I really appreciate the fact that time was spent on the WvW gamemode. It can often feel like no one cares. However, it feels like no one cares because there are so many problems that go unaddressed…and many of those problems are not going away. The effect is like breaking your leg in a car wreck and being given a new car…you’re still not walking anywhere.
That said, there are some parts of this update that really resonate with common WvW complaints.
-I would love to buy a cheeseburger for whoever suggested that Cannons/Oils/Mortars should be invulnerable to player attacks.
-Making guild buffs permanent is another stellar idea.
-Removing the gold cost on upgrades is a godsend.
-Shaving Dolyaks makes them less adorable, but giving them a defense buff when chaperoned is a good call.
-The new scouting function of Sentries and Towers is wonderful.
And here are a few things that were not solved. I tried to restrict these to relatively simple things; stuff for which there is precedent elsewhere in the game.
-Guards have not been updated to deal with new levels of player equipment and higher damage levels. They are, at best, a joke.
——-Guards should have higher Vitality as it is useful against both power and condi.
——-Guards should have some anti-stealth measures so that thieves/mesmers don’t make them look so dumb.
——-Guards should do some condi damage so that bunker builds don’t counter the whole camp/tower/keep.
——-Guards should grow stronger as the structure is upgraded.
-Catapults are best used at point-blank range.
——-This results in them taking down walls much faster than intended.
——-LoS changes mean it is difficult to defend against them when against a wall.
——-The way AoE maps onto wall tops also provides questionable cover.
-Wall siege is non-repairable.
——-Taking it down to a sliver of hp in preparation for a later attack leaves the defenders with no ability to respond.
——-Since the prompt for it is ‘Use’ rather than ‘Repair’ like walls, allow players to obtain a siege repair hammer from supply stations that they can use to repair siege.
-Chaperoning Dolyaks is as unrewarding as raising children IRL.
——-On EB, the occasional BEAR attack nets 40 wexp, but on Borderlands there is literally no way to get wexp from walking yaks.
——-To incentivize this critical part of WvW, successfully escorting a yak should give wexp for every location that it reaches (in case the final destination is hostile).
——-A new WvW spec should allow for boosting Dolyak speed when near and perhaps their defense/toughness.
-Defending structures is not as useful as rampaging.
——-The only incentive to defend is to retain upgrades, which then make it easier to defend. The wexp equates roughly to four player kills and seems to trigger only randomly.
——-In the time it takes to defend a good siege, a group could go take a bunch of stuff instead. This should be an attractive option in very few situations, not most of them. It is part of the reason that EotM is a karma train.
——-Upgraded structures should have a higher PPT value and should reward wexp proportional to what hostiles would gain upon taking it. Defending a keep should be incentivized more than defending a camp.
-When rampaging, there is a high incentive to cannibalize the weakest server.
——-Taking a Fortified tower gives no more points than taking a paper tower, so the optimal strategy is to just run over the least populous server again and again.
——-Upgraded structures should give bonus points on capture proportional to the bonus PPT they were granting their owners. Thus, while upgraded structures means your enemy gets more points on taking them, you still get more points out of them first so long as they don’t flip immediately after upgrading.
——-Upgraded structures should also reward more wexp on flip. It may not be a poor idea to reduce the base wexp amount to limit the effectiveness of kicking the underdog.
-Scouting structures should be incentivized.
——-It leads to more fights and less uncontested (boring) caps.
——-To avoid encouraging AFKers, increase the rewards for such scouting activities as repairing walls (and siege, when that is possible) and for building wall siege.
——-Add a WvW spec that buffs workers speed and supply capacity when an ally with a Supervisor’s Banner (available at supply stations) is nearby. To compensate, slow the base pace of upgrades a bit. With the banner and no spec, it should be a little faster than before. Fully specced, it should take half as long as before. This should reward wexp/exp as it replaces time that could be spent rampaging.
——-Add a WvW spec that shows a ping on the wall or gate being attacked within a certain distance.
——-Add a WvW spec that increases the power of a camp’s guards when the player is in range.
——-Add a WvW spec that reveals stealthed enemies when out of combat and within the walls of a keep or tower. A team should not have to spend tens of supply and silver to have a chance at successfully sweeping a structure for a mesmer.
-Golem rushes negate substantial player time and effort.
——-Golems should function as a high investment, high return siege unit, but currently they are slowly stockpiled and then flung at an objective in such numbers that there is hardly a counter.
——-Players should not be able to Waypoint while piloting a golem. Mesmer portals should be able to transfer a maximum of 1-2 golems, as they are way larger than people. This should leave their effectiveness intact while removing some workarounds to their drawbacks.
-Edge of the Mist supply can foil a carefully executed supply starvation strategy.
——-EotM supply and WvW supply should be two different entities. This is not aimed at the supply drops, but the actual supply one gets when going to the EotM map.
-Excess WvW levels have no function
——-Allow them to be redeemed for badges or siege or some other WvW related thing.
-The Commander system is underutilized.
——-Add a WvW spec that gives allies minor stat increases when near a Commander. This should not stack and should require ~10+ squad members to activate.
——-Add a spec that gives the Commander increased stats for each member in their squad. These guys are the heroes among heroes, after all. They should stand out on the battlefield.
——-Cap the number of squad members. 30 is likely a good number.
——-Add special elite skills that the Commander can use to buff squad members to incentivize following a tag and make it obvious that there are benefits.
——-Allow a Commander tag to be obtained with WvW badges or excess levels.
——-If a Commander takes an objective, announce their name and guild when announcing the capture.
——-Increase the reward on event completion if the Commander and squad member are in the same guild.
-Roaming should be incentivized as it is a distinct flavor of WvW, but give it better ties to the overall goal structure.
——-Add mob spawns or gathering nodes that drop items that can be given to a keep or tower to boost its supply slightly or give it a boost to its sentry ability, defenses, etc. If a player is killed while carrying one of these, it drops and is available for the killer to cart off.
-Normalize server populations.
——-Divorce WvW servers from literal servers so that there’s no need to have the same number.
——-Calculating how full a server is based on regular WvW players is a good first step, but with the expansion (and effective WvW renewal) allow discounted or free transfers from a full server to a sparsely populated server.
——-Have different population caps for different groups of WvW servers. Some can have a max of ~20 people for a map, others a max of ~50 and so on. That way players can choose just how large-scale they want their experience to be and do not have to contend with fighting huge blobs if their server cannot field the same. If there is more demand for servers of a certain size (ie: massive queue times across the board) then adjustments can be made.
-Consider how balance changes affect WvW.
——-In PvP/PvE, stealth and condi are far less effective than in WvW. A serious impediment to getting new blood on the field (in a non-literal way) is the droves of cheese-build roamers picking off those that don’t yet know their way around. It’s one thing to suddenly have to fight an enemy, it’s another to suddenly get wrecked by an enemy whose build wins 1v1 in an overwhelming number of non-mirror situations. If it’s banned in PvP, it should probably not be in mass PvP either.
I’m sure I missed some things, and I’m sure people will let me know too.
(edited by Sviel.7493)