Attended the funeral of Lord Blackthorn
Defeated the Slasher of Veils by Queen Zhah’s orders
I was torn between this and a light one, but I figured only post one.
Equipment:
Protector’s Helm
Whisperer’s Shoulders
Heavy Plate Chestguard
Avenger’s Gloves
Illustrious Leggings
Rampart Boots
Elegant Guild Back Banner (so proud)
Belinda’s Greatsword
Dyes:
Ruby
Charred
Rawhide Dye
This is Sox, who ascended to Godhood about two-hundred and sixty years ago. And Dragons think themselves a challenge.
I suppose you make some valid points. I personally see little problem with the skritt / centaurs, because otherwise it would be vacant space. Regarding Commanders, I think they should be required to have a squad of at least 10, otherwise their title expires after a minute. Grub and ancient Oakheart should have a penalty if not dealt with; either assaulting nearby keeps, camps, and SM or a sort of hex on the entire map to encourage every team to go take it out.
A small preface:
I apologize if this is in the wrong section, it seemed most appropriate at the time. I have been reading a few books about the history of different wars, and recognized that one of the main thing WvW is lacking is natural interference. I thought it’d be exceptionally innovative if we were permitted to somehow do a few of the things I’m about to list:
Avalanches ( / rockslides)
These would be blocking roads, redirecting dolyaks and players alike, and at the same time creating a ‘trap’ for those who do not pay attention. They would melt away in time, or npc explosion experts could blow the snow away
This could trigger when so many players are stampeding together, which would help to discourage or slow down zergs.
Forest Fires:
This would alter the mobs spawning in an area, as well as set players alight who are traveling through, or setting up siege equipment. The fire could either burn down the forest, at which point it would begin to slowly regrow; or players could save it by extinguishing the flames.
This could trigger from a trebuchet missing its mark, randomly, or one too many fire skills affecting the area. This would encourage players to be more precise with their fire, and make a real affect on the environment.
Fallen Trees:
This would have an effect similar to an avalanche, but would be less drastic and easier to instigate. Players could slow down dolyaks and players alike, not by blocking a path, but making them jump or walk around the trees. Players would be able to destroy the fallen trees much like other roadblocks.
Players could trigger the fallen trees by hacking away at it for perhaps 30 seconds, or could blow up some supplies they’ve got on hand. This would slow down armored transports of supplies, allowing solo adventurers the opportunity to affect a map where they are drastically outmatched. Trees would slowly grow back.
Tornadoes:
This would be very similar to the elementalist’s skill. It would only occur is wide plains, and would last only a minute or so before dissipating. The goal of this is to discourage the formation of zergs, and to give defenders a hand when they are drastically outmatched.
These would not be able to be triggered, nor attacked. They would occur randomly in wide plains and knockback players without preference. It would not travel a long distance.
Toxic Bogs:
These would exist to draw attention back towards your swamp. It would apply a condition similar to Grenth’s Corruption, making npcs slowly deteriorate, allowing for smaller teams to capture locations with ease. The toxicity could be cured by building purifiers around the swamp that would consume a small amount (maybe 5) supply.
Players would be able to trigger toxicity by destroying purifiers around the swamp, or nearby creatures destroying them.
I’m sure there’s more ‘disasters’ or war techniques we could ramble on about, but these are the ones I put some thought into. Let me know if this is in the wrong section, or what you think, or if this isn’t that type of forum. Either way, I’ll learn something.
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