Highest ranked reached 28 soloq
Isle of Janthir
(edited by vincecontix.1264)
Every hour at your spawn in the enemy Border your can trigger an orb event by holding all blood lust caps. The event can not be trigger if you have a leader greater than 20k.
To complete the event you must run the orb from your spawn to the place of power. The orb carrier will run at a reduced speed and movement skill and ports will either be disable or drop the orb. Carring the orb uses up supplies so you will need to cap camps and resupply along the way. The orb will be visible to all players on the map friendlies and enemies alike.
To stop the event the enemy must retake the orb and hold it for an X amout of time(5min?). Should all bloodlust caps be retaken the event will also fail. Upon completion of the event your can steal 1-3k points from the leading server. All that participated will get 1-2gold and a bonus chest.
Something like this would add another mechanic to the game and require team work on a large scale It would spit up the zerg and could make wvw a lot more fun. You need players to guard bloodlusts and you will need players to cap camps and protect the orb carrier. Also would give more of a reason for players to fight in the ruins
Edit: Extra rewards if you can complete the event while holding all bloods lusts and being outmanned.
So what does everyone think?
2nd Edit: Since people have made some good comment about it being to easy to kill the orb carrier to stop the event. How about the enemy team has to retake the orb and hold it for an X amount of time (5mins?). This would encourage some counter play and encourage open field fights.
(edited by vincecontix.1264)
This would be great
WvW players are STARVING for new content
The best part of your proposal is it is a good “comeback” mechanic and not another “snowball” mechanic – we need more of these and a buff to “outmanned”
The orbs had always worked properly since launch before they removed them.
They were removed because, lets say some certain “skilled” players were using their “skills” to take the orbs.
Instead of fixing these “skills”, they simply removed the orbs; these “skilled” players have however remained in the game and their numbers have increased, as well as using their “skills” for everyone to see, and they have even gained some more OP “skills” as well!
Zerg the orb carrier = win
Oh, there is a zerg protecting orb carrier? Ok, we zerg their structures then while they carry the orb = win
Conclusion: Zerging still wins.
As long as it can create open-field fights without sieges, it’s good.
But if more numbers = enemy fail, it will not really affect the score.
(You have to kill the orb carrier to prevent them? Bring a 60 man blob there and he/she will be dead in 10 seconds.
You have to recap BL to prevent it? Bring 10-15 man to every BL point and you’ll get it.)
Zerg the orb carrier = win
Oh, there is a zerg protecting orb carrier? Ok, we zerg their structures then while they carry the orb = win
Conclusion: Zerging still wins.
Well the orb carrier need supplies to move so camps could be fortified with siege and traps. Also if the zerg loses all blood lust caps the event will also fail a skill havoc group or roamer could take back all the ruins to stop event.
Since the orb is visible to everyone you will have eyes on the zerg and can use tactics to stop them. Also maybe a stealth group of thiefs/mesmer could assassinate the orb carrier to stop the event. Many things can be done to stop the event since the person with the orb is visible to everyone. You can see the person with orb but the orb group doesn’t know what plans are being made to stop them.
Also the man power would have to be divided between holding all ruins and protecting the orb. so if you have all you zerg protecting the orb the enemy group can just go take ruins.
Moving at a reduced speed from one side of the map to there other while have to take detours to camp can take awhile so it wouldn’t be easy.
As long as it can create open-field fights without sieges, it’s good.
But if more numbers = enemy fail, it will not really affect the score.
(You have to kill the orb carrier to prevent them? Bring a 60 man blob there and he/she will be dead in 10 seconds.
You have to recap BL to prevent it? Bring 10-15 man to every BL point and you’ll get it.)
Well this will be in addition to everything else that is going on so if you have to blob to stop the event, it leaves room for your team to cap stuff. You might also have people build specifically to carry the orb, a guard that is built just to survive is not easy to kill add other healers and support classes and it could tank for days.
Though it could be changed that the event doesn’t fail unless the enemy take the orb and holds it for an X amount of time. This might change things up, you might have people spec to be ultra tanky to carry/support orb or player spec ultra dps to kill the orb supporters.
(edited by vincecontix.1264)
As long as it can create open-field fights without sieges, it’s good.
But if more numbers = enemy fail, it will not really affect the score.
(You have to kill the orb carrier to prevent them? Bring a 60 man blob there and he/she will be dead in 10 seconds.
You have to recap BL to prevent it? Bring 10-15 man to every BL point and you’ll get it.)Well this will be in addition to everything else that is going on so if you have to blob to stop the event, it leave room for your team to cap stuff. You might also have people build specifically to carry the orb and help support the orb carrier.
With siege disablers, the time spent on killing the carrier is not enough to cap a keep with ~5 player inside.
And any map jump force can spare ~5 min to kill the orb carrier every hour or so
Healing stuff: The only way to outheal an 50 man blob is to blast waterfield all the way.. not impossible, but need coordination from eles and a lot hammer guards to blast it constantly ^^
As long as it can create open-field fights without sieges, it’s good.
But if more numbers = enemy fail, it will not really affect the score.
(You have to kill the orb carrier to prevent them? Bring a 60 man blob there and he/she will be dead in 10 seconds.
You have to recap BL to prevent it? Bring 10-15 man to every BL point and you’ll get it.)Well this will be in addition to everything else that is going on so if you have to blob to stop the event, it leave room for your team to cap stuff. You might also have people build specifically to carry the orb and help support the orb carrier.
With siege disablers, the time spent on killing the carrier is not enough to cap a keep with ~5 player inside.
And any map jump force can spare ~5 min to kill the orb carrier every hour or soHealing stuff: The only way to outheal an 50 man blob is to blast waterfield all the way.. not impossible, but need coordination from eles and a lot hammer guards to blast it constantly ^^
Good point how about instead enemy team has to retake the orb and hold it for 5-10min? This would give room for more counter play even if you lose or you can take it back and vice versa. Could also encourage open field fights away from structures.
Good point how about instead enemy team has to retake the orb and hold it for 5-10min? This would give room for more counter play even if you lose or you can take it back and vice versa. Could also encourage open field fights away from structures.
Capture The Flag style?
f.e. if you kill the carrier the orb got dropped, you can pick it up only outside of combat (so only the blob-winner can move it again), but to win the event you have to take it to your “point” (so the closer you’re to the enemy’s point the greater the risk they will win)
And some reward for it, be it PPT or something else.
Good point how about instead enemy team has to retake the orb and hold it for 5-10min? This would give room for more counter play even if you lose or you can take it back and vice versa. Could also encourage open field fights away from structures.
Capture The Flag style?
f.e. if you kill the carrier the orb got dropped, you can pick it up only outside of combat (so only the blob-winner can move it again), but to win the event you have to take it to *your* "point" (so the closer you’re to the enemy’s point the greater the risk they will win)
And some reward for it, be it PPT or something else.
Since the orb event cant be trigger by a server with to large lead it was never my intention to have the server trying to stop the orb get anything, other than stop the event. Though your idea sounds good aswell it would really encourage team to fight aslong as possible.
(edited by vincecontix.1264)
Since the orb event cant be trigger by a server with a larger lead it was never my intention to have the server trying to stop the orb get anything, other than stop the event. Though your idea sounds good aswell it would really encourage team to fight aslong as possible.
I was just thinking as a fight-oriented player (PPT is well.. most of the wvw players don’t care about it already, as it’s purely based on coverage.. ), so you have to make some gain for the 1st server beside PPT ^^
But it’s just theorycraft as anet will not implement anything.. Even the old Orb would be nice at this point imo if they could spare some GM’s to Hammerstun the “skilled” players.
Since the orb event cant be trigger by a server with a larger lead it was never my intention to have the server trying to stop the orb get anything, other than stop the event. Though your idea sounds good aswell it would really encourage team to fight aslong as possible.
I was just thinking as a fight-oriented player (PPT is well.. most of the wvw players don’t care about it already, as it’s purely based on coverage.. ), so you have to make some gain for the 1st server beside PPT ^^
But it’s just theorycraft as anet will not implement anything.. Even the old Orb would be nice at this point imo if they could spare some GM’s to Hammerstun the "skilled" players.
Yea I understand what your saying, I am hoping maybe this will give Anet some ideas.
The basic idea is bring orb from south spawn to north place of power while holding atlest one of the ruins at all times. The parameters beyond that could be anytning.
One word:
Hackers
“In the November 1st, 2012 update Orbs were removed from the game, due to hacking and balance issues.”
As long as the hacking issues remain, they will never implement something like this again, I’m pretty sure.
Don’t get me wrong, I’d love such mechanics, but yeah, what can you do.
(edited by Kraljevo.2801)
One word:
Hackers
“In the November 1st, 2012 update Orbs were removed from the game, due to hacking and balance issues.”
As long as the hacking issues remain, they will never implement something like this again, I’m pretty sure.
Don’t get me wrong, I’d love such mechanics, but yeah, what can you do.
Though surely hackers can just be banned? As long as players have definitive proof (video footage) I am sure they will get banned.
Every hour at your spawn in the enemy Border your can trigger an orb event by holding all blood lust caps. The event can not be trigger if you have a leader greater than 20k.
To complete the event you must run the orb from your spawn to the place of power. The orb carrier will run at a reduced speed and movement skill and ports will either be disable or drop the orb. Carring the orb uses up supplies so you will need to cap camps and resupply along the way. The orb will be visible to all players on the map friendlies and enemies alike.
To stop the event the enemy must retake the orb and hold it for an X amout of time(5min?). Should all bloodlust caps be retaken the event will also fail. Upon completion of the event your can steal 1-3k points from the leading server. All that participated will get 1-2gold and a bonus chest.
Something like this would add another mechanic to the game and require team work on a large scale It would spit up the zerg and could make wvw a lot more fun. You need players to guard bloodlusts and you will need players to cap camps and protect the orb carrier. Also would give more of a reason for players to fight in the ruins
Edit: Extra rewards if you can complete the event while holding all bloods lusts and being outmanned.
So what does everyone think?2nd Edit: Since people have made some good comment about it being to easy to kill the orb carrier to stop the event. How about the enemy team has to retake the orb and hold it for an X amount of time (5mins?). This would encourage some counter play and encourage open field fights.
Funny I was just asking for the orbs also in another thread. I have a different vision (simpler) on how they should function but none the less anything they could do to bring them back would truly help the game at this point.
Orbs = awesome
Hackers = ruined it for everybody.
Solution: an NPC carries the orb instead of players? NPC can’t die but needs player presence in order to move. NPC can be “captured” by contesting his event circle?
One word:
Hackers
“In the November 1st, 2012 update Orbs were removed from the game, due to hacking and balance issues.”
As long as the hacking issues remain, they will never implement something like this again, I’m pretty sure.
Don’t get me wrong, I’d love such mechanics, but yeah, what can you do.
Though surely hackers can just be banned? As long as players have definitive proof (video footage) I am sure they will get banned.
Of course they can be banned somehow, but this usually happens at a very slow pace. They need to find the core of the problem which is difficult. There might not be many around currently but even one can ruin the experience of hundreds of players…
What if you stealth as a thief? Being that thieves only have teleports and stealth, I don’t think they should be disabled since it is the most effective roaming class and would be widely popular for this. Just make the orb re appear when you exit stealth.
…when you exit stealth.
Some thieves don’t know what that mean.
What if you stealth as a thief? Being that thieves only have teleports and stealth, I don’t think they should be disabled since it is the most effective roaming class and would be widely popular for this. Just make the orb re appear when you exit stealth.
The orb is used in spirit watch in spvp and no one can stealth when carrying the orb, it works that way.
What if you stealth as a thief? Being that thieves only have teleports and stealth, I don’t think they should be disabled since it is the most effective roaming class and would be widely popular for this. Just make the orb re appear when you exit stealth.
The orb is used in spirit watch in spvp and no one can stealth when carrying the orb, it works that way.
It would work by next Friday reset if they had team of 4-5 people working on it. The reason the orbs aren’t back after almost 2 years now can only be a lack of interest the dev have for WvW. Anyway, 3 tag colors and an improvised siege disabler in a year demonstrate just how little time they are willing to devote to the competitive modes since EotM.
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