The outmanned and orb buffs need to switch effects.
Wow, this is a GREAT idea. It’s a perfect way for servers losing to feel like they have a fighting chance. Higher level servers will still actually FIGHT to get to the orb, FIGHT for a place to rest it and FIGHT to defend it for the awesome buff. Lower pop servers or those facing huge oceanic presence get more health, healing and damage to better defend with less people.
Kudos to you man. I support this Idea 100%.
Good suggestion! Though I imagine this will be better balanced in the future when matchups are better.
Give it time, once the servers are better mitigated you will appreciate the effects of having an orb or two. Once everything is a little more even in the server selections things will even out and no one will have all 3 orbs at any given time, occasionally I am sure they will make their way to 1 side or another, but it will be more difficult and generally only during specific server offtimes just to change hands next shift. Give it a little more time before you throw the towel in.
Agreed to disagree. The current buff of the orb is so important that most worlds handle those very carefully. Each time we/they loose an orb I can see a tremendous effort to retake it. This is very competetive.
As for the outmanned buff… instead of additional karma and gold (which are a laugh to be honest – you loose more gold in WvW than u earn it most of the time).
What should be touched by the outmanned bonus are actually repair bills.
When I go out in the field alone/in a group and being outmanned I’m propably expecting to die in vain. (you have to be true to yourself ) Be it by meeting a larger enemy group or trying to siegie a ‘too heavy upgraded’ keep/tower. Even if we manage to conquer it the opposing faction is propably going to quickly organize a zerg group before we manage to fortify ourselves. The current problem is that when comparing potential gains and loses from venturing into those zones, when u’re outmanned, majority of us there finds it fruitless to even try.
The “winning” team should drop more badges. This would go a long way to stopping the double teaming.
More karma for orbs is a waste. There is already more than enough karma in RvR.
Mesmer/Engineer
Glad someone brought my idea over from guru. Thanks because I was going to be too lazy to make a topic about it here.
I disagree even getting 150 to 3 stats and 15% HP isn’t going to help with a 20v5 fight. But the extra Karma, XP and Magic find are great ways to lure more players to the battleground. I’m on a high-pop server so I only see the out-manned buffed rarely but when I do I tell all my buddies so we can get in and soak it up.
“Let our swords stay sharp until the Jolly Roger flies over all our enemies keeps!”
The base of the issue is that Outmanned does not equal any buff at all, because you’re already unable to kill anything, being greatly overpowered and outnumbered (outnumbered means that each time you try to focus fire on something all they have to do is take a few steps back and 5 people walk forward to shield them, resulting in 0 experience, 0 drops, 0 Outmanned effect at all).
I agree the Orb effect is an actual helping factor….. but when you’re already in the lead???
Contrary to what you’re saying, Dutchman, nobody is currently being drawn in by the Outmanned buff, because of two factors:
- You don’t know that you’re Outmanned until you walk into the area. This effectively negates the “draw” of it because it gets no attention.
- Fun trumps loot/exp, and you’re having no fun dying. Besides, the MF/exp/Karma is a moot point once you factor in the cost of extra armor repairs that invariably is a part of PvP (invariably die more often in PvP than in PvE, for both experienced and casual players alike)
I support this idea all the way… many times when outnumbered feel the buff like a bad joke.
I agree completely. When I first saw the outmanned buff in BWE2 I thought it was completely useless. If I have less people me getting more XP and magic items doesn’t help me at all. I need something that will give me a chance against a much large force.
The fact that getting an orb then makes it easier for you to KEEP said orb just seems backwards.
I support this idea makes much more sense than the current one.
Rangrorn Charr Necromancer
Ultimate Legion [UL]
I agree. Making the winning team even stronger is just wrong. This is making or more boring for everyone. I mean a lot of peole will still like it to be even stronger – the ones farming badges and camping in front of the others starting areas while others are outmanned and everything taken by the attackers. But for people that want to play for fun it is boring.
If they let it stay like this they should at least make a “win” if some server is pwning the others really hard and controlling all the 3 orbs and most of the keeps and towers and camps. Then just say “they won”. Give them a win on some stats page and restart. If they win again within the 7 days then give them another win and restart again.
Or make it really possible for others to fight back and remove the orbs completely and give the people defending buffs. Idea with badges would be nice too. Outmanned = others get NO badges at all would be nice. Badges farming in front of the spawn camps while others are outmanned is just boring.
I see this at my server at the moment where Eternal Battlegrounds and our homeland border is queue. Because everyone wants Eternal Battlegrounds and at our homeland zone we still have a bit advantage. Never had a queue on the other borderlands because we are always outmanned there and nobody wants to play there if 50 enemies are in front of our spawn camp there farming some badges and preventing everyone from doing anything in that zone. They could just say that this server won the zone and give them 1 win on some stats page and disable the zone because nobody needs to play there anymore. Lol.
A lot of people, myself included, have suggested this. The current buff seems like a bad joke. It encourages people to ignore the fight even more and go farm the moas that are running around.