So after i joined W3 today with my low level engineer i cam across a few things i think should be handled different, and a few things that i wished i had.
Lets begin with defending a keep.
“Defend event”
The defend your keep/tower/whatever event is ridiculous. We probably all know it, a small group attacks your keep, and the event gets triggered giving you a few minutes to defend it. Up to this point it is fine BUT, if you dont have massive damage and only manage to drive them away without actually killing anyone you simply get no reward…and if they didnt deal any real damage because you scared them away too fast you cant repair either to gte to your reward. And if there is some damage but you are more defenders, then only one can claim his reward by repairing the barely damaged gate.
It is pretty annoying how all your work simply gets ignored simply because you just didnt manage to kill something (and you most likely wont want to chase them if you are alone)…it is like “Huh? the keep is not damaged, there are no corpses in front of the keep so it is only normal that you get no reward because obviously nothing happened and the group you scared away would just happily have walked past the keep”. And before anyone says “Hahaha, who cares about experince and karma and the money anyway”, I do and many other players as well since WvW is used if you are sick of PvE but still want to have fun and lvl up too.
“Ranged attack blockers” or the keep mini walls:
Another thing probably everyone has noticed at some time in the game are those miniwalls. It is so annoying to try to use any ranged attack to hit something that moved closer to the wall, it is blocking everything. You want to shoot an arrow? NOPE! You want to let it rain grenades on your enemies heads? NOPE! I can in some way understand their existance because…if you stand behind the wall you wont get pulled down by those mean mesmers and engineers so it is protection for the defenders. On the other hand it is providing a chance for the attackers because if the defenders want to hit a target which is close to the wall they have to jump onto the miniwall which makes them targettable by those mean pulls. Its existance has a reason in a way, but it is just so annoying to see your attacks stop because of that tiny wall.
“Arrow carts”
I have no real issues with arrow carts in general and maybe it is just me but if i just cant see an area on my screen no matter how much i move the camera around it is impossible to use the arrows on that area. So those short pieces of higher walls that were supposed to grant you protection but actually dont because of aoes impair your vision and make defending harder. (Maybe it is just me who doesnt know about a feature or sucks)
“Is defending worth it?”
The way it is normally going is…everybody defends their keeps or stonemist, but only because they want to keep map control and the waypoints and to say “HAHA we got your keep”. The towers on the other hand are only defended if someone is in the mood to sacrifice himself, just to slow the enemy zerg down so that either the own zerg can come to steamroll them if they appear to be stronger or so that they can take other towers or camps, making it a race who can capture faster. I think the reward for defending/holding something should be more than simply those points, nobody really cares about since it can be taken again before the next point calculation is done.