WvW balance - yet another thread^^

WvW balance - yet another thread^^

in WvW

Posted by: TyPin.9860

TyPin.9860

Hey ppl out there. I have some suggestions about WvW balance (not another one^^). But do not be mistaken, I do not want a balance so that a smaller server can defeat a bigger server. All I want is some fun for the smaller servers to still be able to enjoy the WvW experience and have some nice battles too, instead of getting steamrolle all the time.

Outnumbered buff
This buff should work the other way arround. What I mean is, that it should not give magic find boon and such to the outnumbered server, it should give penealty to the bigger server in matters of magic find, experience and karma gain in order to prevent ppl from just zering arround and steamrolling everything and gaining the same benefits as if done allone. Also the effect should apply earlier as the outnumbered boon these days and ppl standing in spawn areas should not be counted when checking for applying this buff/penealty.

Bridges, Teleporters and such
I imagine this to be very hard to implement. But what I imagine is a map (like borderlands), where certain areas of the map (close to the spawn of the borderland’s server) can be reached by the attacking server only through bridge and teleporter. Now the teleporter but has a cooldown and transports only a small group at a time and works both directions. The bridges but can be destroyed by siege weapons and also be rebuild with supply. The point is, that this way the smaller server could destroy the bridges leading to the area close to their spawn and the attacker can, until the bridge is repaired, only attack in small numbers or needs much time to build up a large zerg. So that this part can be defended and the smaller server is able to get some battles in more even numbers, but only in this areas.

Temple
Here I imagine that a server could build a temple or such in the place where the orb was before. With this temple, that would cost rly much supply, the defending server in borderlands would get a bonus in carrying supply, but only in the area close to their spawn. Also caravans would in this area deliver more supply by default. This temple can be destroyed by siege weapons. Here you give the defending server an additional benefit for theri defenses and make it possible for smaller groups to build siege or repair faster.

Commander Events
My last suggestion concerns not only small servers. But this change would only make sense after the commander was somehow redisigned, so that not the rich player gets the title, but players with some WvW achievments or players, who were voted to be a commander or such. However, commander events are now events the commander can start and change after some time only. Here he could start a “defend caravans”-event, “upgrade tower/keep”-event, “defeat invaders”-event or a “take tower”-event and such to motivate players to follow a plan, making it possible for commanders to command their ppl to victory^^ But this events should have preconditions. This must be thought through of course to prevent easy event farming, but it could benefit the commander gameplay significantly.

[ROSE] – Fissure of Woe
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