tower and keep upgrads

tower and keep upgrads

in WvW

Posted by: OchrisO.8450

OchrisO.8450

i have seen this a few times in wvw, how you can have a fully upgraded tower or keep then it can either get attack by a 5 man team and took out or get about 3 golems then a reinforced gate drops every quick, and if you have to run a zerg there they can already take it down befor your half way, i think they should bring in fortiyfied gates aswell, so its a challange to take the keep and dose not feel like you wasted about 10g+ upgrading it and putting sige down.
way points-its a bit sad that one person can attack a keep wall and contested a way point for hrs and stop your team or enemys reinforcing,i think it should be if you take down the outter wall then its conntested yes it makes it easier to defend but it means that you will need more skill and tatics to attack it.

Mr Quackers- Guild leader

The Night Pact Legacy [NP]

tower and keep upgrads

in WvW

Posted by: xtorma.1283

xtorma.1283

Golems are fodder if caught out in the open. Gates and walls upgrade fine. I have seen sieges last hours when the defenders know what they are doing. Waypoints being able to be contested allows for more stradegy to be employed. All these things you have asked to be changed are fine IMO.

Baron Irongut – Warrior-

tower and keep upgrads

in WvW

Posted by: Odaman.8359

Odaman.8359

DAoC did waypoints much better for rvr. You needed all four towers to port to a keep, and even then it was certain ones. I don’t see how they can do that here though without a redesign of the maps (which honestly considering how linear the home battlegrounds are wouldn’t be a bad idea). It at least allows for travel as soon as you know the enemy is attacking. Granted the maps are so small here there really doesn’t need to be waypoints at all.

The other stuff isn’t a big deal. Well defended keeps are a pain to get into as it is.

Odaman 80 Mesmer
Maguuma

(edited by Odaman.8359)