Tactical tweaks to improve WvW and end zergs.

Tactical tweaks to improve WvW and end zergs.

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Posted by: Sicktor.7285

Sicktor.7285

What would be the point of having a ballistae which are meant to be highly effective against infantry if a trebu can kill characters immediately. Why not make it even more absurd and have trebus kill characters for good – As in you can’t use the character ever again.

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Posted by: Deadcell.9052

Deadcell.9052

Here’s is the sort of stuff I would like to see,

-Take away orange swords on the map.
-Take away contested swords on the map.
-Add a true day/night cycle(like really, really dark).
-Add severe weather. Thick fog banks, or blizzards(like in certain Fractals).

I really like these ideas, especially removing the swords, my friends and I have talked about removing these several times and found nothing negative about doing so, this alone would lessen the zerg numbers running about because some players would have to stay behind to keep watch on any given objective they take.

Would also like to add:

- Abandoned debuff to all keeps and towers if there is no one defending them. Each objective needs “x” amount of forces to stay defending in order to maintain upgrades and defenses, if no one is there all upgrades will begin to diminish, if left unguarded for long periods of time the gates will rot away and all the npc’s will age making the objective obtainable by very small groups with ease.

- The severe weather would be a great defensive upgrade to keeps. Island in the middle of lake, chest room in jumping puzzle, the keep that needs defending and where the 2 sp’s are in the top corners, so 1 person at each place hitting their triggers at same time to trigger the weather event, those points would have to be held and maintained to keep the event going, one person leaves or gets killed at any of those points ends the event.

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Posted by: Aevic.9675

Aevic.9675

All of these things sound like they will make culling so much worse. Especially the weather effects… I think I’ll pass on your ideas.

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Posted by: Caliburn.1845

Caliburn.1845

What would be the point of having a ballistae which are meant to be highly effective against infantry if a trebu can kill characters immediately.

If trebs were to be buffed as I would like, ballistas would need a buff as well probably. Although their role as siege destroyers(both offensively and defensively) would still see them getting constructed. As to the trebs being ridiculously overpowered, you could tweak the numbers to find the right balance. For example, reduce the splash damage to almost nothing(IE only a direct hit would instant kill someone), reduce the rate of fire etc. And good players would of course actually watch where trebs are aiming, and dodge the projectiles. People on voice-coms could call out, “Incoming!”, use projectile blocking, there are many ways to counter-play trebs. The players who are running with the zerg, mindlessly auto-attacking the door, and going afk to smoke or eat as the gate goes down would be punished. But I’m okay with that.

As to the concern about weather or smoke effects just being a worse form of culling, that is nonsense. If everyone in a blizzard can only see a couple meters in front of them, and everyone has the same limitations, and everyone KNOWS that everyone else has the same visual impairment, it is VERY different than culling where one side will suffer from it, while the other side might not, and you never know exactly who can see who.

The more substantial argument against visual impairment effects like severe weather, would be that it might indirectly nerf ranged classes/builds.

Caliburn.1845, Monsters Inc.
Darkhaven>Dragonbrand>Blackgate>Maguuma>Yaks Bend>Stormbluff Isle>Yaks Bend

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Posted by: Straeter.6054

Straeter.6054

This is sort of easy to fix. No more portaling to a waypoint without being dead and then there is a timer on portaling after death. Remember the Gothi or whatever the heck the others were called in DAOC? This stops folks from being able to move around the map as easily and quickly. Thus you require more small groups to cover the ground.

On this same note get rid of swords on the map. Now if a camp/tower/keep gets attack report it in guild chat to the guild that has it claimed. Thus promoting less flip and run tactics and more hold tactics.

AOE 5 man limit should be removed. If anything AOE should all be based on shrapnel type stuff. Each person within a certain radius of each other makes the damage increase not go down. Thus it forces the zergs to spread out to avoid/mitigate damage not cluster up.

Where is a form of AOE CC. Something with long duration but breaks on damage taken. Since I played DAOC I will say AOE mez. This fosters coordination and single target damage to take out larger numbers and less just spam your biggest AOE. More people will want to run small guild groups and less zergs because how many zerglings do you know that will just spam all of their buttons instead of paying attention to this CC. This then gives the smaller groups a way of combating large groups of zerglings.

And lasty, remove the downed state all together. The way it works now is completely stupid. Group A with 10 players runs into super Group B with 5 players. Group B starts picking off 9 of the 10 players lets say, but the 10th A finally stomps 1 of Group B before anyone can stomp 9 of the As. Poof all of the As come back up with waaaay too much HP. And seriously, why do people have more HP or armor or whatever when they are downed then when they were standing up? Why can you burst someone down in 4-5s and then they enter the downed state and it takes you 10s to finish them? Kind of hard to do hit and run tactics when people can just pop right back up after you drop them. If you don’t want to remove downed state all together, then remove the Rally ability from it to make people have to revive you, and lessen the amount of HP/armor that downed players have. It should be at least twice as easy to kill someone laying helpless on the ground than it is when they are standing up!

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Posted by: cuge.5398

cuge.5398

An update to my previous suggestions.
Discussing with a friend another idea came up on how to make supply management more important and how to bring in some more objectives. Maybe cause dolyak arent such an attractive objective to care about, cause yeh you can kill some, but some more will come out, doesnt feel like achieving much with their death, so we thought about this….

Caravans
An event which can be started from a fully upgraded camp (thus increasing the importance of defending them) which spwans a big dolyak (or a line of dolyaks) that carries a lot of supply to a choosen destination (between a list of possible destinations ofc); obviously this event should have an appropriate cooldown time.

The caravan will have a circle/area like events or cap points have, and it will move only if there are ppl of its faction inside it. These special dolyaks should be Invulnerable so that the only way for the enemies to stop it would be first to clear defenders inside the circle and then “cap” the caravan, like it happens with almost anything else; this way they’ll get event reward, they’ll have the caravan stop and they’ll be able to steal supply from the caravan (10 supply each one who attended the event).
[note: this would require almost no coding at all since almost everythign is already ingame… think about breakout event, it has almost all the code needed in it. The only difference would be to make it start to upgraded supply camps and to chose the destination, and that it has to stop when there are no defenders inside the area]

An extended version of this idea is to just remove standard dolyaks and let all supply be delivered this way, so that commanders can choose when and where to direct supplies. This would add some more strategy and a real need to learn how to manage supplies.

One of the goals of this system would be to step into a direction where there will be so many things going on in a map that a single huge zerg wont be able to handle it all; instead, more coordinated groups will be needed to win. I know zergs will happen anyway, but lets suppose you start this kind of carvan at N-E camp, and the zerg goes there to stop it… another one can start at S-W camp, so that the zerg will have to choose if to split and try to catch both or to just stop one and let the other reach the keep; or a siege might be going on another tower….

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Posted by: Acelerion.6820

Acelerion.6820

I like the way Straeter thinks.

OINK – Devona’s Rest
Mesmer-Thief
http://www.youtube.com/user/Axcelerion?feature=watch – Small group videos

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Posted by: TogoChubb.3984

TogoChubb.3984

I really have enjoyed reading the discussion on this idea to improve WvW. I like the bigger maps and weather ideas a lot and AoE caps need to go.

What do you guys think about making supply camps/areas dynamic and depleting? If you had to search where the supply areas were and setup the camps to extract supply I think it would absolutely slow down zergs because you just couldn’t run to a known location to flip it and resupply for the next attack. I think this would make supplies even more precious then they already are, and therefore, would require defenses and escorts of supplies which would help break up zergs. By slowing down zerg resupplies you would in effect give them a better use then just mindlessly hitting towers and keeps to dominate them by shear numbers and make their attacks more calculated. Also, once a camp has been depleted you will have to seach out for a new location. Maybe with the increased difficulty of obtaining supply then upgraded keeps could produce supply at a reduced rate then an actual camp location. This would promote upgrading and protection of a keep and the supply at keeps by allowing multiple sources.

Navel warfare would be a nice aspect to see as part of the game. Battleships and the sort could aide in siege support as well as somehow be included as part of the supply aspect of the game.

I don’t really want to see the large armies go but would like to see them have more responsibility. I also think upgrading the siege weapon damage would be a nice aspect as most open field battles don’t involve any siege.

Commander Togochubb aka Chubby
Perfect Dark [PD] – Yaks Bend

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Posted by: Valik Shin.9027

Valik Shin.9027

Just so everyone knows siege is kinda already buffed. Superior siege hits like a ton of bricks. Sup arrow cart ? 1k-1.4k per hit. Sup balista? Have seen 3-10k. Sup treb ? 3-7k plus massive Aoe and knock down.

Valik Shin
Darkwood Legion [DARK]
Yak’s Bend

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Posted by: Valik Shin.9027

Valik Shin.9027

Actually those treb number r regular. Haven’t noticed what sup does now that I think about it

Valik Shin
Darkwood Legion [DARK]
Yak’s Bend

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Posted by: Valik Shin.9027

Valik Shin.9027

On a funny note. Sup balista can hit a rabbit for over 4 million

Valik Shin
Darkwood Legion [DARK]
Yak’s Bend

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Posted by: Caliburn.1845

Caliburn.1845

Superior siege is much closer to what siege equipment should be, but even superiors aren’t feared enough. There are only a handful of spots ballistas can be effectively employed, and arrowcarts(even superiors) can still only hit five targets at a time in a zerg, and those targets are never the same targets.

Caliburn.1845, Monsters Inc.
Darkhaven>Dragonbrand>Blackgate>Maguuma>Yaks Bend>Stormbluff Isle>Yaks Bend

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Posted by: Ansultares.1567

Ansultares.1567

When hit by a catapult, players are instantly downed(not just knocked down).
When hit by a trebuchet, players are killed instantly(no downed state).

So if you are hit by a Golem do you get kicked from the game?

A boot to the face?