WvW Poll 12 July: Repair Hammers (Closed)

WvW Poll 12 July: Repair Hammers (Closed)

in WvW

Posted by: perseco.8321

perseco.8321

… why make it a consumable item when you can just add another blip for the repair mastery in WvW ranks? That would unlock an F1 skill on the siege that spends supply to repair it. It would also balance it so that the siege wouldn’t be usable while it is being repaired, and would prevent like 10 people spamming repair to keep 1 siege weapon up.

I’d like to clarify my idea for how I would envision a siege repair function:

1. It would require max level in Repair Mastery line. This blip in the line will also unlock the repair hammers at the vendors, which will only be required for repairing golems.

2. The person repairing stationary siege (anything that’s not a golem) must be manning the siege in order to repair it. This prevents multiple people from trying to repair the same siege at the same time. It also doubles as an effective way for people to refresh the siege so that it doesn’t despawn.

3. In order to repair the stationary siege, repair mastery unlocks a F1 “Repair” skill that you can use while you are manning the siege.

4. Siege cannot be repaired unless the person repairing it has been out of combat for at least 30 seconds. This applies to golems as well.

5. Repairing stationary siege spends supply at a rate of ~5% siege HP per supply.

6. Repairing stationary siege takes 10 seconds. You cannot use the siege while it is being repaired, and repairs will be interrupted if the siege is damaged or the player manning it enters combat.

7. In order for golems to be repaired, special hammers must first be purchased from one of the WvW vendors. These hammers will cost 25 badges of honor each. It will work pretty much the same as Anet described, where consuming the hammer replaces your skill bar and allows you to repair the siege. If you do not have a hammer, you cannot repair the golem.

8. Golems will be repaired at a rate of 2% health per supply with the repair hammers, and can be repaired by multiple people at the same time.

9. Repairs to golems will be interrupted and you will lose the repair hammer if you die or enter combat while repairing, or if the golem is damaged. You will also lose the repair hammer once you have depleted your supply and switch back to your normal skill bar.

(edited by perseco.8321)

WvW Poll 12 July: Repair Hammers (Closed)

in WvW

Posted by: Jong.5937

Jong.5937

I think repair should be an option for fixed siege – cannons/mortars – only.

It has always felt wrong that cannons can be on 5% health and be next to useless on the next attack, with no way to fix during downtime, even if you have plenty of supply. With ACs etc., you can normally build another, unless siege capped, and probably should have to.

Piken Square

WvW Poll 12 July: Repair Hammers (Closed)

in WvW

Posted by: Lacrisma.1540

Lacrisma.1540

Will there be a cooldown on repair hammers, and maybe a limit how many people in one are can repair/ how often siege can be repaired? Maybe a “buff” that shows “Can be reapired three times” that counts down every time something is repaired? Can’t find any mention of this in the Dev post, and imo this is really important.
(maybe I just missed it?)

Imagine 20 people repairing the Cannons on the top of SM.

WvW Poll 12 July: Repair Hammers (Closed)

in WvW

Posted by: Balthazzarr.1349

Balthazzarr.1349

3. How will repair hammers work? The current design is that you will be able to purchase the repair hammer from the tricks and traps vendor. When you consume the hammer it will replace your weapon skills with 1 skill that allows you to repair any siege. If you drop the hammer or die you will need to consume another repair hammer to use the repair hammer skill.

Will supply be required? If so will it repair the siege proportional to the supply used?

Supply will be required, its mentioned on the actual poll page itself

It’s a little confusing because the above indicates that it would just be a thing you purchase and consume…. but the poll page says it would use supply… :P

… just call me … Tim :)

WvW Poll 12 July: Repair Hammers (Closed)

in WvW

Posted by: DomAltares.8651

DomAltares.8651

Imagine 20 people repairing the Cannons on the top of SM.

You mean as opposed to the 20 Necros/Eles/Engis nuking the cannons on the top of SM from the ground, and likely also the player trying to stand on it? Or the one guy on the ballista outside the hole made by the catas taking them down by himself while out of range of their fire? Which that person will still be able to do.

20 players can only carry so much supply, and hey, if the enemy in SMC wants to burn all the supply in there fixing one or two cannons, I’m game to let them. Less for them to put back into the walls/gates/supplemental siege.

WvW Poll 12 July: Repair Hammers (Closed)

in WvW

Posted by: GROMIT.7829

GROMIT.7829

I can see people abusing this by repairing siege as it’s being bombed by an elementalist or two, you’d never be able to effectively counter siege ever again.

Only way this could work if both the siege is not being manned and has not fired for X amount of time and the same for player in combat or you will experience the above problem of people repair tanking on siege.

We already have near invulnerable siege with certain buffs making seiging near impossible as it is or at least creating an insanely long stalemate which bores the attackers and they just leave.

!!!! YOU’RE NOT MY SUPERVISOR !!!!

WvW Poll 12 July: Repair Hammers (Closed)

in WvW

Posted by: Rayya.2591

Rayya.2591

It is quite dissapointing to see that you head on this dirrection. You still haven’t understood what players want from the wvw. If my post will be considered offending , i can mention is at least honnest oppinion of majority of EU players
Even if i decided to stop gw2 months ago my feedback comes after 12k+hours of www with over 100k captured objectives and 700.000 wvw kills.
We want players interaction in wvw , we do not want more sieges, tactivators or fortified /invulnerable gates and walls. Yet you try to please the scouts that come on forums and complain they could not defend keep with5 players vs 50.
Dear A -net , do you realise how much you ruin the fun of the 50 attackers to make the 5 QQ’ers on forums happy ?
Why not try a week without any tactivators ? all objectives down to paper and ppk worth 3 more times ? check the numbers of the players logging in and having fun on the game… cause that’s it in the end, a game where you should have fun, and yet is no fun to sit in front of every tower with 40 ppls just cause 1 guy decide to have fun with1 treb behind gate/cannon etc… he may have fun, the rest of 40 will just log out from wvw, and go pve or w/e.

http://imgur.com/a/fKgjD
no.1 WvW kills

WvW Poll 12 July: Repair Hammers (Closed)

in WvW

Posted by: Lizardguard.2860

Lizardguard.2860

Its funny to see all those people claiming to back the opinion of everyone, while the poll is actually quite even.
Its also funny to see people failing to realise its just a trial.

Oh well, I´m back ingame, looking forward to the trial

WvW Poll 12 July: Repair Hammers (Closed)

in WvW

Posted by: Thelgar.7214

Thelgar.7214

This has to work on golems. Anything that encourages more golem usage is a good thing.

WvW Poll 12 July: Repair Hammers (Closed)

in WvW

Posted by: McKenna Berdrow

Previous

McKenna Berdrow

Game Designer

Next

Answering more questions:

1. Does the repair hammer work on all siege? Yes, it will work on all siege.
2. Can siege be manned while being repaired? In the current design, yes, one person can be using the siege while another person is repairing it.
3. Does it require supply? Yes, you can only use the repair hammer if you have supply.
4. How much supply will it cost to repair siege? In the current design, it costs the same amount of supply to repair siege as it does to create the siege. Example: it takes 40 supply to create an arrow cart it would also take about 40 supply to repair an arrow cart that is close to having 0 health.
5. Are there restrictions on repair hammers, for example only allowing 1 person to repair 1 siege for x period of time, etc.? In the current design there are no restrictions besides needing supply, however; if this does make it into the game on a trail basis and we receive a lot of feedback that repair hammers would be great if they only had x restrictions (and the restrictions are something we can feasibly do) restrictions could be added.

Also when I say “current design” this means that those things could be subject to change.

WvW Poll 12 July: Repair Hammers (Closed)

in WvW

Posted by: orenwolf.1953

orenwolf.1953

Why not try a week without any tactivators ? all objectives down to paper and ppk worth 3 more times ? check the numbers of the players logging in and having fun on the game… cause that’s it in the end, a game where you should have fun, and yet is no fun to sit in front of every tower with 40 ppls just cause 1 guy decide to have fun with1 treb behind gate/cannon etc… he may have fun, the rest of 40 will just log out from wvw, and go pve or w/e.

What you are suggesting is removing everything about WvW that makes it WvW instead of just a large PvP deathmatch map.

I think the bigger issue here is there are (apparently) a large number of people who would like a large, terrainless map devoid of objects to wage 50×50 man zerg PvP matches, and because these don’t exist, they instead do this in WvW.

WvW Poll 12 July: Repair Hammers (Closed)

in WvW

Posted by: Rayya.2591

Rayya.2591

Why not try a week without any tactivators ? all objectives down to paper and ppk worth 3 more times ? check the numbers of the players logging in and having fun on the game… cause that’s it in the end, a game where you should have fun, and yet is no fun to sit in front of every tower with 40 ppls just cause 1 guy decide to have fun with1 treb behind gate/cannon etc… he may have fun, the rest of 40 will just log out from wvw, and go pve or w/e.

What you are suggesting is removing everything about WvW that makes it WvW instead of just a large PvP deathmatch map.

I think the bigger issue here is there are (apparently) a large number of people who would like a large, terrainless map devoid of objects to wage 50×50 man zerg PvP matches, and because these don’t exist, they instead do this in WvW.

more or less , yes
that was the www 3 years ago, yet last time i’ve tried 3 months ago i could only had this feeling at reset, where everything is tier 0 and you meet new enemyes

http://imgur.com/a/fKgjD
no.1 WvW kills

(edited by Rayya.2591)

WvW Poll 12 July: Repair Hammers (Closed)

in WvW

Posted by: OriOri.8724

OriOri.8724

Answering more questions:

1. Does the repair hammer work on all siege? Yes, it will work on all siege.
2. Can siege be manned while being repaired? In the current design, yes, one person can be using the siege while another person is repairing it.
3. Does it require supply? Yes, you can only use the repair hammer if you have supply.
4. How much supply will it cost to repair siege? In the current design, it costs the same amount of supply to repair siege as it does to create the siege. Example: it takes 40 supply to create an arrow cart it would also take about 40 supply to repair an arrow cart that is close to having 0 health.
5. Are there restrictions on repair hammers, for example only allowing 1 person to repair 1 siege for x period of time, etc.? In the current design there are no restrictions besides needing supply, however; if this does make it into the game on a trail basis and we receive a lot of feedback that repair hammers would be great if they only had x restrictions (and the restrictions are something we can feasibly do) restrictions could be added.

Also when I say “current design” this means that those things could be subject to change.

Thanks for the clarifications

Without any restrictions on repair hammers (other than the one with golems you mentioned earlier) I don’t think they will too healthy for this game. But I’ll wait and see how it affects WvW

WvW Poll 12 July: Repair Hammers (Closed)

in WvW

Posted by: morrolan.9608

morrolan.9608

Answering more questions:

1. Does the repair hammer work on all siege? Yes, it will work on all siege.
2. Can siege be manned while being repaired? In the current design, yes, one person can be using the siege while another person is repairing it.
3. Does it require supply? Yes, you can only use the repair hammer if you have supply.
4. How much supply will it cost to repair siege? In the current design, it costs the same amount of supply to repair siege as it does to create the siege. Example: it takes 40 supply to create an arrow cart it would also take about 40 supply to repair an arrow cart that is close to having 0 health.
5. Are there restrictions on repair hammers, for example only allowing 1 person to repair 1 siege for x period of time, etc.? In the current design there are no restrictions besides needing supply, however; if this does make it into the game on a trail basis and we receive a lot of feedback that repair hammers would be great if they only had x restrictions (and the restrictions are something we can feasibly do) restrictions could be added.

Also when I say “current design” this means that those things could be subject to change.

Thank you McKenna.

On point 2 I think I can safely say that has to change, siege should be unoccupied to be repaired.

Jade Quarry [SoX]
Miranda Zero – Ele / Twitch Zero – Mes / Chargrin Soulboom – Engi
Aliera Zero – Guardian / Reaver Zero – Necro

WvW Poll 12 July: Repair Hammers (Closed)

in WvW

Posted by: Rising Dusk.2408

Rising Dusk.2408

I really think their current design is fine. In the heat of battle, if someone were repairing it you can take free shots at them and it means they’re not attacking you back. If an entire zerg wants to waste supply replying a few arrow carts then that’s on them. They have to be able to stop the actual advance of the enemy team to keep the siege in the long run anyway.

[VZ] Valor Zeal – Stormbluff Isle – Looking for steady, casual-friendly NA raiders!

WvW Poll 12 July: Repair Hammers (Closed)

in WvW

Posted by: Xenesis.6389

Xenesis.6389

I kinda want restrictions to help curb players from mass repairing a siege, so we don’t go through the situation as those players that waste supply repairing a wall actively being trebbed, it’s a waste and a burden to their own team.

Another derailing post. ^^
North Keep: One of the village residents will now flee if their home is destroyed.
“Game over man, Game Over!” – RIP Bill

WvW Poll 12 July: Repair Hammers (Closed)

in WvW

Posted by: Blackarps.1974

Blackarps.1974

Hey everyone,

I wanted to answer and clarify some of the questions and concerns I’ve seen in the thread so far.

1. What is meant by “standard majority” and “super majority”? When we say something is decided by a “standard majority”, we are saying that the winning choice is decided by a majority vote. When we say something is decided by a “super majority”, we are saying that the winning choice must have at least 75% of the votes.

2. Why is this vote using “standard majority”? This is because you are voting to add the hammers into the game as a trial to test and play with them. Then after folks have had time to play with and experience the hammers, and decide if they like or dislike them – we will hold a second poll for the hammers requesting a “super majority” vote to keep the hammers as a permanent aspect of WvW.

3. How will repair hammers work? The current design is that you will be able to purchase the repair hammer from the tricks and traps vendor. When you consume the hammer it will replace your weapon skills with 1 skill that allows you to repair any siege. If you drop the hammer or die you will need to consume another repair hammer to use the repair hammer skill.

4. Why aren’t repair hammers part of the repair master ability line? If this item is voted to be a permanent feature of the game it will be added to the repair master ability line as a final pip. However, for the trial (the current poll) it will not be part of the ability line because it becomes harder for us to disable the item if it is attached to an ability line, and we need to be able to disable anything easily that is in beta. Also, repair hammers will work with the current repair master ability line; so for example if you are maxed out on the ability line you can spend 10 supply at once repairing siege with the repair hammer.

5. How much development time is spent on repair hammers? I’ll start with some backstory on repair hammers; they have been nearly complete for a couple years now but we had decided to never add them in game due to not having a way to properly test their impact on live. Now that we can beta this change on live and can disable them if players are unhappy, we have decided to see if players would want to test them on a trial basis. For those concerned about how this impacts the development of content already voted upon, it is also important to understand that different people work on different aspects of the game. Currently it is mostly programmer work that is left for scoring and QoL, but repair hammer work is design work.

6. Will repair hammers work on golems? Repair Hammers do work on golems, but only when no one is inside of them.

Pretty much what I expected. Hopefully QoL changes will be more impressive and interesting than this because repair hammers just sound like more siege which doesn’t sound fun at all.

Maguuma Guardian

WvW Poll 12 July: Repair Hammers (Closed)

in WvW

Posted by: Noob Saibot.4087

Noob Saibot.4087

string ham = “repairhammer”;
if(System.IO.File.Exists(ham))
{
System.IO.File.Delete(ham);
}

… And I thought my jokes were bad.

WvW Poll 12 July: Repair Hammers (Closed)

in WvW

Posted by: Avit.3165

Avit.3165

You know what’s better, people, who repairing the sieges should be immune to dmg.
Who cares about fighting, wvw is about taking sruff and hold it, we should take out keeps/towers/camps and stay there all day every day till the next reset, wvw is pve after all. Right?

WvW Poll 12 July: Repair Hammers (Closed)

in WvW

Posted by: Holm.7058

Holm.7058

what i would like to see is WvW activity compared to early 2013 to season 1 and the activity the last year, and how spending time on introducing more siege related features would bring players into WvW.

How many people are gonna be extra active in wvw because of repair hammers? completely useless poll. Just another arbitrary vote to try and pretend like wvw isnt long gone

WvW Poll 12 July: Repair Hammers (Closed)

in WvW

Posted by: Balthazzarr.1349

Balthazzarr.1349

A good example last night… We were harassing the enemy at their bay. Two decent sized groups that fought a little bit on the field but they mostly only came out when it looked like half of us were gone. Most of the time they were inside. They had 2 shields outside in the field to protect their siege they absolutely needed against us I suppose. Balli, 2 cannons, mortars… It took me about 10 minutes to sneak and destroy their shield gens and 4 deaths but got it done. If they had these hammers then those gens probably would never have come down. Frankly I already don’t like this hammer idea at all after dealing with the so called ‘siege humpers’… :P

… just call me … Tim :)

WvW Poll 12 July: Repair Hammers (Closed)

in WvW

Posted by: Dawdler.8521

Dawdler.8521

A good example last night… We were harassing the enemy at their bay. Two decent sized groups that fought a little bit on the field but they mostly only came out when it looked like half of us were gone. Most of the time they were inside. They had 2 shields outside in the field to protect their siege they absolutely needed against us I suppose. Balli, 2 cannons, mortars… It took me about 10 minutes to sneak and destroy their shield gens and 4 deaths but got it done. If they had these hammers then those gens probably would never have come down. Frankly I already don’t like this hammer idea at all after dealing with the so called ‘siege humpers’… :P

While I dislike the idea of hammers, your argument in the scenario presented is flawed. Hammers would literally make zero difference. You said that it took 4 deaths and 10m of sneaking to kill them both, which means that they could simply build 2 new gens while you where dead. With 1:1 repair the cost would just differ for a hammer vs a shield gen.

The issue with siegehumping and repairing only occur during constant weaker pressure from the outmanned when its still critical to bring down siege as fast as you can.

WvW Poll 12 July: Repair Hammers (Closed)

in WvW

Posted by: McKenna Berdrow

Previous

McKenna Berdrow

Game Designer

The poll has ended! After removing all votes for “Don’t Count My Vote” the finale results are:

59.6% Yes, Repair Hammers should be introduced on a trial basis.

40.4% No, I don’t believe repair hammers would have a positive impact on the game.

This means that the team will add Repair Hammers on a trial basis to the game and will hold a follow-up poll to determine if repair hammers should become a permanent feature of the game. Thank you to everyone who voted!

WvW Poll 12 July: Repair Hammers (Closed)

in WvW

Posted by: Akkeros.1675

Akkeros.1675

When?
Prior to reset? next week? patch week?

WvW Poll 12 July: Repair Hammers (Closed)

in WvW

Posted by: Hexinx.1872

Hexinx.1872

I can’t wait to try a bunch of omega’s walking up to keeps rotating shield bubbles while the zerg just sits under the bubbles, periodically repairing the golems on an as needed basis. If each golem only requires 150 to fill there health bars to full but something like 26,000 health to destroy in theory it should be a cake walk.

WvW Poll 12 July: Repair Hammers (Closed)

in WvW

Posted by: zhonnika.1784

zhonnika.1784

This keeps getting worse and worse, instead of better.

Kashmara – Elementalist | Reapermara – Necromancer
Jade Quarry
Onslaught [OnS]

WvW Poll 12 July: Repair Hammers (Closed)

in WvW

Posted by: Jeknar.6184

Jeknar.6184

This keeps getting worse and worse, instead of better.

At least we get a front-row seat to witness the end.

Kawagima / Kelvena Riverstream / Calamis Fatima / Hanna Flintlocke
WvW Rank 3800 (Platinum Veteran) – PvP Rank 69 (Shark) – 25,9k Achievment Points
Mërcenaries [Sold] – Ferguson’s Crossing

WvW Poll 12 July: Repair Hammers (Closed)

in WvW

Posted by: Balthazzarr.1349

Balthazzarr.1349

lol… remember.. you have to NOT be using the siege before it can be repaired. That is.. get out of golem, get off ac etc…

… just call me … Tim :)

WvW Poll 12 July: Repair Hammers (Closed)

in WvW

Posted by: Ychiju.7960

Ychiju.7960

2. Can siege be manned while being repaired? In the current design, yes, one person can be using the siege while another person is repairing it.

Apparently, according to an older statement this does not apply to golems:

6. Will repair hammers work on golems? Repair Hammers do work on golems, but only when no one is inside of them.

WvW Poll 12 July: Repair Hammers (Closed)

in WvW

Posted by: Baldrick.8967

Baldrick.8967

So if a zerg comes along and outman you, it is now completely pointless trying to destroy the catapults they put down as you can suicide to damage them but they will keep repairing, meaning it’s now a guaranteed cap for the larger team, and you’re just throwing a loot bag at them.

I guess all those that stood around watching the wall drop rather than trying to kill siege were right after all, there is no point running out and dieing to try and destroy it when it can be repaired so easily.

This is terrible.

WvW player. Doing another world completion for my next Legendary. Hater of mini-games.

WvW Poll 12 July: Repair Hammers (Closed)

in WvW

Posted by: RyuDragnier.9476

RyuDragnier.9476

So if a zerg comes along and outman you, it is now completely pointless trying to destroy the catapults they put down as you can suicide to damage them but they will keep repairing, meaning it’s now a guaranteed cap for the larger team, and you’re just throwing a loot bag at them.

I guess all those that stood around watching the wall drop rather than trying to kill siege were right after all, there is no point running out and dieing to try and destroy it when it can be repaired so easily.

This is terrible.

Here’s hoping they add the ‘no use while in combat’ function to it to counteract the problems it will cause. <_<

[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald

WvW Poll 12 July: Repair Hammers (Closed)

in WvW

Posted by: Ychiju.7960

Ychiju.7960

I have to agree. The excessive use of shield generators on the attackers’ side has already reached an annoying dimension, and this will take the same line.

WvW Poll 12 July: Repair Hammers (Closed)

in WvW

Posted by: HazyDaisy.4107

HazyDaisy.4107

Just smile at the thought of weeks (or longer) of never ending treb v treb battles, a rotating stationary group of 5 or so manning a line of sup acs on the overhang of SWC, getting hit by a catapult (perhaps a golem) while trying to solo a spawn camp…it’s going to be so funny.

Sorrows Furnace
[HaHa] Hazardous Hallucination

WvW Poll 12 July: Repair Hammers (Closed)

in WvW

Posted by: Jeknar.6184

Jeknar.6184

lol… remember.. you have to NOT be using the siege before it can be repaired. That is.. get out of golem, get off ac etc…

Other people can repair it for you while you man it. I don’t know about the golems tho since they change from object to character when they are being manned.

Kawagima / Kelvena Riverstream / Calamis Fatima / Hanna Flintlocke
WvW Rank 3800 (Platinum Veteran) – PvP Rank 69 (Shark) – 25,9k Achievment Points
Mërcenaries [Sold] – Ferguson’s Crossing

WvW Poll 12 July: Repair Hammers (Closed)

in WvW

Posted by: Jeknar.6184

Jeknar.6184

So if a zerg comes along and outman you, it is now completely pointless trying to destroy the catapults they put down as you can suicide to damage them but they will keep repairing, meaning it’s now a guaranteed cap for the larger team, and you’re just throwing a loot bag at them.

If the zerg have supply to repair, they had supply to build another cata after your suicide run…

Kawagima / Kelvena Riverstream / Calamis Fatima / Hanna Flintlocke
WvW Rank 3800 (Platinum Veteran) – PvP Rank 69 (Shark) – 25,9k Achievment Points
Mërcenaries [Sold] – Ferguson’s Crossing

WvW Poll 12 July: Repair Hammers (Closed)

in WvW

Posted by: SkyShroud.2865

SkyShroud.2865

LOL, I still can’t get the idea why people keep using that stupid argument.

If zerg or blob have supplies, they CAN build multiple sieges and they WILL build multiple sieges. Repair hammer doesn’t change that, at all. Repair hammer, from what I can tell, will only be extremely useful for golems after a assault and for defensive use. Attackers thinking of using supplies to repair sieges are dumb, I will rather build 9 cata than use 6 cata worth of supplies to repair 3 cata.

Founder & Leader of Equinox Solstice [TIME], a Singapore-Based International Guild
Henge of Denravi Server
www.gw2time.com

(edited by SkyShroud.2865)

WvW Poll 12 July: Repair Hammers (Closed)

in WvW

Posted by: Leaa.2943

Leaa.2943

Dear god, what the hell is wrong with people. Why would anyone even remotely consider voting on this? Are you not really aware of what this will mean? Like how are you gonna defend against a huge zone blob when you can not take down their rams, cattas, trebs? I mean this is tricky as it is anyway when outnumbered, so how on earth do you guys feel that this is a great idea?

This wont help defenders for the easy reason that if you have to use siege to defend, it means your side is undermanned. And the attacking side will be more powerful due to the repair hammer AND it wont stop them from taking our siege down for the simple reaso, that we are not immune to the insane amount of damage a blob throw at the siege, so repair hammer for defending side will be utterly useless!

So by all mean, all you guys that voted for this. How were you thinking? How are you even considering this to be a good thing?

WvW Poll 12 July: Repair Hammers (Closed)

in WvW

Posted by: JTGuevara.9018

JTGuevara.9018

Soooo…repair hammers won….

Why am I not surprised? As if siege groups aren’t strong ENOUGH in this game(YB)….

-sigh-

WvW Poll 12 July: Repair Hammers (Closed)

in WvW

Posted by: Entrea Sumatae.7830

Entrea Sumatae.7830

Okay, so serious question from someone who only plays a little bit of WvW: Why does this even matter? If a group has enough supply to repair their siege, they’d have enough supply to just build an entirely new set if they couldn’t repair it and it got destroyed. The only difference is the few extra seconds of uptime it would normally take them to build a new one. Are the windows of engagement that tight in WvW that the few seconds of rebuilding make or break how the fight goes? Or is it a matter of being able to stop them from rebuilding, but not repairing? If you have the damage to bomb them off the build site, couldn’t you also use that to stop them from getting in to repair?

Frankly, I can’t see how it’ significantly different in a large group context how it will be any different from just building new siege very quickly, apart from minor differences (it’ll cost everyone in the zerg money for hammers rather than one person for a blueprint, and it requires everyone in the zerg to be well stocked-up on hammers and be able to open their inventory and use them at a moment’s notice).

WvW Poll 12 July: Repair Hammers (Closed)

in WvW

Posted by: James Rustler.7860

James Rustler.7860

Banging on a fortified keep is one of the least fun activities in this game mode—they’re effortless to defend. The attacker can go for hours with no progress, while a handful of defenders spam siege at them until their map queue blob shows up to insta-repair the gate/walls and build even more siege. It’s literally headache inducing.

I’d prefer we take this the opposite way: not only can siege NOT be repaired, the gates and walls can’t either. One blob wouldn’t be able to defend every objective indefinitely—the walls would eventually get low enough that a group could take something before they could respond, so they’d have to split up to defend.

Hey, if golem rush and “no swords on contested objectives” were worth trying out, this is worth trying out for a week, too.

WvW Poll 12 July: Repair Hammers (Closed)

in WvW

Posted by: ScionKai.4907

ScionKai.4907

So if a zerg comes along and outman you, it is now completely pointless trying to destroy the catapults they put down as you can suicide to damage them but they will keep repairing, meaning it’s now a guaranteed cap for the larger team, and you’re just throwing a loot bag at them.

I guess all those that stood around watching the wall drop rather than trying to kill siege were right after all, there is no point running out and dieing to try and destroy it when it can be repaired so easily.

This is terrible.

I’m amazed that more people do not understand this.

I hope the trial period is very short and people realize how stupid these repair hammers are.

WvW Poll 12 July: Repair Hammers (Closed)

in WvW

Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

Okay, so serious question from someone who only plays a little bit of WvW: Why does this even matter?

A couple of people above have outlined a few scenarios where it matters:

  • When walls are down, someone can come in now and destroy siege behind the back of the main forces. That effort isn’t currently countered, because those who notice are unlikely to have both siege and supply; under the proposal, a single person can repair the damage done by a single YOLO assaulter.
  • Currently, an assault team with a few trebs can be countered by defensive trebs. It’s usually impossible to rebuild shield generators quickly enough to support a coordinated counter. Under the proposal, a few people can repair a shield generator while others bring back supply.
  • Currently, an enemy will bring down the walls in order to swarm the battlements & destroy siege, making the next assault easier. Under the proposal, damaged siege can be repaired.
  • Currently, a failed assault typically results in a complete loss of golems — 50% damage or more means that it’s usually not worth saving them for later, since they aren’t durable enough to survive against a strong defense. Under the proposal, these golems would be repaired.

My feeling: obviously, this will change things. Whether it changes things for the worse, better, or makes little difference will depend partly on whether people adapt or whine about not wanting to adapt.

Disclaimer: I voted against it because I think the best case scenario is that the changes will have a modest impact on how fun fighting is on Tier 1 to Tier X. So I’d prefer that ANet spend time on something else that is more likely to improve the quality and amount of exciting fights we encounter across tiers.

John Smith: “you should kill monsters, because killing monsters is awesome.”

WvW Poll 12 July: Repair Hammers (Closed)

in WvW

Posted by: Taobella.6597

Taobella.6597

if they do insane omega push you just spam reflect on omega slam dragon banner 2 dmg on top of them instant zerg wipe get rekt scrubs.

But on a serious topic i did not get to vote on this but i would recommend that if you wanted to add this that it only effect tower / keep an be a little hammer you pick up beside any supply deposit that only use supply from tower or keep that can only repair mortar cannon and oil.

because honestly that only siege that matters. open world siege is a waste of supply probably 95% of time.

WvW Poll 12 July: Repair Hammers (Closed)

in WvW

Posted by: Jayne.9251

Jayne.9251

Dear god, what the hell is wrong with people. Why would anyone even remotely consider voting on this? Are you not really aware of what this will mean? Like how are you gonna defend against a huge zone blob when you can not take down their rams, cattas, trebs? I mean this is tricky as it is anyway when outnumbered, so how on earth do you guys feel that this is a great idea?

This wont help defenders for the easy reason that if you have to use siege to defend, it means your side is undermanned. And the attacking side will be more powerful due to the repair hammer AND it wont stop them from taking our siege down for the simple reaso, that we are not immune to the insane amount of damage a blob throw at the siege, so repair hammer for defending side will be utterly useless!

So by all mean, all you guys that voted for this. How were you thinking? How are you even considering this to be a good thing?

But yes, I too think the message should be sent to everyone, not just those in WvW at a certain unknown time.

Terrible idea. WvWers don’t want the PvE kittens voting on WvW features when they have little to no idea what the actual impact will be.

Cuz people not playing WvW actively this very week/month will most certainly have no clue about WvW and thus don’t deserve to know there’s a poll going on; and every PvE:er is totally going to go in and vote on something that has 0 effect on their own gameplay just to be mean. I strongly doubt that.

Sometimes something as simple as a smile can give you away.

L’enfer, c’est les autres

WvW Poll 12 July: Repair Hammers (Closed)

in WvW

Posted by: Baldrick.8967

Baldrick.8967

So if a zerg comes along and outman you, it is now completely pointless trying to destroy the catapults they put down as you can suicide to damage them but they will keep repairing, meaning it’s now a guaranteed cap for the larger team, and you’re just throwing a loot bag at them.

If the zerg have supply to repair, they had supply to build another cata after your suicide run…

Yes, but generally blobs will build what the comm throws down- so being able to destroy them, or even pull people off them, or disable them, gives a little more time for sufficient defenders to push out and wipe the siege after a few pushes. Now a push will be fairly pointless if it’s just to damage the siege.

Sure, some comms will throw some more down- but if we had a couple supply traps to catch the chasers we might drain their supplies too.

Being able to repair will favour the larger blob or those servers that love their multiple ACs.

It will also make it easier to cap well defended things as you can keep repairing your catapults- and it’s a lot cheaper to keep repairing them then it is to repair the walls.

Actually the best idea was one above somewhere, where the suggestion was that you couldn’t repair any walls or doors- I’d amend that to ‘while disputed’, but would certainly add to the fun of trying to keep a t3 once the outer is breached.

WvW player. Doing another world completion for my next Legendary. Hater of mini-games.

WvW Poll 12 July: Repair Hammers (Closed)

in WvW

Posted by: Jeknar.6184

Jeknar.6184

Actually the best idea was one above somewhere, where the suggestion was that you couldn’t repair any walls or doors- I’d amend that to ‘while disputed’, but would certainly add to the fun of trying to keep a t3 once the outer is breached.

And would favor more blobs just you saying the hammers will.

Kawagima / Kelvena Riverstream / Calamis Fatima / Hanna Flintlocke
WvW Rank 3800 (Platinum Veteran) – PvP Rank 69 (Shark) – 25,9k Achievment Points
Mërcenaries [Sold] – Ferguson’s Crossing

WvW Poll 12 July: Repair Hammers (Closed)

in WvW

Posted by: Teon.5168

Teon.5168

Dear god, what the hell is wrong with people. Why would anyone even remotely consider voting on this? Are you not really aware of what this will mean? Like how are you gonna defend against a huge zone blob when you can not take down their rams, cattas, trebs? I mean this is tricky as it is anyway when outnumbered, so how on earth do you guys feel that this is a great idea?

This wont help defenders for the easy reason that if you have to use siege to defend, it means your side is undermanned. And the attacking side will be more powerful due to the repair hammer AND it wont stop them from taking our siege down for the simple reaso, that we are not immune to the insane amount of damage a blob throw at the siege, so repair hammer for defending side will be utterly useless!

So by all mean, all you guys that voted for this. How were you thinking? How are you even considering this to be a good thing?

Apparently you missed the part about the initial run of repair hammers being on a trial basis? Once we see them implemented, and actually see how they affect wvw, THEN maybe we will all know better if they’ll work or not in that game mode.

Predicting what they’ll do in game is plain silly when none of us know yet what it will be like when they are actually brought into the game. Hence, the trial basis.

But please, feel free to continue with the absurd doom and gloom.

/facepalm

Forum discussions -
Mmo players with a screw loose vs mmo players with two screws loose. All very important stuff.
-Zenleto-

WvW Poll 12 July: Repair Hammers (Closed)

in WvW

Posted by: Crise.9401

Crise.9401

My feeling: obviously, this will change things. Whether it changes things for the worse, better, or makes little difference will depend partly on whether people adapt or whine about not wanting to adapt.

My gut says, people will mostly whine about not wanting to adapt. When it comes to WvW and PvP this community has bit of an issue with change in general as far as I am concerned.

Considering, as it turns out that the repair hammers were basically done… I see no harm in trying them personally. That said, I doubt they will stay around… because of above. Granted Anet is sort of to blame for the community responding badly to change.

WvW Poll 12 July: Repair Hammers (Closed)

in WvW

Posted by: katniss.6735

katniss.6735

Can you show a hammer over someone’s head when they are repairing siege, like the fractal for cliffside?

Can you also reduce the repairees stats as if they were in a transformation?

Server: Maguuma – Leafy Lass – Elementalist (WvW)
Guild: Bill Murray [Bill]/ [DERP]
twitch.tv/mlgw2

WvW Poll 12 July: Repair Hammers (Closed)

in WvW

Posted by: PyrateSilly.4710

PyrateSilly.4710

I would be more concerned if there was unlimited supply resources but there is not so therefor supply will run out very fast and it will not matter if 20 people have hammers to repair anything if there is no supply.

Some of you are just not thinking at all about the amount of supply and how fast it runs out close to where you want to take something down. So now you have to run further away to get more supply and at that point things are knocked down since the ones doing the knocking down don’t have to run any where they can just keep hitting it.