Suggestions for WvW Perk Additions

Suggestions for WvW Perk Additions

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Posted by: Orpheal.8263

Orpheal.8263

I’d like to see these perks getting added to the current WvW Skills that have not yet 10 Perks.

Mercenary’s Bane

6) Raises Damage and Defense against Mercenaries to 10%. The Effect of this also counts now towards Mercenaries from Camps and Street Points and those, that escort Dolyaks, these Guards should count now as Mercenaries
7) Killing a Mercenary grants you now up to 5 Stacks of “Clear Sight”, improving your Precision by 25 Points per Stack. Death removes it.
8) Conditions/CC Effects you receive from Mercenaries, have now 20% lesser duration.
9) Attacks against a mercenary heal you now based on your Healing Power.
10) Gain a random Boon when you dodge an Attack of a Mercenary now.
——

Siege Bunker and Might should get merged and from that point on

6) You can repair now Siege Weapons
7) You and the Siege Weapon receive now 25% lesser damage from all sources while using a Siege Weapon
8) Gain a Stack of “Steel Skin” which increases your Toughness by 50 for each Stack of maximum 5, when you defeat either a player with a Siege Weapon or destroy a gate/wall. Death removes it.
9) Gain the effect of Supply Drawer, then you draw extra supply from foes, that you hit with Siege Weapons, which wents then into a Repair of your Siege Weapon.
This way things like Cannons/Mortars will finally be not anymore so easily destroyable defenselssly against a Zerg so easily
10) Siege Weapons you command become invulnerable to Player AoE Skills, just only Single Target Skills/Auto Attacks and Siege Weapons of foes will still be able to deal damage.
——

Supply Capacity and Supply Master get merged, then from 6 on:

6) Extra Supply you can carry increased to 10, you can take also now Supply from Dolyaks, but that reduces the amount of Supply a Dolyak will deliver at its destination point, but also give the Dolyak a Swiftness of 10 seconds
7) When you take a Camp, you gain now a Stack of “Health Expander” increases Vitality by 50 points each stack. Death removes it.
8) Chances that you regain Supply when you repair or build somethign is increased by 10%
9) Chances that you regain Supply when you repair or build something is increased by another 15%
10) The amount of regained Supply is now increased by 25% and the duration of the speed effect when taking new supply is increased by 50%

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

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Posted by: Orpheal.8263

Orpheal.8263

Build Mastery and Repair Mastery get merged, from that point on:

6) When you build or repair something, the gained health from the build/repairs is increased by 20% so that you build/repair faster decreasing basicalyl the amount of supply needed to build something/repair something
7) Build/repair at something and the build/repaired thing gains now for 5 seconds Protection
8) Creates a Reflective Wall for a Minute, if more than 2 R8 players build/repair something to reflect projectiles and siege weapon attacks back, like Mortars and Trebuchet Shots when these attacks hit the thign you build/repair at the moment where the reflective wall is active.
9) Receive lesser 25% damage, while you are building/repairing and become immune to CC effects like fear and knockdown while you build/repair
10) The gained health from builds/repairs is increased by another 30%
——

Cannon Mastery

Fire Grapeshot should get changed into many multiple smal shots with a much bigger area of effect
6) New Skill – Painful Shot – Torments all foes that it hits.
7) New Skill – Devastation Shot – Knocks down and makes foes that get hit by it Vulnerable by 5 Stacks
8) Increases the Range of Cannons by 25%
9) Increases Cannon Damage by another 23%
10) Reduces the recharge time of Cannon Skills by 25%
——

Mortar Mastery

6) Turning Speed of Mortars is now increased by 50%
7) Burning Fields deal now 25% more Condition Damage and are bigger now
8) Increased Range for Concussion Barrage
9) Mortar Shots and Fire Fields deal now also Vulnerability
10) Mortar Explosions cripple foes now
——

Catapult Mastery

6) Increased Catapult Range
7) You shoot now Fiery Rocks, which cause at contact a fire field that burns foes.
8) You shoot now alot more small rocks in a broader fan radius
9) Turning Speed of Catapults is increased by 50%
10) Your Catapults become now Mobile Charr Tanks with increased health. (those that we know from personal story, but build them costs also more supply if you decide to turn a Catapult into a Mobile Tank Blueprint)
—-

Flame Ram Mastery

6) New Skill – Fearless Ram Attack – Attack with the Ram and you gain for 10 seconds Stability
7) Flame Blast Damage and Fear Duration increased by 50%
8) Slam Impact launches foes now wider away and knocks foes down
9) Flame Blast causes now also burning to foes and allies gain Might
10) Slam Impact deals now 50% more damage.
——

Trebuchet Mastery

6) Turning Speed is increased by 50%
7) Healing Oasis heals now 20% stronger
8) Add the option of firing yourself to move quick to an other point on the map, you will use then a parachute to land safely.
9) Damage increased to walls/siege weapons by + 20%
10) Eagle Eyes – a passive Support Skill that supports you to see better, where your shots will land by following your shots in the I-perspective.
——

Arrow Cart Mastery

6) New Skill – Arrow Rain – a skill that lets the AC shoot arrows frontwards as a more close ranged attack as damage over time line of sight skill, hittign all foes in that line.
7) Barbed Arrows cause now Torment instead of Bleeding
8) AC Damage increased by 20%
9) Increased Range by additional 300
10) Fire causes now Vulnerability and becomes Firing Penetrating Arrows
——

Ballista Mastery

6) New Skill – Bolt of Destruction: A more powerful charged shot that gets stronge,r so longer it got charged and has increased range. Knocksdown foes.
7) Spread Shot shoots now more bolts and has a broader fan radius
8) Shattering Bolt cripples now also
9) All Skills are now Ground Targets and don’t require anymore a Player target first to be able to shoot
10) Increased range by additional 500 and 25% more damage to Gates/Walls and Siege Weapons
——

Burning Oil Mastery

6) New Skill – Pour Poisonous Mud – Poisons and chills foes while also damaghing them per second
7) New Skill – Pour Acid – Torments foes and makes them vulnerable while also damaging them per second
8) Pour Oil lets foes now also burn and removes a boon
9) All Pour Skills have 25% reduced Skill Recharge and pour faster.
10) Increased Damage from Pour Skills by + 25%

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

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Posted by: MarauderShields.6830

MarauderShields.6830

I’m absolutely against the addition of any more stat boni to wvw. It is already out of hand and we don’t need more flawed features to reduce new players to walking lootbags.

Former running-really-fast-man. Now proud member of Revenant clan.

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Posted by: ammayhem.5962

ammayhem.5962

Add to Supply Master a skill that gives you a small aoe aura around you that only increases the movement speed of yaks and yourself, but only while a yak is in range. Would help greatly for those that do a lot of work behind the scenes.

Port Sledge University [PSU]
Sorrow’s Furnace

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Posted by: style.6173

style.6173

@OP:

More damage from siege is NOT what we need.

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Posted by: Raap.9065

Raap.9065

Merging some of these would be fine. Siege Bunker and Siege Might should form a single 5 point line with the unlock cost added up, meaning each tier adds 1% resistance and 1% damage. This would make it a more interesting line to upgrade.

I also think the Mercenary line is very underwhelming and should perhaps be removed and have Guard slayer lines affect mercenary NPC’s. That being said I don’t really like the current "mandatory" nature of the Guard slayer lines and I believe the four buff perks need to be revised. My reasoning here is that WvW is a PvP game, why should the attackers gain bonus buffs because they tagged a few guards?

Finally, I’d like to see less focus on damage boosts, and more focus on utility and versatility. Future potential Alpha and Omega Golem lines should hopefully focus on things like 10% better movement speed or a longer range on their anti-player abilities.

Swift Mending – Guardian
Thorny Scrub – Thief
Desolation

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Posted by: Orpheal.8263

Orpheal.8263

@ Marauder

And I’m absolutely for that.
The whole Rank System speaks for it, that there will be more perks in the future as also complete new WvW Skills also too.
There are at least 2 known new WvW Skills in the pipeline, which we all know from a video from Devon Carver, which you could see, that they are developed, but not yet implemented int the game whyever.

Thats Assault Mastery and Reinforcement Mastery.
We can get to Rank 9999 and currently the game provides only Skilsl and Perks for just only 1315 Rank Points.
So theres still really alot of space for more progression of WvW in the future.
Also besides of that it would really looks total stupid, if there would be tons of different WvW Skilsl and just only 2 of them would have 10 Perks, while all others just have only 4-5.

ALso those, which currently have only 4-5 Perks are a great chance to increase the amount of Rank Levels that you can spent, before you max out your WvW Progression for your Account, so that players can even progress still in the next years to come on the way to 9999, because there are alrerady players now, which have far more than 1315 ranks and have already maxed out everythign and gain daily more n more new WvW Rank Points with that they can’t make anything.

Its also easier to just first improve all of the already existing WvW Skilsl to 10 perks for now, than to add continously permanently new WvW Skills like Anet did that in the first year of the game, where they added nearly with every patch a new WvW Skill to the game.
So I see no problem with it, if ANet would basicalyl repeat this within Season 2 and the coming year, that they improve in the upcoming patches step by step 1 by 1 the current WvW Skills to also have 10 perks slowly, so that the players have plenty of time to learn about the new perks ect.

Fact is, the WvW as it is now, feels extremely shallow and the WvW Skills would be a great help to change the WvW Meta and make WvW alot more fun and interesting to play as the game mode is still far away from making 100% usage of all its potentials that lie within WvW

Merging some of the already existing wvw skilsl is also something, that I’m suggestign since a long time, because alot of the current WvW Skilsl feel just underwhelming to the point of being nearly useless even (Mercenaries Bane, cause of the game counting the wrong enemies as Mercenaries or just too less, that it would feel important to put points into those perks for that little damage/defense boost alone for a kind of enemies, that you fight agaisnt only in the EB Map very rarely)

That there are perks which give stat boosts is absolutely OK, especialyl because they aren’t permanent. These boosts are especialyl for roamers very needed and useful to survive better in 1v2 situations when your foes aren’t buffed.

The only thing that needs to be removed out of WvW are the Shrine Stat Buffs, Shrines should have an environmental effect for the map, that affects not stats.
And all kinds of Buff Food/Nourishments, this crap belongs finalyl out of WvW and needs to become PvE only, like buff items were also in GW1 PvE only.
These little 2 changes wouzld balance out WvW far better, than to remove the WvW Stat Buffs, which count only so long, until you die – which is a thign that can happen easily at any given time if a zerg just rolls over you …or just a small group simply outnumbers you when you are in a bloody state and they make usage of that advantage to have some easy kills, while you were busy fightign someone else of an other world.

More Stat Boni that vanish ,once you die are needed, permanent stat boni from shrines and buff food stat boni/effects need to get removed therefore. This will balance out definetely the addition of a perk stat bonus for doing something like capping camps ect. like my suggested Clear Sight for that missing Precision Boost or my suggested Health Expander for the missing Vitality Boost and so on…

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside