Q:
fissure of woe
Leader of legends of traumatic stuff[LoTs]
Q:
THIS BELONGS IN THIS SUBFORUM, PLEASE DO NOT MOVE
defending never happens now, unless a commander is defending, and then still many others are out attacking. whY? it gives better rewards. if defending rewards stay at what they are at, then at the very least, give us more WXP for defending. i am not saying reduce it for attacking, but make defending give twice the WXP compared to attacking. then the hardcore wvw-ers fighting for glory of their server will get the reward they truly want, WXP. this way, the zerg karma trains will potentially have to spend an hour or so taking a keep, and the wvw will become more tactical. if a mindless karma train zerg on blacktide came to our keep we would actually defend it with siege, because on T8 we are a lot of dedicated players. im sure the other servers would benefit from this too.
TL;DR would you defend if you got double WXP??
THIS BELONGS IN THIS SUBFORUM, PLEASE DO NOT MOVE
defending never happens now, unless a commander is defending, and then still many others are out attacking. whY? it gives better rewards. if defending rewards stay at what they are at, then at the very least, give us more WXP for defending. i am not saying reduce it for attacking, but make defending give twice the WXP compared to attacking. then the hardcore wvw-ers fighting for glory of their server will get the reward they truly want, WXP. this way, the zerg karma trains will potentially have to spend an hour or so taking a keep, and the wvw will become more tactical. if a mindless karma train zerg on blacktide came to our keep we would actually defend it with siege, because on T8 we are a lot of dedicated players. im sure the other servers would benefit from this too.
TL;DR would you defend if you got double WXP??
I think it should be triple. Defending is not rewarding whatsoever and its the most valuable thing you can do besides pushing.
pssst you’re in t9 not t8 :p
Don’t let the americans confuse you.
And yeah defending isn’t rewarding at all. Not to mention that sometimes you don’t get a reward at all because enemies are so many they just keep reviving.
Defending can actually be more rewarding. Defense events complete every few minutes, while assaults often last much longer.
What they need to do is fix participation detection. Right now, defending is much harder to get credit for:
Standing in the circle at the end of an assault (on anything from a sentry to stonemist castle) will get you gold credit even if you didn’t do anything.
While defending, you can contribute countless supply and blueprints towards siege, repair gates and walls, and even get a few kills, and still only get bronze or silver credit.
Assaults need to detect actual participation (NPC kills, player kills, structures damaged, siege built). Two days ago I created a treb, provided most of the supply to make it, defended said treb on my own, used it to knock down two walls of a tower, killed most of the NPCs in the tower with some friends, and I didn’t get any credit because I wasn’t in the circle when we finished capturing the tower.
Defense is a little better at detecting who contributed but needs to be more lenient detect creation of siege within the area that is under attack.
I don’t think the big problem is rewards — it’s boredom + time to react.
I love defense. If I see a tower under attack or think it will be soon, I will run in there and man siege. I often leave siege behind after taking a tower just so I can have it ready if we need to fall back and defend.
The problem is that with golems and superior rams and zergs possibly bringing several of both, even reinforced doors can drop so fast that there’s simply no time to do anything about it. Usually with towers by the time you know it’s under attack, it’s too late. Even fully upgraded keeps can be like this due to a sudden sneak golem attack with mesmers porting them — the scout says “omg 20 golems at the NW gate” and it’s already too late unless the friendly zerg happened to be right there already.
If we want more defense I think we need to remove golems from the game and consider a way to limit rams. 1 scout isn’t enough to slow down a zerg and you aren’t going to get 10 people to stand there doing nothing for 30 minutes at a time.
Defending can actually be more rewarding. Defense events complete every few minutes, while assaults often last much longer.
What they need to do is fix participation detection. Right now, defending is much harder to get credit for:
Standing in the circle at the end of an assault (on anything from a sentry to stonemist castle) will get you gold credit even if you didn’t do anything.
While defending, you can contribute countless supply and blueprints towards siege, repair gates and walls, and even get a few kills, and still only get bronze or silver credit.Assaults need to detect actual participation (NPC kills, player kills, structures damaged, siege built). Two days ago I created a treb, provided most of the supply to make it, defended said treb on my own, used it to knock down two walls of a tower, killed most of the NPCs in the tower with some friends, and I didn’t get any credit because I wasn’t in the circle when we finished capturing the tower.
Defense is a little better at detecting who contributed but needs to be more lenient detect creation of siege within the area that is under attack.
I’ll second this.
~ Kovu
@EnemyCrusher.7324 & @Slamz.5376 . i couldn’t agree more !
I don’t think the big problem is rewards — it’s boredom + time to react.
I love defense. If I see a tower under attack or think it will be soon, I will run in there and man siege. I often leave siege behind after taking a tower just so I can have it ready if we need to fall back and defend.
The problem is that with golems and superior rams and zergs possibly bringing several of both, even reinforced doors can drop so fast that there’s simply no time to do anything about it. Usually with towers by the time you know it’s under attack, it’s too late. Even fully upgraded keeps can be like this due to a sudden sneak golem attack with mesmers porting them — the scout says “omg 20 golems at the NW gate” and it’s already too late unless the friendly zerg happened to be right there already.
If we want more defense I think we need to remove golems from the game and consider a way to limit rams. 1 scout isn’t enough to slow down a zerg and you aren’t going to get 10 people to stand there doing nothing for 30 minutes at a time.
+1 for this post.
Although I’d suggest a low siege cap specific to golems rather than removing them entirely. A couple golems can be defended against, but 10 golems with mesmers timewarping them chews through gates before anyone can arrive to back up in many cases.
Alternatively, remove the ability of players to directly damage gates and have the gate’s hp scale proportionately to the amount of siege hitting it. Then you can still bring 20 golems if you want, it will just still take as long as 2 superior rams (or whatever is reasonable to keep gates from melting in under one minute). A big enough zerg doesn’t even really need golems as long as players can just dps the gate.
On topic: defending is rewarding unless the odds are hopeless. In anything like a fair/even fight the defenders should be able to hold for several defend cycles. Giving credit for building siege could be problematic. Even the current system where repairing gives credit is easily abused, often to the detriment of actual defense by draining much needed supply to farm exp/karma/gold.
I think damaging enemy players should count for defense, not just killing or repairing. Attacks are often repelled without any actual kills due to the downed state, using siege to kill ram/cata build sites and drive off attackers can go unrewarded easily under the current system.
I’ve mentioned this once or twice in another thread, but specific to counter-ram tactics, placing one of your own rams in front of your own door typically prevents enemy rams from doing damage to your door until your own ram is destroyed, giving you a minute or two of extra reaction time. Even superior rams need about 2-3 minutes of alone time before they can break an enemy ram, and distracting an enemy zerg with siege they have to break first helps increase the likelihood you can make it into the tower alive.
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