Showing Posts For Quest.4071:
Small addition:
Another reward for holding a keep (not for the towers).
Rewarded every 60 minutes for all active players on the map, as long as your server holds that keep. The longer your server holds the keep, the better the reward becomes.
(e.g. 100%, 102%, 110%, 130%, 150%, 200% for the first 6 hours)
When GW2 was released I really was a huge fan of WvW. I liked the slow capture-and-defend war game on the maps.
Unfortunatly it turned into a run-cap-forget-the-rest game. You just gain much more reward compared to the defense of your locations.
So I thought about some possible rewards to make defending more profitable.
I came up with some events that could be yielded multiple times during a fight for a castle, tower or supply station. Their rewards during a long, well organized defense should be equivalent to an organized capture-train.
Important: these rewards are ment as hidden events. Don’t show it on screen until they are achieved.
Players participate in all of these events by participating in a fight on attacker or defender side for a castle/tower/supply station.
Events 1 and 2 are triggered for both sides, 3 and up only for the defenders.
- Stir up
10 enemies killed in 60 seconds
- Death to the leaders
Killed an enemy commander or officer
- Position secured
Repaired a destroyed wall or door to 95% (during the fight)
- Push them back
Banished all enemies from the lord room / cap cycle for 60 seconds (at least 5 entered before)
or
Banished all enemies from the inner/outer Fortress ring and repaired all walls and doors (at least 5 entered before, no matter how much structures are repaired)
- Siege breaker
Destroyed 3 active siege weapons (used in last 15 seconds)
Additional Suggestion for Tower/Fortress Upgrades:
Because you cannot use fortress waypoint during defense, maybe a last-tier expensive upgrade could add some healers/protectors to fortress that heal allies and revive dead players nearby.