(edited by Lifewaster.5912)
The problem as others said is the rendering. Ambush by a glass cannon thief in WvW? It’s death.
1 to 2 seconds for the kitten thief to actually render and become target-able after their stealth drops, 0.3 seconds average human reaction time. Anything that’s not built defensive as all hell, is either dead or took so much damage for the fight to already be decided. Most of thief OP is from the rendering bug and the thieves are happily using that bug to it’s full potential.
If they cant fix the rendering bug, they should apply a self-debuff upon de-stealthing that prevents any pvp attacks from dealing dmg for 1-2 seconds.
Additionally, they should increase the “revealed” debuff time by 1-2 seconds so they cant dissappear immediately after they do render.
I’d like to discuss this aspect of the game. It can obviously be frustrating to spend days/hours defending a structure , then to lose it immediately when logging in after a maintenence reset to things like 5 rams/golems on your inner door by the time you arrive back there.
This happens because players are able to login to a zone with 10 supply already in their possession. So everyone stockpiles before a reset.
What if personal supply was reset to 0 when logging in, this would apply a check on each teams ability to instantly press structures, since each team’s rush ability would be limited to the 100-300 or so supply in their camps, and they would have to spend some travel time to collect it.
Overall this would lessen the match changing effect of resets, with a lot less instant flipping of structures.
Would that be a good or bad thing overall?
But as you said, what really matters is staring at a keep filled to the brim with supplies, Fortified Walls, Reinforced Doors, Cannons, Oil, Guards, Vendors, half of the dominating servers map population catapulting and trebbing your spawn point.
This could be addressed by capping a keeps allowed upgrades at tier1/2/3 , respective to that keeps distance from the owners spawn.
Example:
The home borderland team is allowed to fortify to tier3 only on garrison, tier 2 in bay/hills , and is limited to tier1 upgrades at the briar/water towers, and tier1 at vale/water supply camps.
Likewise invaders could be limited to tier2 at enemy garrison, and tier 1 at the north east/west towers.
Overall effect would to limit fortification ability the deeper you push to the enemys spawn.