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Some WvW opinions from a long-time player

in WvW

Posted by: Trenthor.2563

Trenthor.2563

every team has a WP. WP has ridiculous amount of health and can be carried by players around the map to any structure they own. if it gets hit in open field it gets contested for 3 min. if it gets destroyed it respowns. if a structure with WP gets fliped, it respownes, unless a player picks it up.

Actually, there are some options around this that have the same effect. One is consumables that work like WPs, but are bounded to parties or squads. This can improve such thing as roamming and dueling, and even incourage defensive groups that can use their consumables near the objective they want to defend. This can be tweked around giving more options, like making those not spawnable inside objetives, but rather right outside them, or near sentries, and limiting the number of people that can bind to each of those, in case of squads for example, make options for squads with a certain max amount of people to be able to use those consumables. As it is a consumable, make the price fair, something around gold and badges of honor, or use the same options as blueprints, have one standard version (for parties) and one that can be upgraded (for squads) costing something around the current golem blueprint prices, and also having around the same supply requirement.

Some WvW opinions from a long-time player

in WvW

Posted by: Trenthor.2563

Trenthor.2563

Viable defense for a tower or keep needs to account for a small number of players defending against a zerg…because this is what happens the vast majority of the time. Because joining a giant blob and karma training around the maps is so heavily encouraged and incentivized by the game design (most rewards, easiest play, safest play), very few people defend. In order for defense to be viable, the defender needs to be able to hit the enemy without being hit themselves. Very basic…but it’s the central design of all defenses since tribes started building huts thousands of years ago. I have to be able to hit you without you hitting me.

Why not add a factor/buff that grants the defenders inside the towers a chance to evade ranged and aoe attacks? Make it so it only happens when you are in some strategic places inside the structres, and only if the gate/walls are still intact. I believe this can bring more options to people defeding, and can be adjustable, (50% chance, 33% chance, etc), so it can be balanced further depending on the initial feedbacks. This seems logical to me, since its harder to hit someone from down below. Currently we already have the obstruction factor, but it doesnt really matter for a blob casting everything in those walls, so I believe some sort of mechanic like this one I mentioned can help solve those problems.