Thoughts on WvW improvement

Thoughts on WvW improvement

in WvW

Posted by: moraldilema.5908

moraldilema.5908

A few ideas on how to improve WvW based on my experience and population

1. Give incentive from placed team from season one to move to bottom team based on number of people required to even it out.

Players from 1.st place server can transfer to last place server and receive 15g no gem cost (first 200 or random amount of player)
Players from 2.nd place server can transfer to 2nd last place server and receive 10g no gem cost (first 100 or random amount of player)
Players from 3.rd place server can transfer to 3rd last place server and receive 5g no gem cost (first 50 or random amount of player)

Spread people out to reduce need to zerg.

1. Dolyaks carry more supply and have more hp spawn less often. Give a need to have supplies delivered and procteted

2. Walls have slightly less hp. So smaller zergs can hit a castle keep whatever and get in and out (would also benefits smaller servers.)

3. Arrow carts do more damage. So smaller groups can defend.

4. PvE content (access to dungeon? through SM) Give a pve players reasons to help out in order to get into pve content.

Would be nice:
1. Better seasonal rewards.
2. More T7 crafting mats from lords
3. Captains can get priority queuing for wvw for themselves and small party of 5 or 10
(again prioritize of smaller groups vs zerging)

These are just some thoughts I hope Anet could look at. Anyone have any ideas?

(edited by moraldilema.5908)

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Posted by: Offair.2563

Offair.2563

2. Walls have slightly less hp. So smaller zergs can hit a castle keep whatever and get in and out (would also benefits smaller servers.)

No thank you, structures already have poor hp vs siege and their masteries

3. Arrow carts do more damage. So smaller groups can defend.

No thank you, superior arrowcarts still doing massive dmg, thats probly the reason they had to OP the rams to make this mistake up

Big Babou, Ranger for life.
Madness Rises [Rise] – Banners Hold.
Don’t argue with idiots, they pull you down their level and own you with experience.

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Posted by: Zikory.6871

Zikory.6871

3. Arrow carts do more damage. So smaller groups can defend.

No thank you, superior arrowcarts still doing massive dmg, thats probly the reason they had to OP the rams to make this mistake up

Quoting for context. They already nerfed AC’s for very valid reasons. When they were first buffed +the mastery, we would put 5 AC’s at every door and there was nothing any one could do. You couldn’t walk by the door with out dieing. I would prefer AC’s be left alone.

[KnT] – Knight Gaming – Blackgate
Zikory – Retired Thief
Zikkro – Zergling Necromancer

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Posted by: moraldilema.5908

moraldilema.5908

I understand where you guys are coming from. But the reason why I suggested it is to promote smaller group play. A group of 5 should be able to defend vs 10 or 15 players.
Make acs deal a little more damage in a smaller area. People can spread out, go wall etc….

As it stands right now, the wvw experience is follow the zerg. Meet a bigger zerg whipe and repeat. smaller groups should be easier to coordinate and more tactics should come into play. The idea is to allow for smaller servers or groups to stay competitive without relying on sheer numbers.

I appreciate the feedback, but would also love suggestions on what other players think would balance out the WvW experience.

(edited by moraldilema.5908)

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Posted by: Zikory.6871

Zikory.6871

One thing to think about which seems to get lost in some of these suggestions is that what ever you do to buff smaller groups will probably extremely buff larger groups.

So while I agree making it a bit easier for small groups (5-10 players) to be more effective, buffing things like AC’s could result in groups of 30-40+ being impossible to beat. Understandably taking a keep with 40 people defending is very hard and near impossible, its still possible. On the flip side, making it easier for a group of 5-10 to take a keep means having 40+ people would be over kill and very easy. While you may get more small groups running around, you’ll still have the guild group that runs 35+ nightly zoning in and crushing everything.

Just food for thought.

[KnT] – Knight Gaming – Blackgate
Zikory – Retired Thief
Zikkro – Zergling Necromancer

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Posted by: moraldilema.5908

moraldilema.5908

Thanks again for the feedback. I understand what you mean by groups of 30-40 being hard to stop. But what I am suggesting is that the whole mechanics be tweaked for WvW so that there is no reason for a group that big to form unless its for a keep or sm.

Obviously if people still stick to mob mentality none of the ideas would work.
But tweaking the overall experience for smaller groups would benefit WvW greatly imho. (stonger guards at sentry points so they play to your advantage if you fight there, roaming guards if you take over camp, walled supply camps, defending anything)… Make it so that all aspects of WvW is important so people have to spread out and play an important role in the outcome.