Showing Posts For Quest.4071:

[Suggestion] Make defense profitable again

in WvW

Posted by: Quest.4071

Quest.4071

Ok, I think we agree in the point that defense is not really profitable what results in boring farming groups instead of sieges and warfare.

that happens because they dont loose anything if they loose keep or tower… that in fact will make them ktrain back what they lost have have a few more drops.

I think the reason defense isn’t “profitable” is because of how much easier (but not easy) it is to defend. The risk is super low with siege turtle strategies, so of course there can never be a high reward.

That was exactly the thought beneath my additional comment.
It might be a lot harder fight for attackers than for defenders, but usually there are no defenders. Compared to the cap reward, there is nearly no reward for defense.
If you only use the castle, you can recap it later.

So, what can be offered to make it profitable to defend the castles?
What about the idea to give rewards to active players (activity system like in EotM) that raises for every castle your server owns and with the time the castle is owned?
In the first tick you will gain a moderate reward, but after some hours you have a huge chance e.g. for exotics.

[Suggestion] Make defense profitable again

in WvW

Posted by: Quest.4071

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)

[Suggestion] Make defense profitable again

in WvW

Posted by: Quest.4071

Quest.4071

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.

  1. Stir up
    10 enemies killed in 60 seconds
  1. Death to the leaders
    Killed an enemy commander or officer
  1. Position secured
    Repaired a destroyed wall or door to 95% (during the fight)
  1. 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)
  1. 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.