purpose. From the point of view of the 4-5 ppl trying to hold a keep, they’re very useful, and shouldn’t be removed. Your sole post proves they work perfectly as intended. If you don’t like these effects, just flip one or two shrines, it’s a matter of a 5mn detour.
As for towers, there were posts opened with very interesting ideas of new mechanics, for tactics and attack. Unfortunately, lots of people are lacking creativity, and incentive to do more than “just ABL with another landscape”.
First thing they’d need to do is reskin it to something other than a Desert.
They don’t need to nerf anymore of the environmental effects on the map. They already did alot of that in the last patch for no other reason than to satisfy people like you who complained about falling into lava since they don’t know basic movement commands.
Bring bloodlust to the central area
With the removal of the old kittened event, it’s completely unused. So bring in bloodlust ruin caps there. At least we know they work without lagging the entire border. 1 in the center, 4 around, done deal.
From this its very very apparent you want the dbl to mimick alpine. ANd are completely devoid of the ability to learn new content. Bloodlust is one of the stupidest parts of the alpine and you want it in the desert bl?……just no. Bloodlust is anti pvp. And anything that is anti pvp is pro pve. So you are complaining about the pve on dbl, but you are advocating for the work of adding in pve to the dbl cause its familiar to alpine. Just no. Take a look at what you are asking for here and start asking urself the hard questions.
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Get rid of the shrine effects all together. Watching people jump off cliffs (and survive) to avoid a 1v1 is just disgusting. Constant stealth, cripples, pop up walls, just creates a whole area where small scale fighting isn’t going to happen.
Tone down the CC on the lords. They are already tedious enough to fight since they are big dumb bags of health, don’t make them so annoying that solo/small groups don’t want to bother.
Get rid of the dead ends. If you come to a cliff edge their should be little ledges that you can hop down on for short cuts and winding paths leading up. This gives advantage to holding the higher ground without making the map a complete pain in the kitten .
LGN
(…)
Add new long range super trebuchets to the towers and keeps
Functions the same as static canons/mortars, these trebuchets would be available from T1 and provide long range fire tower->keep and keep->tower that emulate the way Alpine and EB work with safe siege. Fire keep can fire at SW tower and vice versa, Earth keep can fire at NW and NE tower and vice versa, etc and so on. The idea of this is to make up for broken WvW keep/tower design without actually changing the objective positions and make towers and keeps able to threaten each other more easily simply by being held, thus bringing out the desire to cap and defend them.
I just dont agree with this…. if people want that stuff they need to go there and cap, the issue there are the skrits between computer and chair playing WvW.
IT takes time for the defenders to reach from tower to tower to keep, altough, i would change the guild banners that noobs use and change its functionally to a lesser gimmick one, increase siege range and sturdiness when built on open field, to cover a bit that problem, but never hide group and treb empty stuff for easy win….wich is how WvW is played…
(edited by Aeolus.3615)
“Anything that is anti PvP is pro PvE”
I find it funny you call ruins pro PvE when that is the only incarnation of mid map mechanics for borderlands that is in fact purely reliant on PvP mechanically.