WvW: Camps need upgrades to be worthwhile!

WvW: Camps need upgrades to be worthwhile!

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Posted by: BossFi.6917

BossFi.6917

Major problem with camps is that all the upgrades are worthless as its still too easy for 2+ players to take it!

Here’s why…

1) Fully upgraded camp :- camp can still be taken by 2 players pretty easily. A group of 5 can take the camp nearly as fast as a Zerg.
So what is the purpose of fully upgrading a camp? It doesn’t add any added protection!

2) Dolyak escorts :- can still be killed quickly by 1 person, just ignore the guards and kill Dolyak then guards disappear.
So what’s the point of escorts? Escorts don’t add any protection!

Recommended improvements to make upgrades actually worth it…

1) fully upgraded camp – increase number of guards.

2) Dolyak escorts – upgrade gives double Dolyak HP. When Dolyak is killed the guards run back to the camp to wait for new Dolyak to respawn. (This helps protect the camp and stops players killing the dolyak just to get rid of guards)

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Posted by: Breathaan.2710

Breathaan.2710

While the value of upgrading supply camps may not be worth the cost or time involved and may not be “enough” of an upgrade, you seem to be missing some things.

One purpose in upgrading is increasing the max supply. Surely you’ve encountered a supply camp that was depleted and had people waiting for the next ten to pop, especially a claimed one allowing 15 per player. Resupplying and/or dropping defensive siege in/near the camp is far more viable when said camp has 250 supply in it than 100.

Another is making the dolyaks supplying that nearby tower deliver more supply per run, increasing the viability of that second worker.
And they already DO create more guards than an un-upgraded camp, those zealots and protectors come in the second tier.

As to the dolyak escort, I would agree that they should not despawn immediately if the dolyak dies, but they can protect vs the environmental threats (skritt, arctodus, leopards up north in the borderlands or cave bats in EB). I would say that they should persist until they leave “combat mode”. Abit like escort events that fight then walk back to the point of their path where they aggro’d before resuming their trek.

tl;dr The spirit of your complaint may be justified, but the details are somewhat uninformed or short-sighted.

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Posted by: Silas Drake.8946

Silas Drake.8946

They should make the yak immune similar to the determined buff until the guards are killed.

Phorfiet - HoD O|O

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Posted by: Valik Shin.9027

Valik Shin.9027

If the changed the agro so pulling on NPC in a camp pulled everything it would make it much harder to take for a 2 or 3 man group on a fully upgraded camp

Valik Shin
Darkwood Legion [DARK]
Yak’s Bend

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Posted by: Xirin.8593

Xirin.8593

Major problem with camps is that all the upgrades are worthless as its still too easy for 2+ players to take it!

How many players should be required to take an upgraded camp?

[AoN] All or Nothing

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Posted by: Jski.6180

Jski.6180

These are all jobs that players need to fill. A camp should not be able to be left alone even at max upgrade.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

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Posted by: Truga.5897

Truga.5897

They should make the yak immune similar to the determined buff until the guards are killed.

This.

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Posted by: BossFi.6917

BossFi.6917

They should make the yak immune similar to the determined buff until the guards are killed.

I would agree with that!

One purpose in upgrading is increasing the max supply.

Even though I agree, my post clearly isn’t about supply. It’s clearly about how camps are too easy to capture when the camp is fully upgraded.
If camps were all about upgrading for extra supply then why bother with extra guards? They don’t do anything!

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Posted by: TallDan.6350

TallDan.6350

In addition to the things already said; a fully upgraded camp does take small roaming groups a little longer to cap and gives the defenders a little more time to respond.

A good player can solo a regular camp but a fully upgraded one is more difficult as the time it takes increases and the npc’s will respawn before you have finished.

It takes less players to defend an upgraded camp as you have more npc support.

Lady suzi ~ Human Guardian {} Gizmo Gregory ~ Asura Engineer
Firezof Arrows ~ Sylvari Ranger {} Hudeeni ~ Norn Mesmer
Ruins of Surmia [KoA]

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Posted by: Atherakhia.4086

Atherakhia.4086

I’d like to see tower hardpoints added. They would only take like 30 supply to build so only a few defenders could build up things. When they start to build they can choose for an arrow cart, cannon, catapult, or balista to be built there. Now these hard points have the advantage of being cheap, but the disadvantage of being easily destroyed.

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Posted by: Jski.6180

Jski.6180

I know how about making a better dolyaks may be a way to make it into a hipoyack or something. Conduction last 1/2 as long it has more hp and has retaliation.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

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Posted by: Kronyx.2570

Kronyx.2570

They should make the yak immune similar to the determined buff until the guards are killed.

Get this done!

Rheayas – 80 Guardian
Guild Leader Of [LOOT]
Yaks Bend Allaince Commander [YBA]

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Posted by: multivira.7925

multivira.7925

A tower can also be taken by a single player; guards aren’t there to make it so you don’t need to defend, they’re there to help defend, or possibly slow down the capping by small groups. If you disagree with that, then let’s just agree to disagree.

A fully upgraded camp with a balista and just a couple defenders is really hard to take by a 5 man group, because of all the control put out by those NPCs, whereas in a non upgraded camp you would just ignore the NPCs and rush straight for killing the players.

In a similar manner, those extra guards from the dolyaks also add to the mass of NPCs in a camp if they don’t have a tower to go to. Add in some quaggans and you’re likely to not even hit the players because of the 5 target cap on AoEs.

When somebody is guarding a dolly with added sentries, it becomes a lot harder to kill the dolly fast while ignoring the player guarding it, again because of the CC offered by the sentries. This one is a bit dependent on your class of course, but when I’m roaming solo on my uplvled character I get stopped from killing dollies more often when they have sentries on them.

Sure, it won’t help anything against a zerg, but the upgrades do help make up the difference in numbers at times. I mostly run in very small groups and solo at times, so I probably run into the ‘effectiveness’ of upgraded camps more often.

Twirling – Pie Eating Guardian – MM – Gunnar’s Hold

(edited by multivira.7925)

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Posted by: tyrranis.8430

tyrranis.8430

make the camps belong to a certain tower/keep so that you hav to take those to take over the camps,now of course you should still be able to kill the dolly’s and the guards but not take the camp untill tower/keep is taken maybe then we could actually get stuff done instead of running from camp to camp every god kitten 4 min!!!!!!

Ronan devrari.
Gandara…

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Posted by: deviller.9135

deviller.9135

The only upgrade it needs: one type of the guard (scout) has true sight (for herself) so she can detect stealthy player.

Solution:

Fact: 90% a tower/camp/keep/castle can be soloed due to lack stealth detection on the guard.
Let say: if a Keep/tower/castle/camp lord has true sight for him/herself, a stealthy will have hard time to solo.
Thus:
1. Camp supervisor has true sight after guard upgrade (non upgraded camp still soloable).
2. Scout has true sight after guard upgrade.
3. Keep/tower/castle lord has true sight from beginning.
4. Bay shark has true sight after guard upgrade.
True sight only available for the selected guard only (so other guards will not attack stealthy player). In addition this will make upgrade for patrol guard/yak guard not useless. (scout or shark can find stealthy, reduce the number of place for hide).

Other problem: NPC priority attack is not player. >>> ranger/necro can solo by sacrifice their pet/minion. It should be, if the player is in the range of 900 from NPC, NPC will aim the player instead of pet/minion. In addition NPC deal 50% more damage to illusion, pet, or minion. (Need intelligent AI implementation).

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Posted by: Ljiona.9142

Ljiona.9142

If you make supply camps harder to take, it would encourage more zerging. The servers that are already winning, already have a big enough advantage. If supplies are important for upgrades, you need to use some of your zerg to ensure they get to their keep. It is a thankless job but one that wins wars.