Showing Posts For Millamber.4782:
I have a question about upgrading ascended back items. If you upgrade it from the standard version to the ascended one and have already some infusion in the infusion slot, do you loose the infusion in the slot? Just asking, if it is worth to give better infusion into the slot, if i know, that i will need to upgrade it later.
(edited by Millamber.4782)
I dont know, if its some exploit but today we twice tried to take supply camp from elona reach – golanta clearing. We were there about 40 hiting around with aoes and no damage. But we couldnt still cap it, like an enemy was still there. I dont know, what caused it, but it needs to be fixed… our zerg spent there about 10 mins for nothing.
Maybe 1 exploiter this way delayed our army…
The problem with nightcapping could be solved system changes like outmanned buff. Now it gives only some bonuses, which dont give any advantage in battle. On the other side ppl on the server with big nightcaping crew(usually caused by ppl from other time zone like America, who have prime time during EUs night) get soon all orbs and get huge advantage against other 2 servers(if you count all bonuses, you get about 50 percent stronger). This makes the difference bethween server powers larger, if it is 20vs50 in number of players, with the 3 orb bonus its like 20vs75. Even in prime time, when all servers have the maps full, the nightcaping server is like 50 percent stronger because of all the orbs, they got in night without any problems during night. It is very frustrating from ppl on other servers, when they need to fight against 50 percent stronger enemies in fully upgraded castles and towers. Even if they against all the circumstances play so good, that they get most of the map back on the end of main time after 6 hours of tough battles, they loose it in 1 hour during night.
Some of so frustrated players often stop playing wvw or change server, which makes the gap even bigger.
The solution could be simple: just give big bonuses to players, which are outmanned to be competitive against the higher numbers enemy. Something like:
1 server has 20 percent more players on map, ppl on the other servers will get 10 percent buff(not to each stat, combined like 2% damage, 2% hp, 2% precision, 2% toughtness and 2% vitality).
1 server has 50 percent more players on map, ppl on the other servers will get 25 percent buff
S scaled up to 1 server has 10 times more players on map, ppl on the other servers will get 5 times stronger. so in the night if there is 100 nightcapers vs 10 defenders it is like they fight 100 vs 50, so they will cap some part of the map, but not whole map and they can be stopped, if the other teams small group has really top players.
This will make fights on each maps competitive no matter how are the numbers. The server with higher numbers would still have some advantage, but it will be much lower.
Orbs bonuses could be change to magic and gold find, karma boost etc. So no combat advatages.