WvW the way it was meant to be
You forgot remove the downed/ress feature
I’m pretty sure there is no AoE cap for siege equipment.
solid plan if you want matches to be decided on who makes more golems.
That’s just silly. If you remove the swords the puggies will have absolutely no clue about where to go, and will all go to the commander icon. You have promoted zerging even more.
An exponential increase of points/tick for towers, keeps and camps. A tower might start at 2 points per tick and then go up to 10 points per tick over the span of 2 hours. This combined with an increased health for doors/walls, a “only-siege damages walls/doors” and removing the AoE cap for siege completely would offer a more defensive gameplay compared to the “zerg” mentality of today.
Northern Shiverpeaks
Sembol Dawnbringer
That’s just silly. If you remove the swords the puggies will have absolutely no clue about where to go, and will all go to the commander icon. You have promoted zerging even more.
NO because if there’s no icon telling you where the action is everyone is on the same boat and need to coordinate to go and attack or defend.
solid plan if you want matches to be decided on who makes more golems.
golems are good in combination with mesmer portals which i foresee a big nerf to in the upcoming patch, also because golems are mobile I would put them in a siege destroyer class and do not damage doors or walls.
You forgot remove the downed/ress feature
how so ? wha’s your reasoning ?
You forgot remove the downed/ress feature
This over 9000.
WvW the way it was meant to be:
- walls and doors harder to break takes more time to break through giving the defenders a chance to actually get there
- secondary entry points to keeps this makes it more strategic for siege equipment placement and troops positioning
- only siege weapons can damage doors and walls stops players from zerging doors and walls
- remove AOE 5 player dmg cap from siege weapons, makes siege weapons something to fear again
- remove orange sword they promote zerging removing these swords forces servers to have defensive strategies, player communication, scouting parties and less zerging. It also places a vital importance on having lookouts at key map locations to convey enemy troop movement.
1. Walls are fine. Un-upgraded doors could use a slight buff in the number of HP they have.
2. Dont understand the second one, keeps already have multiple ways into them.
3. Pointless, if you can’t defend a door from enemies not using siege weaponry then something’s wrong or the door was already severely damaged to begin with.
4. Players have aoe cap on their abilities but no on siege weaponry, not sure what you’re trying to accomplish here.
5. And this would solve what exactly? Zerging would still happen, except now you lose your upgraded keeps in a matter of minutes when the enemy force portals in 4 golems and takes down your reinforced doors in a matter of 1 minute or so. Except now, you have even LESS time to defend. Weren’t you complaining about defenders not being able to get there in time and you want LESS time to defend things?
Having scouts is one thing, requiring someone to stand around at certain locations because they have to = boring.
I will agree with someone else’s post however. Get rid of the stupid downed state. However, culling issues and thief burst would have to be adjusted for this to happen.
Downed state promotes sloppy play. You can go in with superior numbers, lose a ton of people to downed state, and get them all back up. If there were no downed state smaller groups would have a much greater chance at thinning out the zerg enabling them to actually win the fight. You would also have a much higher chance to defend things as you could do the same at a siege.
WvW the way it was meant to be:
- only siege weapons can damage doors and walls stops players from zerging doors and walls
- remove AOE 5 player dmg cap from siege weapons, makes siege weapons something to fear again
Siege weapons can’t hit players, siege weapons should be able to hit more players?
/mindblown
WvW the way it was meant to be:
- walls and doors harder to break takes more time to break through giving the defenders a chance to actually get there
- secondary entry points to keeps this makes it more strategic for siege equipment placement and troops positioning
- only siege weapons can damage doors and walls stops players from zerging doors and walls
- remove AOE 5 player dmg cap from siege weapons, makes siege weapons something to fear again
- remove orange sword they promote zerging removing these swords forces servers to have defensive strategies, player communication, scouting parties and less zerging. It also places a vital importance on having lookouts at key map locations to convey enemy troop movement.
I think people should be required to post what Tier Sever Matchup they are in.
I think there are a lot of different WvW experiences depending on your bracket and that leads to a lot of different ideas about what works and what doesn’t.
Selwynn Swiftblade, Guardian
E m p ë r i u m [EMP] ~ J a d e Q u a r r y
This isn’t so much as it was “meant to be” as it is “what you want it to be”.
I din’t agree with them all, but I don’t disagree with them all either. However, the design that should be kept in mind that WvW has some features for larger scale wars, but is limited to well small maps. I don’t mean small as in size, but in the fact that they are small for a war.
Some of your ideas would work a lot better if the battle size was 4 times larger and not defined just as more arena’s. but more designed as conquerable lands. As it is keeps are meant to go down and flip with good strategy or large numbers before it can be defended.
I like WvW the way it is, but I would also prefer a much larger war world.
Siege weapons are stong enough as is. I like to feel like I can make a difference as an individual player, throuh use of my skills and fighting ability. If siege weapons become even more important it just becomes a battle of who has the most gold / siege. I’d personally rather siege was less important than it is right now.
Also, I like the Orange swords. It’s nice to know where the action is. Maybe guards standing around in a tower watching for the enemy makes sense in real life but in a game, it’s not fun. I mean, if you want to RP a guard and stand watch for hours, go for it. I really don’t see many people enjoying it as a game mechanic.
When are people going to figure out there’s a war going on?
(edited by Raincrow.1840)
Don’t like OPs idea at all. What is wrong with a zerg being able to take a keep without siege? Just because you don’t agree with it, doesn’t mean it should be changed just for you.
Seems like you want everything changed so that the only players that have a chance of winning are the super leet organised guilds, that live and breath on teamspeak.
This game is supposed to be casual friendly, your idea is not casual friendly.
And please explain to me why you think zergs are a bad thing? How many wars do you know were fought with a single squad?.
I love the mass scale zerg on zerg fights, kind of reminds me of LoTR movie.
(edited by hellsmachine.4085)
NO because if there’s no icon telling you where the action is everyone is on the same boat and need to coordinate to go and attack or defend.
You must be in an organized guild… one that has scouts everywhere on TS.
That or you have an agenda that doesn’t make any sense to begin with. Please elaborate on how this could possibly make the game more accessible to people without the above?
I don’t know about you but I never lost a tower or higher to a zerg that had no siege weapons o_O unless
1. the tower was being trebbed into pebbles
or
2. the door was already at 25% or lower.
by god to 100% – 0% a gate with no siege? you’ll need like 50 people to do that if you want to finish under 5 minutes o_o, imagine if it was reinforce.
lv80 Necromancer, all professional skills unlocked, working on the final norn elite skills.
(edited by LieutenantGoogle.7326)
New post old complaints, half of them wrong to begin with. The problem with WvW is people like you who don’t take the time to understand it to begin with. Next you will be complaining that your fire spells don’t set wooden walls and gates on fire.
1. Doors and walls can be upgraded to make them harder to kill this will buy you time (unless you’re facing a team who brought 6-10 golems with them) 3 Super rams can take a gate down fairly fast but most zergs just drop normal rams.
2. Um? I think you mean towers not keeps. And secondary entry points = walls.
3. Players cant damage walls only siege can. And I honestly don’t see a problem with players being able to kill a door by hand. It’s far too easy to kill siege after everyone zergs past and then put 10 supply into a gate to close it.
4. Um yeah there is no cap on AoE for siege.
5. Having swords means very little in the high tiers. Skilled players know how to avoid them. Swords work both ways they point zergs to trouble and they point out zergs. You cant have scouts everywhere all the time these swords are a lot like the NPCs calling for help.
Umberage of Death – Thief
~~~Sanctum of Rall~~~
(edited by Fixeon.5076)
An exponential increase of points/tick for towers, keeps and camps. A tower might start at 2 points per tick and then go up to 10 points per tick over the span of 2 hours. This combined with an increased health for doors/walls, a “only-siege damages walls/doors” and removing the AoE cap for siege completely would offer a more defensive gameplay compared to the “zerg” mentality of today.
This is probably one of the better ideas I’ve heard…
You forgot remove the downed/ress feature
This (as long as rezzing after dead is still possible), maybe the door thing, and making WvW ratings only based on the current week’s score are the only things that need changing. Also, having gear types with vit/tough/and something other than power would make it a lot more possible for all classes to compete more evenly.
I agree with the OP entirely. However, I’d like to see the damage on siege weapons ratcheted up by 2x or 3×. You shouldnt be able to facesmash down a keep door, and if you try, you should die to the boiling oil. Rams should provide you some protection against oil, but should need multiple operators. No one-man wrecking balls.
Also, if a keep or tower is heavily defended, then you SHOULD have an incentive to hit walls, etc. I know that this does happen sometimes now, but really, with constant mass zerging, its just not worth it. I dont simply mean zergs of players facesmashing the doors, but also siege golem hordes using portals etc. One easy fix there: Disable the use of the portal while in a siege suit. Problem solved. Now you’ll see em coming. Also, I do like the idea about siege golems being anti-siege suits as well. They cost so much they really should do double duty. Smash doors? Yes. Smash walls? Yes. Kill siege weapons? Yes. Players? Certainly if they get up close and personal with a golem. Nail the golem with a ballista and have it take serious punishment? Oh most definitely.
There is no reason that teams cannot communicate with one another either on voice or text, and that includes scouting reports. This will encourage better coordination within teams and those who don’t work together will suffer until they do. Furthermore, it also enhances the power of small teams to turn a fight by making precision strikes against the enemy. You’d need to have eyes watching enemy movement as soon as you saw an objective had been turned to enemy control. It’s not a step backward, its an encouragement of teamwork.
Wyktin – 80 Necro [MATE]
Maguuma
Necro/Engineer/Guard/Ranger/Ele/War
That’s just silly. If you remove the swords the puggies will have absolutely no clue about where to go, and will all go to the commander icon. You have promoted zerging even more.
NO because if there’s no icon telling you where the action is everyone is on the same boat and need to coordinate to go and attack or defend.
Sorry, but that is just plain stupid. It is fairly obvious that you are a member of an organized guild and doesn’t have the slightest clue about how zergers act. Suggesting that zergers will coordinate is just laughable.
Spiders was completely correct in his assessment. If you reduce the number of options (remove the swords), the zergers will become even more concentrated as the only remaining option is to run towards the commander.
If you remove the commander icons as well, then you’ll start to see some communication such as this “WHERE IS THE ZERG?!?!?!?!?!??!?!?!?!?!” in the map chat, and that is it.
Zerging doesn’t happen because of information presentation. It happens because zerging is promoted in WvW gameplay. Trying to fix the wrong problem changes nothing, except that organized WvW guilds will have to use slightly more scouts. (or not really, as it is already possible to avoid triggering the crosses)
Edit: Your other suggestions are decent, although I always find it funny how people just want to remove the AoE cap on siege, and not all attacks. Isn’t that kind of a kitten measure. If AoE caps promotes zerging, why not remove all of them to really discourage it.
(edited by Wildclaw.6073)
solid plan if you want matches to be decided on who makes more golems.
golems are good in combination with mesmer portals which i foresee a big nerf to in the upcoming patch, also because golems are mobile I would put them in a siege destroyer class and do not damage doors or walls.
No one makes golems to destroy siege. Golems are there to speed cap keeps by making 10 of them and mesmer portalling them infront of a gate