WvWvW orb idea
Ya, let’s make night capping more easier than it already is.
So why would anyone try to take the orbs? So they can have a penalty? At that point you might as well just do away with the obs completely. There have been many valid suggestions, such as just lowering or layering benefits, swithing the outmanned and orb buff, etc but I don’t think this one does it.
If ANYTHING I would argue that the orbs should give a BUFF to the gates/walls and not players. So close to what you said except no buff to players at all, and where you have penalties, I would have buffs. There should be SOME benefit/insentive to get orbs, otherwise what is the point of orbs?
I suggested this but it’s not controversial enough to gather any replies it seems:
https://forum-en.gw2archive.eu/forum/pvp/wuvwuv/A-suggestion-for-fixing-Orbs/first#post477031
Current Mechanic – You capture an orb of power, store it in your keep and gain bonuses to stats for all on your side.
Current Problem – The numbers on each side aren’t balanced, the winning side is likely to have higher numbers of players than you. This means they are likely to capture the orbs and receive a buff. This exacerbates the gap and makes for a less competitive environment.
Suggested Mechanic – The orb gives a points bonus to your server per ‘tick’ but it drains power from your side over time.
Fixed Problem – The orb is worth capturing and holding onto for points but becomes progressively harder for you to keep it. I would suggest a scaling points bonus for every hour you keep it which would correspond to a scaling decrease in the player stats during that time.
Thoughts?
Don’t like the OP’s idea. I think the orbs shouldn’t stack their effects and should only apply to the map that hte orb resides. One orb being controlled should be the Major Orb bonus.
So if you own the orb in your Borderlands, you get an effect of Major Orb bonus. But go to the enemy Borderlands where your side does not have the orb and you no effects from orbs.
Various other classes for figuring out how to kill em (thief, warrior, mesmer, etc…)
War is much more fun when you’re winning! – General Martok
The orbs should be server bonuses which are are purely WvW related and do not boost primary stats (health, speed, etc)
For example:
- Having orbs increases your chances of dropping unique weapons/armor in WvW which do not have great stats but have fantastic skins. Better stats from other weapons can be transmuted to the new skins.
- Better stat blueprints would drop more often. This means the supply needed to build them are slightly smaller. The damage done does not change.
- An orb means fireworks drop. More orbs would drop bigger boom fireworks.
- Keeps become more sexy so guilds that own a keep gets their symbols on doors, walls, banners, and even the NPC guards.
- Orbs captured from enemy keeps give temporary stats bonuses (like they have now). No longer than an hour. The gold, karma and experience for capturing a keep/garrison orb is doubled/tripled. Those defending the orb also receive extra, but not that much.
Thats what I was saying let the orbs still give (what is it 10-15% damage?)
just make it harder for someone to hold all 3.
Also makes the weaker servers less likely to attack each other.
You wan to be top dog…….prove it
I agree that the orbs should not boost primary stats (swapping with out manned is fine), but I think if that’s done then the orbs should apply to PvE areas as well as WvW areas.
The current out-manned buff is supposed to encourage people to play, it doesn’t do that. However, if people in PvE have that bonus and are in danger of losing it or want it and don’t have it, that might well bring people in.
It would also be encouragement to play even when another server is winning on overall score but not necessarily on potential points.
Tarnished Coast – Dissentient [DIS]
All classes