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Posted by: Stark.1350

Stark.1350

1.) There are improved rewards for sitting at a tower doing absolutely nothing. Or some way of getting said person rewards for doing so.

2.) The ability for any class to drop AoE of any kind, or mesmer illusions, or necro minions, on top of the walls, needs to be removed. Arrow carts could still be built as an offensive countermeasure.

3.) Increased damage needs to be given to those on top of the walls.

4.) In most medieval sieges, defenders had the advantage over attackers. Too often, triple rams on even a reinforced gate, melt it in seconds. Additional upgrades to gates. Additional upgrades to main keeps in general (not towers). Keeps should be hard to take and maybe additional rewards to attackers for doing so. Maybe even limit two rams per gate.

5.) Maybe an upgrade to keeps and towers that allow scouts to be made that warn of attackers.

6.) Something to be done with camps. Even with white swords, camps can be cleared in the blink of an eye, even fully upgraded.

More thoughts/suggestions?

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Posted by: Bertrand.3057

Bertrand.3057

Maybe even limit two rams per gate.

Hm, I think a cap of two golems/rams per gate would do wonders. That way smaller teams could still hit objectives, while zergs would be at the very least slowed down. If zergs were serious about taking a fortified keep, they’d have to use long-range siege or hit multiple gates, and this would reward much more intelligent and coordinated commanding.

(Though probably the easiest way to fix golems is to make them cost at least twice as much supply and make them automatically despawn 1-2 hours after being created with no possibility for refresh)

Talleyrand, Captain and Commander of the Bloody Pirates
Asura on patrol in defense of Gandara and Bessie!
Administrator of http://thisisgandara.com

(edited by Bertrand.3057)

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Posted by: Dasenthal.6520

Dasenthal.6520

1.)
2.) The ability for any class to drop AoE of any kind, or mesmer illusions, or necro minions, on top of the walls, needs to be removed. Arrow carts could still be built as an offensive countermeasure.
?

What… This is silly, the rest of your post I is arguably decent, but this… Why do you think people shouldn’t be able to attack you while you’re trying to defend? Realistically, yes the people defending should have the advantage but not that.
Explain to me how you can justify from a lore perspective: Why my ele can call meteor showers down to strike the ground, but not an elevated platform (in a tower?)
Then explain to me how you think we’re going to build that AC (with a small group mind you,) while their cannon is shooting at us?

We all get it, White swords are important for people trying to defend things. However you don’t need to give the defense every single advantage to give them a fair fight. As it is there are servers that PPT all day long and refuse to leave their towers/keeps unless they out number their opponents 2 or 3 to 1. Some of the things you’re suggesting would make it down right impossible for an equally sized group to force into the tower or keep and make their opponents fight.

“A conquered people will always resist you,
Edair. But allies-allies will fight by your side”~Cobiah Mariner

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Posted by: Stark.1350

Stark.1350

1.)
2.) The ability for any class to drop AoE of any kind, or mesmer illusions, or necro minions, on top of the walls, needs to be removed. Arrow carts could still be built as an offensive countermeasure.
?

What… This is silly, the rest of your post I is arguably decent, but this… Why do you think people shouldn’t be able to attack you while you’re trying to defend? Realistically, yes the people defending should have the advantage but not that.
Explain to me how you can justify from a lore perspective: Why my ele can call meteor showers down to strike the ground, but not an elevated platform (in a tower?)
Then explain to me how you think we’re going to build that AC (with a small group mind you,) while their cannon is shooting at us?

We all get it, White swords are important for people trying to defend things. However you don’t need to give the defense every single advantage to give them a fair fight. As it is there are servers that PPT all day long and refuse to leave their towers/keeps unless they out number their opponents 2 or 3 to 1. Some of the things you’re suggesting would make it down right impossible for an equally sized group to force into the tower or keep and make their opponents fight.

Because it makes oil/cannons and even AC’s irrelevent when you get melted trying to use them. And given there is usually less defense in a tower than the attacking force, once the gate is down, the fight is over because the NPC guards and the keep lord are completely useless. Which adds to my list:

7.) Make keep lords difficult to kill. They’re nothing but loot bags.
8.) Towers/Keeps should have areas you need to capture and hold before you move onto the next objective. Therefore, zergs and blobs have to be split up to do so.
9.) In reference to my scouts in the first post, maybe have more sentries placed throughout the map that call out enemy movement.

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Posted by: coglin.1867

coglin.1867

I’d your melting on siege, you need to talk to your team. If they are no blasting waters and giving you protection and condi clearing, that’s not A nets fault.

A video on what weak PvPer’s and WvWer’s want.
https://www.youtube.com/watch?v=6q3em9s5I4c

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Posted by: bloodletting wolf.2837

bloodletting wolf.2837

Your #2 point is why I glitch my ac’s to the back of the wall. It makes it a lot harder to target/hit them. Also there are a lot of placements in towers that are really difficult to hit even without glitching.

Kaa Mchorror NSP grenadier [hayt]

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Posted by: Bertrand.3057

Bertrand.3057

I’d your melting on siege, you need to talk to your team. If they are no blasting waters and giving you protection and condi clearing, that’s not A nets fault.

The whole point is that you should be able to use defensive siege even if you are totally outnumbered by your opponent. In that case getting heals, boons, and condi clears from allies isn’t possible.

edit:

Here’s a thought: Why not introduce a sort of “Iron Hide” for defensive siege? Make this only active inside an objective which your server controls, and provide a HP buff to defensive siege that is built with blueprints as well.

Talleyrand, Captain and Commander of the Bloody Pirates
Asura on patrol in defense of Gandara and Bessie!
Administrator of http://thisisgandara.com

(edited by Bertrand.3057)

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Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

I’d your melting on siege, you need to talk to your team. If they are no blasting waters and giving you protection and condi clearing, that’s not A nets fault.

The whole point is that you should be able to use defensive siege even if you are totally outnumbered by your opponent. In that case getting heals, boons, and condi clears from allies isn’t possible.

edit:

Here’s a thought: Why not introduce a sort of “Iron Hide” for defensive siege? Make this only active inside an objective which your server controls, and provide a HP buff to defensive siege that is built with blueprints as well.

That ^ I can agree with.

Another idea would be better placement of defensive siege.

For instance if you actually look at pictures of old castles the burning oil was back a bit from the edge, it fell into a trough that dumped out over the edge, thus giving the user some protection.

As for cannons, they could be placed back a bit on a slightly raised platform.
Or they could just put them up higher in the tower & increase their range a bit.

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Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

@ Stark.

Like all your ideas except for number 2.

As for defensive seige, all of it should give iron hide & as I said above it would be niced if it were placed back a bit from the edge.

It would also be nice if we had some type of trap that would create a marker on the map when triggered.

Lastly for breaking up blobs I like your idea.

I also think they should have more cliffs, choke points etc… so that blobs split and hit objectives from different sides. (Cause getting caught in a narrow choke point or near a cliff can easily doom a zerg if enemy uses smart AOE & or fear placement)

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Posted by: Videles.6759

Videles.6759

White swords removal only added another disadvantage over already extremly outbalanced servers

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Posted by: coglin.1867

coglin.1867

I’d your melting on siege, you need to talk to your team. If they are no blasting waters and giving you protection and condi clearing, that’s not A nets fault.

The whole point is that you should be able to use defensive siege even if you are totally outnumbered by your opponent. In that case getting heals, boons, and condi clears from allies isn’t possible.

edit:

Here’s a thought: Why not introduce a sort of “Iron Hide” for defensive siege? Make this only active inside an objective which your server controls, and provide a HP buff to defensive siege that is built with blueprints as well.

What does being out numbered have to do with your team mates not supporting you? Either you are absolutely solo, in which case, you should be absolutely steam rolled or your team mates were not assisting you.

A video on what weak PvPer’s and WvWer’s want.
https://www.youtube.com/watch?v=6q3em9s5I4c

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Posted by: Dasenthal.6520

Dasenthal.6520

I’d your melting on siege, you need to talk to your team. If they are no blasting waters and giving you protection and condi clearing, that’s not A nets fault.

The whole point is that you should be able to use defensive siege even if you are totally outnumbered by your opponent. In that case getting heals, boons, and condi clears from allies isn’t possible.

edit:

Here’s a thought: Why not introduce a sort of “Iron Hide” for defensive siege? Make this only active inside an objective which your server controls, and provide a HP buff to defensive siege that is built with blueprints as well.

What does being out numbered have to do with your team mates not supporting you? Either you are absolutely solo, in which case, you should be absolutely steam rolled or your team mates were not assisting you.

Even if you’re not solo, 5 people should get steam rolled by 30… (Certain skill guilds aside)

“A conquered people will always resist you,
Edair. But allies-allies will fight by your side”~Cobiah Mariner

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Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

I’d your melting on siege, you need to talk to your team. If they are no blasting waters and giving you protection and condi clearing, that’s not A nets fault.

The whole point is that you should be able to use defensive siege even if you are totally outnumbered by your opponent. In that case getting heals, boons, and condi clears from allies isn’t possible.

edit:

Here’s a thought: Why not introduce a sort of “Iron Hide” for defensive siege? Make this only active inside an objective which your server controls, and provide a HP buff to defensive siege that is built with blueprints as well.

What does being out numbered have to do with your team mates not supporting you? Either you are absolutely solo, in which case, you should be absolutely steam rolled or your team mates were not assisting you.

Even if you’re not solo, 5 people should get steam rolled by 30… (Certain skill guilds aside)

We can all agree on that, the problem being that matchups between servers with a handful of people who actually WvW and servers with 40-100+ people in WvW at nearly all times are actually happening quite often now.

This creates what has become a common situation for many t3 and some t2 servers now.
No matter how hard they play, no matter how much they communicate they will always be steam rolled by enemy numbers.

Hence my suggestion. Create a tier system that groups people both by how many players actively WvW & by how well they do.
It will require work & getting rid of the “Home Server” based system we have now but in the end it will ensure more balanced match ups, a greater variety of groups you can be put against & result in more fun for everyone.

As is now there is no choice for people on a decent number of servers, they can either quit WvW completely, or pay to transfer to another server.
Come to think of it that could be why Arena.net have taken so long to fix it, they might just figure it gets them more money from people paying to transfer even with all the people quitting.

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Posted by: coglin.1867

coglin.1867

I never see that happening in T2. What server in T2 are you on in which you claim to see this occur?

A video on what weak PvPer’s and WvWer’s want.
https://www.youtube.com/watch?v=6q3em9s5I4c

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Posted by: oscuro.9720

oscuro.9720

I believe that structural defenses (oil and cannons) should have “shielding” that apes cannot go over and single target penetration skills do not penetrate. This does not mean it does not take damage, it simply means YOU do not. ACs are one thing. If you cannot survive on an AC, your team is not doing its job, or your siege placement sucks. But cannons and oil require you to be right at the fron, taking 20-30 hits per second depending on zerg size.
Also, I think siege should be able to be healed by any engineer out of combat who has tool kit equipt (similar to healing turrets). It should drain supply from the player, and the amount of supply necesaary to build it is directly proportional to the amount of supply necessary to rebuild. (10 supply put into an ac gives it 30% of its health back.
Finally, the gate toughness should be WAY higher. Walls should be a little higher, but mainly after reinforcement. Paper gates currently are the easiest way to cap a keep (even if there’l are cannons and oil and ACs. I’m pretty sure a solid wood gate would be a little harder to get through than hitting it with a ram 15-20ish times.
Finally, Rams should be different. They should require 4 people to use, and have a much longer cast time, but do more damage per hit. Superior Rams should have roof shielding to protect from AC Fire. This last idea is kind of an out there one, but I like it

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Posted by: Ragnar the Rock.3174

Ragnar the Rock.3174

I believe that structural defenses (oil and cannons) should have “shielding” that apes cannot go over and single target penetration skills do not penetrate. This does not mean it does not take damage, it simply means YOU do not. ACs are one thing. If you cannot survive on an AC, your team is not doing its job, or your siege placement sucks. But cannons and oil require you to be right at the fron, taking 20-30 hits per second depending on zerg size.
Also, I think siege should be able to be healed by any engineer out of combat who has tool kit equipt (similar to healing turrets). It should drain supply from the player, and the amount of supply necesaary to build it is directly proportional to the amount of supply necessary to rebuild. (10 supply put into an ac gives it 30% of its health back.
Finally, the gate toughness should be WAY higher. Walls should be a little higher, but mainly after reinforcement. Paper gates currently are the easiest way to cap a keep (even if there’l are cannons and oil and ACs. I’m pretty sure a solid wood gate would be a little harder to get through than hitting it with a ram 15-20ish times.
Finally, Rams should be different. They should require 4 people to use, and have a much longer cast time, but do more damage per hit. Superior Rams should have roof shielding to protect from AC Fire. This last idea is kind of an out there one, but I like it

Agree with all your ideas but the last.

Rams already grant group iron hide if the user has the traits.

I could see a later trait that reduces damage taken by attacks that require line of sight though.

I’ve also often thought that structural upgrades should remain after a tower/keep flips.
I could understand having to use supplies to fix broken walls/doors but having everything return to paper seems wrong.

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Posted by: joneirikb.7506

joneirikb.7506

Hi there Osc!

"oscuro"

I believe that structural defenses (oil and cannons) should have “shielding” that apes cannot go over and single target penetration skills do not penetrate. This does not mean it does not take damage, it simply means YOU do not. ACs are one thing. If you cannot survive on an AC, your team is not doing its job, or your siege placement sucks. But cannons and oil require you to be right at the fron, taking 20-30 hits per second depending on zerg size.

I agree on this one, atm it can be near suicide to get on a cannon, and I don’t really see the oil used much outside of desperate last acts of spite in hope to get the last ram.

"oscuro"

Also, I think siege should be able to be healed by any engineer out of combat who has tool kit equipt (similar to healing turrets). It should drain supply from the player, and the amount of supply necesaary to build it is directly proportional to the amount of supply necessary to rebuild. (10 supply put into an ac gives it 30% of its health back.

I do not agree about the Engineer part, but to let the workers and/or other npc’s in the object to repair would be an interesting idea. It would also make them more useful all over. Either that or let all players repair with supply in same way as building.

"oscuro"

Finally, the gate toughness should be WAY higher. Walls should be a little higher, but mainly after reinforcement. Paper gates currently are the easiest way to cap a keep (even if there’l are cannons and oil and ACs. I’m pretty sure a solid wood gate would be a little harder to get through than hitting it with a ram 15-20ish times.

I agree that keeps should be a bit harder to capture, but I don’t really have any good ideas how yet. Frankly I think reworking NPC’s to actually use siege and call other nearby NPC’s, with a few other improvements to their behaviour would do a whole lot to help. Also diversifying with a few more NPC guards, a few with some aoe skills that they can pour over the walls etc could actually be an annoyance for small groups.

On another note I do also feel that most keeps are simply to large, the npc’s are so spread out and all the siege gets separated so much it is hard to defend it. Granted, I am playing on a Tier 8 server, my view probably is Biased.

"oscuro"

Finally, Rams should be different. They should require 4 people to use, and have a much longer cast time, but do more damage per hit. Superior Rams should have roof shielding to protect from AC Fire. This last idea is kind of an out there one, but I like it

Hmm, I think that using 4 players is going to simply be to much trouble, for both ANet and the players. But I like the idea of the roof shielding, but I’d rather have that on the superior one, make the superior siege the same effectiveness but have something extra. Like Superior Ram being a normal ram but with a roof shield. So instead of +X% better, they actually give you a different play-style.

Elrik Noj (Norn Guardian, Kaineng [SIN][Owls])
“Understanding is a three edged sword: your side, their side, and the truth.”
“The objective is to win. The goal is to have fun.”

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Posted by: Tom Gore.4035

Tom Gore.4035

I would only change two things to make defending more viable.

1) Fix the clipping of projectiles when fired from the battlements. Currently it’s too easy to hit the wall on your feet even if there is a clear line of fire to the enemy.

2) Increase/decrease range of projectiles due to elevation, as would be realistic (well, for anything that’s supposedly ballistic, at least).

One – Piken Square

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Posted by: Synosius.9876

Synosius.9876

If you cannot stop rams, even on a wooden gate, you did not prepare properly.

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Posted by: Stark.1350

Stark.1350

If you cannot stop rams, even on a wooden gate, you did not prepare properly.

Unless you have someone in the tower/keep at time of attack (assuming no white swords), it doesn’t matter how prepared you are for it. Trip rams on even an upgraded gate burn it down in seconds.

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Posted by: Nokaru.7831

Nokaru.7831

Siege that requires more than one player to operate sounds pretty interesting.

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Posted by: Tom Gore.4035

Tom Gore.4035

Siege that requires more than one player to operate sounds pretty interesting.

That’s how it works in TESO and the rams there are pretty cool. You actually have to push them in place unless you want to try to build them right at the door (which is generally a bad idea since it takes much more time than in GW2).

One – Piken Square

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Posted by: Stark.1350

Stark.1350

How do you guys feel about keep lords that are actually somewhat difficult to kill? What about guards in general? Should they still be as easy to mow over as they are now?

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Posted by: joneirikb.7506

joneirikb.7506

I would love to see some improvements to the NPC’s, especially in the way they behaves and some more variation in different types. But better scaling tower/castle lords, and some tougher normal guards could be interesting.

Liked a good deal of what they did to EotM in that regard.

Elrik Noj (Norn Guardian, Kaineng [SIN][Owls])
“Understanding is a three edged sword: your side, their side, and the truth.”
“The objective is to win. The goal is to have fun.”

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Posted by: Tom Gore.4035

Tom Gore.4035

EotM has stupidly good ideas wrapped in a stupidly straightforward and meaningless package.

1. The layered design in many places is interesting and allows several pathways within an otherwise small map.

2. The objectives are all different and interesting in their own way. Cool bonuses, and sentry turret is an excellent idea that should be brought to WvW ASAP (and then we could get rid of the white/orange swords permanently).

3. The NPCs have unique skills and are dangerous to the unprepared.

All destroyed by the fact that there is no connection to the faction you’re representing. I hope Anet is taking notes for the eventual (faraway) redesign of the borderlands and/or addition of new WvW areas.

Or if nothing else, just add EotM as one of the WvW maps and connect it to the “real” WvW experience. It would be a very cool map if it would give PPT.

One – Piken Square

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Posted by: Wanze.8410

Wanze.8410

Maybe allow Sentry Turrets to be used in regular wvw, would also be a nice boadge drain.

Or reintroduce white swords as part of the upgrade chain either as a seperate upgrade to be researched or as part of wall/gate upgrades:
Reinforced walls/gates – white swords appear after 30 sec or once a structure is 50% damaged
Fortified – white swords appear after 15 sec or once a structure is 25% damaged
Fortified -

Tin Foil [HATS]-Hardcore BLTC-PvP Guild
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.

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Posted by: aspirine.6852

aspirine.6852

White swords gone only helps in first couple of servers. When you are up against the blob germans it’s not that good in the lower parts of the tiers.

(edited by Moderator)