Showing Posts For Doctor Croatoan.3967:

Necro / Engineer and WvW

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Posted by: Doctor Croatoan.3967

Doctor Croatoan.3967

My PVE Build is a minion master Axe/Focus. I think Power Precision Crit (And some toughness) is very viable for a necro. When i go into WvW I switch out my minion skills for better WvW skills. (like spectral walk and grasp, signet of undeath, and lich form). As a necro your high health pool can keep you in the battle longer than any other class and its a shame not to explore weapons other than the staff. Of course I switch to staff when I need to focus a pot of oil or something equally far away but it helps to be able to stack vulnerability like nobody’s business. So I’ve loved my necro, and he isn’t a staff necro.

Take WvW offline

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Posted by: Doctor Croatoan.3967

Doctor Croatoan.3967

Taking wvw down because of hackers only punishes the people who are playing the game correctly.

Creative Fixes - Low Population Servers

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Posted by: Doctor Croatoan.3967

Doctor Croatoan.3967

Some of these are pretty creative. I worry about hanging 1 and 3 entirely on the fact that you are out manned. Taking the quaggan camps isn’t hard for 2 or 3 players as is. It just takes longer.

One of the things that I think would make the game easier to balance would be if points had an allegiance to a color. We already know that there are points that a server should be holding on to if the point gain was balanced evenly. So why not make it to where, when Red takes a keep that is “greens” they can’t upgrade it fully so that it makes it just slightly more vulnerable and harder to protect than the stuff that is in the heart of their territory. And I think you could even have a free upgrade or two at the lowest levels to raise survivability just a little more after the point has been taken.

I think out manned need’s work but I don’t know how fair it is to reward players for not having an active server. Its a tough problem. If Out manned allowed you to cap points slightly faster it would make a small group more effective in hit and run strategies. Or better yet, if out manned negated some (not all) armor damage because the chances are you will die a great deal and you shouldn’t be punished with heavy silver costs because of it.
You could even have the outmanned team be able to pull 12-15 supply automatically(not just with the buff) because it takes a larger group to get siege going and by the time you are noticed you are usually focused down. Just spit balling of course. I like threads like this that are about solutions and not about complaining.

Edit: And as a helpful thread that isn’t about complaining or picking fights it will sink to the bottom of the wuvwuv board.

(edited by Doctor Croatoan.3967)

WvW Balance Solutions

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Posted by: Doctor Croatoan.3967

Doctor Croatoan.3967

Good Day All,

I’ve played a share of WvW and love it. I’ve found myself thinking “This could be better”. This isn’t so much a suggestion thread (since this is the wrong forum) as a discussion thread. I’ve been tired of seeing everyone suggest shorter match times/no night capping on this forum in particular and I wanted to issue a challenge to be more creative in your solutions. I heard this suggestion somewhere else so I don’t want to take full credit on it and I apologize if this is buried somewhere on these forums but night capping is totally great and problematic at the same time. A server with 100% control of the map could potentially hold all major strongholds (supply camps excluded due to a lack of walls) with a minimal garrison at each after other servers lose morale. Its even easier if, over the course of the night, you fully upgraded all your properties and have full supply in the bank. The idea is this:

What if keeps and towers had some sort of local allegiance. In each of the three maps there are points that “should” be held by each respective color. Some are obviously neutral such as the southern supply camp in the borderlands and the castle in EB. But for the obvious cases, what if red couldn’t fully upgrade a “green” Tower. Just most of the way upgraded. It would force your most forward positions to be the most vulnerable and require the most attention(as typically happens in a real war). This would allow players to reclaim “what is theirs” when they come online and restore the server balance easier, however, a competent squad could still keep a rag tag/unorganized zerg from retaking even a partially upgraded keep. This may be going too far in this direction but it’s just spit balling anyway. What if when you retook something that was “yours” It had one or two base level upgrades(just a better door or walls) already applied to it and in that way you could avoid losing it as soon as the timer comes and give you a second to lay down a few arrow carts. It should be more difficult to drive into enemy territory and stay there than it is to hold your own keeps. But it shouldn’t be impossible for a well organized group to hold the outer points because then that punishes them for being good.

Thanks all for reading. What do you guys think? It seems we all want the same thing in WvW. It’s that at any given point, with a fair amount of effort, balance can be restored to a game already in progress. And from that balance would come the hope of tilting the scales in our direction with enough effort and coordination. What do you think is a creative solution to a complicated problem?

I do want to be clear that I am talking about the general mechanics of WvW as a whole and not the effect of hackers/botters on the game.

(edited by Doctor Croatoan.3967)