Showing Posts For CorenMajere.6847:

Unexplained survivability improvement?

in Necromancer

Posted by: CorenMajere.6847

CorenMajere.6847

I noticed that running around Orr last night was significantly easier than before the patch, but I don’t have a good explanation as to why. I’m currently runing a life siphoning build (20/20/0/30/0) with dagger/focus and wells. Being a relatively fresh 80, my gear is all over the place (temple exotic armor, zerker exotic weapons).

Before the patch, I usually had to drop into DS or plague when fighting groups of undead (4+ regular, or vet and 2+ regular) at least once to avoid getting downed, but now it seems that the passive healing from siphons and focus-4 regen is keeping up with the incoming damage most of the time and I rarely drop below 60%. From the patch notes, I think spite 15 is the only thing that really changed in my build, but I find it hard to believe that a 2% increase in power->healing conversion would help that much. Any ideas?

Limit upgrades to EB and home BL

in WvW

Posted by: CorenMajere.6847

CorenMajere.6847

What if Camps/Towers/Keeps could only be upgraded in EB and your server’s home borderland? Invading servers could still capture them, but no upgrades would be possible for the invaders.

In matches where the servers’ population/coverage is nearly the same, this should have little impact, as all servers have a “safe” home borderland and are equally disadvantaged on their opponents borderlands. Eternal would not be affected at all.

However, in matches where the servers’ population/coverage isn’t the same, there would be at least one map where the server(s) with lesser population/coverage can reasonably recapture towers and keeps quickly without being zerged down due to the time it takes a small group to get through fully upgraded doors/walls. While it is possible to do this today with a skilled group, this is an important morale boost to help keep the “fairweathers” playing even when severely outmatched.

It also limits the mobility of invaders, as they would always have to run from the spawn point due to not being able to build waypoints in keeps. This allows the home server time to build up momentum against a much more numerous opponent, while making it harder for the invaders to hold on to everything.

This seems like a relatively simple way to counter large population/coverage differences without power creep or “punishing” the winning server. It simply gives the lower population servers a place to start their counter-attack.