Structure Upgrades have to be re-worked ?

Structure Upgrades have to be re-worked ?

in WvW

Posted by: Luna.9640

Luna.9640

What do you think about current structure upgrades ?

And do you think that they need to be changed and HOW ?

I personally think that all structure upgrades in WvW have to be re-worked.

What i’m thinking is that some upgrades need their places changed and other upgrades need to be replaced with new upgrades that will be more helpful in WvW.

Here you can see structure upgrades for Stonemist Castle for Example.

Straight Forward:

  • Gate upgrade and wall upgrade need to change places – Gates have to be first and walls second. (gates are main attack point for non-upgraded and upgrade structures almost always first so they need to be first upgrade not second!)
  • Reinforced Doors must be really reinforced and should be stronger against “Man Mode” or Massive Player Groups auto-attacking the gate really fast due to extreme numbers of players (ZERG!) and be stronger against basic (non superior) siege as well.
  • Hire Patrol – must be re-worked (or even replaced with something new) since they have no impact at defense.Even smallest player group can kill patrols within seconds.They’re simply non-factor against massive player groups (ZERGS).
  • Hire Additional Guards – must be re-worked (or even replaced with something new).Only the Veteran Wizards deal descent damage and this upgrade has no impact for defense against any player groups not to mention have no impact against Massive Player Groups (ZERGS).
  • Raise Guard Level – must be re-worked (or even replaced with something new). Reason is same a previous 2 upgrades i mentioned.Have no impact in defense and zergs don’t care about NPC levels.

It’s been more than 1 year since Guild Wars 2 is LIVE and those upgrades are not in sync with current ZERG meta and don’t contribute to defending structures.

I’m adding a In-game screenshot where i marked the mentioned upgrades.

Attachments:

Structure Upgrades have to be re-worked ?

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Posted by: dzeRnumbrd.6129

dzeRnumbrd.6129

  • Reinforced Doors must be really reinforced and should be stronger against “Man Mode” or Massive Player Groups auto-attacking the gate really fast due to extreme numbers of players (ZERG!) and be stronger against basic (non superior) siege as well.

Disagree – making doors stronger encourages zerging.

Blackgate have a team called a “Float Team” that has 50-100 players (blob/zerg) that float between borderlands to defend important objectives.

You are giving that zerg more time to respond to smaller, special ops guilds.

If you took that time away from them they would have to stay on one map or split up into smaller groups to defend. Splitting up the blob is a good thing.

The hardest place to zerg successfully in WvW is the ruins capture pads and that is due to the pads having no passive defences. People just backcap objectives after the zerg leaves the capture pad.

Stopping zerging is more about making it hard for the zerg to defend what they have already taken – not making it harder for them to take stuff. Face it – when 100 players show up at a keep door and you’ve only got 20 – you’re in trouble – having thick gates will only delay the inevitable. However, you could go and ninja Bay while the zerg is attacking Hills. If only the gates weren’t so strong at Bay – you’d have been able to take before the zerg got back to defend after they took Hills….

TL;DR – objectives with high defence = easy mode zerging.

Structure Upgrades have to be re-worked ?

in WvW

Posted by: Luna.9640

Luna.9640

  • Reinforced Doors must be really reinforced and should be stronger against “Man Mode” or Massive Player Groups auto-attacking the gate really fast due to extreme numbers of players (ZERG!) and be stronger against basic (non superior) siege as well.

Disagree – making doors stronger encourages zerging.

Blackgate have a team called a “Float Team” that has 50-100 players (blob/zerg) that float between borderlands to defend important objectives.

You are giving that zerg more time to respond to smaller, special ops guilds.

If you took that time away from them they would have to stay on one map or split up into smaller groups to defend. Splitting up the blob is a good thing.

The hardest place to zerg successfully in WvW is the ruins capture pads and that is due to the pads having no passive defences. People just backcap objectives after the zerg leaves the capture pad.

Stopping zerging is more about making it hard for the zerg to defend what they have already taken – not making it harder for them to take stuff. Face it – when 100 players show up at a keep door and you’ve only got 20 – you’re in trouble – having thick gates will only delay the inevitable. However, you could go and ninja Bay while the zerg is attacking Hills. If only the gates weren’t so strong at Bay – you’d have been able to take before the zerg got back to defend after they took Hills….

TL;DR – objectives with high defence = easy mode zerging.

And i disagree with your point as well.

WvW is a massive battlefield meant to be played by larger and smaller groups.

Anet already gave you the delayed timer and 25+ sword marker.

Now its time to give us – DEFENDERS something to work with.

We’re already discriminated by the fact that you get a reward poach from killing the Tower/Keep lord but we defenders don’t get anything for saving his kitten from the enemy.

Smaller groups in WvW are skirmishers that can work on supply camps and sentries.To take a bigger structure they need to use tactics and golems for example.

The other solution for this is GATES to scale up like Bosses depending on the people who attacks the structure but i doubt anyone will have time to make this.

Structure Upgrades have to be re-worked ?

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Posted by: Hule.8794

Hule.8794

I agree with guard upgrades. those are trully pointless.
Now structures:
walls first made gates a choke points. Perfect to use ACs to defend.
But with actual cost of siege both normal of reinforced gates go down very very quickly. You can get reinforced gate down very quickly with 2 sup rams.
This is somehow perfect for a small team of 10 people, because they have actual chance to get keep.
But it is also making defending harder.

There is no easy repair of this state, either you can buff health of gates and walls=eliminate small team ninja capturing
or you will scale gate health with players. This may be solution. Scale it with distance of 3000. But it will probably result in much harder attacing any structure. Nobody wants 2 hours of hitting gate with rams while no defenders there.
Another possible solution is scale gate health by defenders. but in situations where there are 5 defenders and 50 attackers it just delay breah by seconds.

As I said, no simple solution.

Structure Upgrades have to be re-worked ?

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Posted by: Luna.9640

Luna.9640

Now structures:
walls first made gates a choke points. Perfect to use ACs to defend.
But with actual cost of siege both normal of reinforced gates go down very very quickly. You can get reinforced gate down very quickly with 2 sup rams.
This is somehow perfect for a small team of 10 people, because they have actual chance to get keep.
But it is also making defending harder.

And i also want to add something i forgot on my previous post – RANK upgrades.

A small ninja team with RAM rank upgrade level 3 and 2 superior Rams can paper a reinforced gate in no time with smart playing.

Gates and Reinforced Gates was always weaker against Rams not to mention superior Rams and now they even have structural vulnerability and Iron hide while we defenders got nothing since forever.

I wish the devs who made the rank upgrades could come and put some light on why they introduced a Rank Upgrades and no Counter for them at structure upgrades.