(edited by moraldilema.5908)
Thoughts on WvW improvement
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
Madness Rises [Rise] – Banners Hold.
Don’t argue with idiots, they pull you down their level and own you with experience.
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.
Zikory – Retired Thief
Zikkro – Zergling Necromancer
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)
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.
Zikory – Retired Thief
Zikkro – Zergling Necromancer
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.