world vs world idea

world vs world idea

in WvW

Posted by: Taobella.6597

Taobella.6597

Traps and Walls

Traps
Cost 1 honor coin
Last: 30 minutes
Supply 5

Superior Traps
Last 30 minutes
Supply 10

Frost trap: 5 second chill a pulse. 5 pulses over 10 second trap duration.
Superior Frost trap 5 seconds chill a pulse 10 pulses over 20 second trap duration.
Point of this trap make it harder for people to get melee range of walls giving siege longer time to clear away zerg.

Needle trap: deal 5000 AoE dmg 5 second cool down can be trigger 5 times.
Superior Needle trap 5000 Aoe dmg at 3 cool down can be trigger 10 times.
Reason for this trap lower the chance of Mesmer and Theif just teleporting up portal bombing everyone.

Detect trap: When trigger throw a red ping out on the sever map. showing someone from other side has trigger it.
Superior Detect Trap: Bigger aoe
Pretty self explain trap would be really helpful when your map 100% your defending.

Walls 5000 HP take 90% less dmg from ranged
Wall
Cost 2 honor coins
Last 30 minutes
Supply 10

Superior Wall 10000 HP take 95% less dmg from ranged
Last 30 minutes
Supply 20
Reason for Walls help Zone out area such as mutable pathways in to a Supply camp giving more reason to set up siege in it.

Such as if you take a look at Foghaven Supply camp. it has 3 ways to enter it if you wall off the South and west set traps up at the bottom of it. you could easly defend it with a few arrow cart and ballista making it much easyer to push on Shadaran Hill.

anyways leave your idea

world vs world idea

in WvW

Posted by: Frenk.5917

Frenk.5917

Although I don’t like traps (hey, you put them in just to counter thieves like me :P) I think that walls could be a really good improvement for WvW. But they should have really more hp (10k-20k) and should last around 1 hour.

Frenk – EU
All is vain

world vs world idea

in WvW

Posted by: Master of Timespace.2548

Master of Timespace.2548

Ascended WvW trinkets with WvW specific bonuses.
Bonuses could include:
supply bonus: can carry 2 more supply (stackable)
trebuchet master: trebuchet deals 15% more damage (non stackable)
repair master: repairing is 20% more effective (non stackable)
defender: increases siege damage by 15% when defending against enemy siege (stackable with other bonuses but not with itself)
rammer: grants extra thoughness when using a ram.
.
.
and so on.

I believe that this type of gear would add a nice sense of progression and gear variety without the risk of making the game imbalanced.

ps. The numbers I used are just place holders.

? <(^-^><)>^-^)> <(^-^)> ?

(edited by Master of Timespace.2548)