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WvW Revamp (Just a dream idea)


iKeostuKen.2738

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This is more of a ramble, Im not expecting anything to change.

A weapon of war designed to combat large forces needs to be putting significant pressure on players that just hoddle eachother all day. Im honestly sick of the way this game is played where players just stack ontop of eachother to mitigate damage, it doesnt promote anything but caveman mentality. Whats the point of having technology if its not effective. If your afraid of balance then its to late for that, the state of the game is far beyond your reach for perfect balance. This isnt a thread made to bash the team, but come on. Think about how game design should be at this point. Stacking ontop of eachother is the only way to win, its been that way for years. Why has there not been any attempt to put a constraint on the style and reward multiple tactics to win? If a team is outnumbered and trying to protect a keep, its just GG, you can only delay, chances are you cant really win the fight unless you stack the most ridiculous meta to win. Stacking needs to be seriously looked at, it can be viable but implement ways to make it not the only playstyle that wins. Theres many things this team could implement to increase the replayability of WvW that wouldnt just turn it into shove through to win. Also would be a good idea to give roamers/defenders more options to promote rewarding gameplay. Just taking camps or firing a treb is a snorefest. Add threats in the form of PvE enemies attacking camps and towers. We sort of already have this but its not really anything... dangerous.

First of course, buff Arrow Carts. This game has many ways to apply ondemand shielding, it makes the cart useless especially when you have lower numbered forces. If you dont want to overtune, implement a new system. Number of hits increases the damage applied. This makes it so it doesnt do to much when attacking smaller forces and still promotes engaging tactical gameplay.Ex: Arrow cart can hit a max number of x enemies, for each hit amplify its damage by that number. Larger forces will ofcourse take more damage, smaller forces will take less damage.

Pressurized MinesThis is a favorite of mine and can be used by any player with atleast 5 supply. Plant a mine that explodes when X number of players enters its vicinity. It doesnt have to deal immense damage, but its made to punish groups of enemies stacking ontop of one another. Equipping the mine kit gives a few options. Im just throwing 2 ideas, but its something many can get crazy with.Sonar- Applies a map reveal similar to sentries.Pulse grenade - 600 range aoe that ignores stability. Pushes back all players within range. Think of it as a guardian shield 5 without becoming a dome.

Flame JugsFor the love of god, please buff this thing. Its function at this point is pretty much pointless as its the first to go and any Jimmy John that wants to operate it is pretty much a goner while trying to be a hero. Turn it into a tactivator that pours hot flames around tower doors. This can be done by adding a dragons mouth around the sides of doors that shows build up as it is getting ready to spill the flames. Burns are intensive as there is a show that its about to be spilled. Would it still be useless? Possibly if the enemy moves away from the door, but at this point the jug is in no better position and risking a life or 2 isnt needed.

Theres a lot that can be done to this mode, and sadly enough I dont expect anything to change. but how cool would it be if not everything could be solved with a high mobility zerg able to traverse the map fast enough to do everything possible. Everyone had their own tasks and were rewarded handsomely for attending to them with loot and with visual results when it came to how the field of battle is altered. Gods helping the frontline due to roamers completing a task. Defenders holding off invaders due to tasks a roamer completes, etc. while being able to win battles even when outnumbered no matter what you class is because you prepared beforehand with tools to handle the masses. Which can still be countered but not rendered useless.

This Mode could be more adventurous in its possibilities for the outcomes of battles if it just had a little bit of competent love going into it. Not just from a class balancing perspective, but with tools of war rolling into the mix to make up for what many classes lack, not in damage, but in utility to combat many different variables that go into a servers/teams tactical mindset.

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