Hello GW2 community and, hopefully, ArenaNet devs. I have done my best to speak with devs I see in game during patches to gauge their reactions to these ideas I’ve been pitching since this time last year but I refuse to give up, so here it goes!
What can you, ArenaNet, bring to the game to help the last remaining small teams in WvW?
The answer is probably simple compared to what some of you might think. It comes in two categories, siege defense and new traps. So here it goes:
Siege defense, not to be confused with siege weapons, are defensive structures and weapons that are placed just like siege weapons but provide necessary cover for groups of 10-15 that stand their ground against 60. I have a dozen ideas but I’ll whittle it down to the better, more fluid, ideas.
Siege Walls – (No, not the giant steel walls the Charr roll around)
This would be a simple wall, picture pointed stakes like a Viking village, that would be a solid object zergs can’t simply run through. It is pointless enough that zergs would go around it, but powerful enough that it indeed causes a channeling effect on large groups. This not only provides cover for small teams but allows for creative fortifications to be build in open fields, sentries, or even supply camps.
These walls could also be upgradeable, like in towers and keeps, by either using a tiered build system that keeps eating supply until you hit tier 3, a stone wall or something, or you could make it strength based on mastery points type deal. These walls should not exceed the length of 3-5 Norn standing side by side.
Spike Traps – (Similar to the thief/ranger skills)
This would be the third trap, since the first addition of supply and stealth, and would create a basic spike trap like any other in game. Bad guy steps on trap, spikes shoot up, player gets crippled for short duration. You should be able to use mastery points to increase the effectiveness, or even add a poison, to the spikes.
This would even the playing field since you can’t see the traps and would allow for better ambushes on zergs by creating a bit of chaos with half the group running ahead of the crippled players, even making them use boons and cleansers early.
Flame Throwers – (Chinese Style)
This would work similar to the ram but is designed for player engagement, not door smashing. It should work in a similar manner, if not exactly like, to the flame legion shamans. Visually, it should be smaller than a siege ram and maybe change the figure head to a dragon.
Combined with siege walls a single player could engulf several players in flames doing direct, and burning, damage that would require cleansing and create and shock and awe moment of attack opportunity. Picture a zerg hitting a keep, they break the door down, and are greeted with flames shooting into the doorway as defenders hop the wall into the middle of the group.
Land Mines – (Like Engineers)
This would be our 4th trap in game. I don’t think there should be much difference from the current engi skill except that you can’t see it and it should hit everyone in the blast radius, if that’s even effected by AoE limitation. This would do a knockback, thus breaking the zerg up for a moment and giving people time to react.
I don’t have any solid reason to say why this should be added besides the fact it would bring some diversity to gameplay and seems like a fairly simple, yet good idea. It would allow small teams to create kill zones leading up to whatever they are guarding and force the enemy to coordinate it’s movements better.
Defense Rewards -
It seems like a very simple request but rewarding players for staying, watching, sieging, and upgrading keeps would go a long way to bringing more people back to the game.
Mercenaries -
I’m not going to go the route I used to of asking for the removal of the ruins. Instead, I’d like to simply ask that the quaggans, or another merc group, be introduced back into the server borderlands. It was much easier for us to sew confusion when we could launch quaggan attacks on all the key areas of the maps at once, thus giving us the chance to strike at another objective.
Structural Weakness -
It’s safe to say a wooden keep is more vulnerable to the elements than a stone keep, or “steel”. I believe it’s also safe to say this should be taken into account when assaulting towers/keeps because it will make assaulting/defending more interesting. I’m not saying this should help a 10 man take a keep with 60 defenders, but when you can deal burning damage to a wooden wall, well I just call that normal.
I have others but these are the ones that stick out most in my mind for creating more diversity in WvW gameplay. Hopefully this can at least help generate some discussion on the matter.
Khan of The Burning Eden [TBE]
www.theburningeden.com