Orbs giving the winning team too much of an advantage.

Orbs giving the winning team too much of an advantage.

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Posted by: Piccolo.7296

Piccolo.7296

So we had a verg of about 30 people to the other teams 15 people. We got pushed back because they owned all 3 orbs and had superior statics then we did. Any plans on reducing the orbs effects?

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Posted by: Kracin.6078

Kracin.6078

i think this should be the other way around with orbs and outmanned buffs.

the orbs should give the buffs that the outmanned buffs give… the karma and exp bonus. not a health bonus.

the outmanned buff should give more health, more stats, etc……

its completely backwards the way it is and makes no sense.

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Posted by: Piccolo.7296

Piccolo.7296

I mean, the server is already winning. Why give them more advantages? It’s hard to take orbs back from the server that owns all 3.

Orbs giving the winning team too much of an advantage.

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Posted by: Shredicus.8706

Shredicus.8706

Orbs are like those stupid CoD killstreak things

Orbs giving the winning team too much of an advantage.

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Posted by: jazzbrownie.6049

jazzbrownie.6049

I tend to agree with this… helping the winner win even easier kind of sucks (and yeah, it’s like those stupid CoD killstreak rewards).

But at the same time, it adds a huge incentive to be after those things with all you’ve got. If your team isn’t actively attacking/defending orbs, you’re doing it wrong.

This is one place you can see the effect an organised group can have on a match. Risky sneak-attack on the orb ftw. We’ve done it with just under 20 people (all in mumble and in an alliance, of course).

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Posted by: Arasuki.6094

Arasuki.6094

though i do tend to agree with it being quite a bit “too much” of an advantage, if it didnt have any strategic advantage to it, whats the point of busting your azz to take it from a fortified keep? i dont wanna waste siege equipment on something that will net me exp or gold or MF in wvw. leave that for pve.

[DU]Arasuki – Ranger
Down Under – Stormbluff Isle

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Posted by: Psy.6153

Psy.6153

Make Orbs give 50 points per score tick and a karma bonus, nothing else.
Give outmanned a stat boost.

This still keeps people interested in the orbs (actually may see the borderland to EB queues even out) because 50 points a tick is a hefty amount

Portal Bomber of
Sea of Sorrows NA

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Posted by: Arasuki.6094

Arasuki.6094

Make Orbs give 50 points per score tick and a karma bonus, nothing else.
Give outmanned a stat boost.

This still keeps people interested in the orbs (actually may see the borderland to EB queues even out) because 50 points a tick is a hefty amount

this is actually… a very very good idea.
score tick.
i cant see anything wrong with it. not at this stage anyway.

[DU]Arasuki – Ranger
Down Under – Stormbluff Isle

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Posted by: TurtleMuncher.9750

TurtleMuncher.9750

Maybe make it a buff that is only available for 30 minutes, and can only be activated by the guild that owns the keep to it and has a few hours for cooldown.

MERC

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Posted by: Draygo.9473

Draygo.9473

50 is too much, thats more than stonemist is worth.

If anything swap outmanned and orb bonuses, and yes, make orbs worth some score.

A keep with an orb in it should have the same worth in points as stonemist (but not more).

Delarme
Apathy Inc [Ai]

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Posted by: Pherenice.8124

Pherenice.8124

It realy depends on what server your up to.

Like on Far Shiverpeaks versus Vizunah Sqaure versus Riverside.

We controll 3 orbs atm, but by no means we are controlling 100% of the map.

I think balance is imposible in W3……Good alliance – Good guilds – Good players its so hard to get right and it can change on any moment when 2 servers turn against you and start clearing the maps.

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Posted by: Blrrgh.6908

Blrrgh.6908

The Orbs are a reward for winning on a balanced WvWvW matchup. On an unbalanced matchup they contribute to a slippery slopw where coming back is more difficult, facing the orb buff, superior numbers, and limited resources. I can see how they are intended to function but sometimes they don’t work out that way. ; D

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Posted by: Gankfest.4965

Gankfest.4965

Make Orbs give 50 points per score tick and a karma bonus, nothing else.
Give outmanned a stat boost.

Bonus karma sure, 50 points per tick… No. That would be like having 3 old SM’s which would be absurd weather you’re losing or winning.

P.S. This is like the 5th thread I’ve seen on this issue, use search next time please.

Thank You

Gankfest™ ~ <PRX> ~ JQ
80 ~ Thief/Guardian

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Posted by: DeFrOn.8607

DeFrOn.8607

i think its rather ok~~~~ u think too much

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Posted by: squiggit.2357

squiggit.2357

50 is too much, thats more than stonemist is worth.

It needs to be a lot. Taking or holding an orb are both massive endeavors. They need to either be high impact or no one would care.

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Posted by: mard.6319

mard.6319

They are high impact, that’s what the stats are there for: incentive to bust your team’s balls to get that thing out of the opponent’s hands. The best servers have already realized the strategic value of orbs and started playing for them, instead of fighting back and forth for the two towers on the bottom of the map while the third server sits high and mighty with two keeps and an orb up top. If your server is one of the latter, push them towards taking that orb. I’ve even taken part in seiges where we knew the opponent would get the orb, but our top priority was cracking it out of the fully-upgraded keep it was in. It was more important to us that the orb be back in play than who controlled it. So we raced the opposing server to the lord’s room and were satisfied that, even though we didn’t hold the orb, we had changed the balance from 3-0-0 to 2-0-1, making it that much easier to bring the top dog down. The orb remained in our natural keep (held by the same opponent who managed to hold the keep) and was now surrounded by wooden walls instead of fortified; a much better situation for our server!

Those stats were EARNED—no server starts with the advantage of three orbs, they achieved that through strategic play. Their priorities were correct and they executed tactics necessary to acquire the appropriate goal. And so they earn an advantage until another server comes along that is as prepared as they were, with the right tactics, with the right execution, and rips that thing from their hands to deliver back to their own server.

In the BL, your top priority is to capture and defend the orb. This provides a flat bonus to your server across all four WvW maps and is a point of pride for any team that manages to capture one.

In the EB, your top priority is to capture and defend the castle. This provides a huge point bonus to whichever server manages to hold it, and is a point of pride for any team that manages to capture one.

(edited by mard.6319)

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Posted by: hellsmachine.4085

hellsmachine.4085

I agree with OP and believe orb buff is ruining WvW, once a team has the orb buff it’s GG for the rest of the week. How about we make the game end 30 mins after one team has captured them all? Because fighting against a team that is much stronger than you is no fun, if I wanted to play a game where I was up against players with ton more stats than me I wouldn’t be playing GW2.

Like Kracin said, it’s backwards and doesn’t make sense to give the dominant server a major advantage like this.

Please Anet change it!!!

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Posted by: Shintai.5618

Shintai.5618

I have said it before, Orbs should only give PvE bonuses.

Glasscannon builds can for example get up to 50% more health with Orbs. Thats pretty OP in itself.