WvW Ranks and Roles
Wow, no reaction at all? Did I make the wall of text too intimidating or something? How can you fight in the mists if something like this scares you!
It is a cool idea. A-net may want people to be able to earn every last point though so that the ‘grind’ never ends.
Some neat ideas here certainly, and it would add some nuance to forming parties. That said I’m not sure tweaking damage against players would go over so well.
For repairing field siege, while I’ve always thought it would be a neat addition to the game, it would likely unbalance matters further in favor of zergs. In the same way that always having 5 men to spare for every revive, having soldiers to repair siege would make it very difficult to remove siege by attrition. Of course, this might encourage more use of ballistae/cata/treb in an anti siege role rather than the current meta of “when in doubt, arrow cart.”
These roles might also lead to further angst with randoms, as even the current model means that players without siege ranks are chastised for utilizing siege they aren’t spec’d for. It’s always painful to see a position lost when your extended range could have made a difference.
I have mixed feeling about all of this, asymmetry adds some new strategy in group composition but it further discourages the drop in/out nature of pick up groups. Not saying getting people to be more organized isn’t desirable, but I feel Anet wouldn’t like the idea of needing to grind before you can experience all the different roles you can fulfill in wvw. Although, to be fair, the wxp system as a whole is flirting with it.
Devona’s Rest [OHai][GloB]
Some neat ideas here certainly, and it would add some nuance to forming parties. That said I’m not sure tweaking damage against players would go over so well.
For repairing field siege, while I’ve always thought it would be a neat addition to the game, it would likely unbalance matters further in favor of zergs. In the same way that always having 5 men to spare for every revive, having soldiers to repair siege would make it very difficult to remove siege by attrition. Of course, this might encourage more use of ballistae/cata/treb in an anti siege role rather than the current meta of “when in doubt, arrow cart.”
These roles might also lead to further angst with randoms, as even the current model means that players without siege ranks are chastised for utilizing siege they aren’t spec’d for. It’s always painful to see a position lost when your extended range could have made a difference.
I have mixed feeling about all of this, asymmetry adds some new strategy in group composition but it further discourages the drop in/out nature of pick up groups. Not saying getting people to be more organized isn’t desirable, but I feel Anet wouldn’t like the idea of needing to grind before you can experience all the different roles you can fulfill in wvw. Although, to be fair, the wxp system as a whole is flirting with it.
True, and good points. That is why I tried adding the player damage reductions to certain roles, so that you could not simply have a lot of them and become an “immovable object” of sorts. Having all engineers would have great siege benefits, but their mid-field and close range fighting capabilities is the counter to the role.
Also the reason the scout exists is for the randoms who cannot coordinate in groups or tend to be the “lone wolf” they can still contribute to another teams strategy, while aiding their entire server with their actions (if they actually play the objective)
The values would definitely need to be tweaked, as these are just examples, not set in stone.
And of course other roles could be utilized as well, such as more basic roles such as Skirmisher (player vs player field fighter), and Combat Medic (direct player support roles? i know….trinity booo, but it would work)
Doesn’t sound very exciting,you can just spend the points you get from wexp in any line youvwant and “make” your own role anyway.
Plus,Arenanet seem to dislike setting “roles” their philosophy is to allow ever lasting freedom to choose your own role, which may always change, and your idea goes very much against that principle.
Doesn’t sound very exciting,you can just spend the points you get from wexp in any line youvwant and “make” your own role anyway.
Plus,Arenanet seem to dislike setting “roles” their philosophy is to allow ever lasting freedom to choose your own role, which may always change, and your idea goes very much against that principle.
Their principle is a good one, but their attempt to manifest those ideas into actual in-game features has been poor to say the least.
The current system doesn’t really define any roles, and the shear amount of time it takes to even get remotely close to creating your own role, is staggering….and almost unreachable.
If it is done properly, this would give players more freedom than their current model…which you currently cant reset, takes insane amounts of time, and offers very little in actual substance.
“Simplicity is the ultimate sophistication” -Leonardo da Vinci
Giving the players simple tools, allows THEM to create complexity. The way they are approaching it right now…is backwards, giving players more complex variables, and creating nothing from it.
(edited by Zietlogik.6208)