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To Anet: Fix upgrade times plz, current system not logical


Riba.3271

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You must realise guys that these aren't just defensive nerfs:

  • Upgrade times are longer for enemy also so if you do longer hours defending/scouting/upgrading, you will get more profit
  • Shield gens and siege hp would be nerfed also leading into you being able to use ACs to take down catas and trebs behind gens to stop badly planned enemy assaults
  • There would be more willing and different sized attacker groups meaning you will have more fun tending for your side and looking for fights :)
  • Objective matter more so if you care about them, you can find more likeminded people. Currently you can watch netflix in a fully sieged T3 keep for 5 hours and it is unlikely anyone shows up. At that point you don't even bother turning into WvW to scout.
  • You can easier take down enemy objectives at home bl by using long range siege with reduction of shield gens and increase in upgrade times. So you get set up for defending faster instead of having to spend an hour to flip T3 objectives just cuz you had 2 hours dead timezone

Basically, yes you will lose more unupgraded objectives but at least you will have more fun doing so and enemy can't faceroll through your t3 objectives with shield gens. Everyone will be able to enjoy some close fights within keeps, we wouldn't be just limited to extremes of 20 min cloud vs farming blob or 1 push defences.

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In my humble opinion, no disrespect hereInstead of trying to get Arena net to do/play your job/game for you, I have a better suggestion

The SolutionMake Supply Removal Trap works on Dolly. once an enemy Dolly trip that trap they will continue to go to the objective but will not count towards the tier up of the objectives.

This including flipping camps and snipping yaks, you will have not 2 but 3 method to slow down enemy from tier up objectives.

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@SweetPotato.7456 said:In my humble opinion, no disrespect hereInstead of trying to get Arena net to do/play your job/game for you, I have a better suggestion

The SolutionMake Supply Removal Trap works on Dolly. once an enemy Dolly trip that trap they will continue to go to the objective but will not count towards the tier up of the objectives.

This including flipping camps and snipping yaks, you will have not 2 but 3 method to slow down enemy from tier up objectives.

If you can go somewhere to drop a trap, you can go kill the dolly or cap the camp. This suggestion seem incredibly redundant.

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@Dawdler.8521 said:

@SweetPotato.7456 said:In my humble opinion, no disrespect hereInstead of trying to get Arena net to do/play your job/game for you, I have a better suggestion

The SolutionMake Supply Removal Trap works on Dolly. once an enemy Dolly trip that trap they will continue to go to the objective but will not count towards the tier up of the objectives.

This including flipping camps and snipping yaks, you will have not 2 but 3 method to slow down enemy from tier up objectives.

If you can go somewhere to drop a trap, you can go kill the dolly or cap the camp. This suggestion seem incredibly redundant.

In my humble opinion without any disrespect I say this:Same can be said about this suggestion, if you can go kill the dolly and cap the camp why need to increase the yak delivery? I wont use that word since some people cannot stand being call it and would report me,. that is why I suggest and give one more alternative for the thread person to have more option to play the game with instead of whining everything and make the game worse.

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@SweetPotato.7456 said:

@SweetPotato.7456 said:In my humble opinion, no disrespect hereInstead of trying to get Arena net to do/play your job/game for you, I have a better suggestion

The SolutionMake Supply Removal Trap works on Dolly. once an enemy Dolly trip that trap they will continue to go to the objective but will not count towards the tier up of the objectives.

This including flipping camps and snipping yaks, you will have not 2 but 3 method to slow down enemy from tier up objectives.

If you can go somewhere to drop a trap, you can go kill the dolly or cap the camp. This suggestion seem incredibly redundant.

In my humble opinion without any disrespect I say this:Same can be said about this suggestion, if you can go kill the dolly and cap the camp why need to increase the yak delivery? I wont use that word since some people cannot stand being call it and would report me,. that is why I suggest and give one more alternative for the thread person to have more option to play the game with instead of whining everything and make the game worse.

It is about increasing the time that you can play the game. Once most objectives are T3 and virtually inpenetrable without 35+ people, and even with 60 people if enemy has even remotely competitive group, there is very little to do. If the upgrading happens within 2 or 3 hours, which is usual downtime for WvW between active hours, problems start arising.

What your reasoning is indicating is that if increasing amount of dollies doesn't make impact, neither will reduction of them. So would you say keeps requiring 10/20/40 dollies is even remotely same as current situation? All it does is make the time defender has to defend the camps way way low which is already too easy with all the unkillable minstrel builds and dolyak escort 90% damage reduction buff (also introduced with HoT)

Basically if objectives like side keeps on borderlands and SM spend over 60% of the time in the MU T2 or T3, compared to maybe 20% in the past, it hinders the WvWs ability to be both 24/7 and longterm siege/supply gamemode (however claim buff and siege changes are the ones that impact latter the most)

Also its hard to believe there isn't any disrespect in your message if you call very valid reasoning with intent to make WvW better place for everyone whining

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Its almost like we should have different sets of rules for different times of day depending on how many players are on, instead of building the entire game with the assumption that maps are full and queued at all times and then forcing players to cope.

When GW2 was announced, one of the biggest draws was its "dynamic systems". But its come to the point where they can't even maintain PvE features consistently, with even the scaling there getting wonky lately, so I think its safe to say the dynamic systems in the game are gone and despite being one of the most important aspects of a competitive game mode we're unlikely to ever see it improved here.

I think the game's just had too many turnovers of management and dev teams by this point.

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@Threather.9354 said:

@SweetPotato.7456 said:In my humble opinion, no disrespect hereInstead of trying to get Arena net to do/play your job/game for you, I have a better suggestion

The SolutionMake Supply Removal Trap works on Dolly. once an enemy Dolly trip that trap they will continue to go to the objective but will not count towards the tier up of the objectives.

This including flipping camps and snipping yaks, you will have not 2 but 3 method to slow down enemy from tier up objectives.

If you can go somewhere to drop a trap, you can go kill the dolly or cap the camp. This suggestion seem incredibly redundant.

In my humble opinion without any disrespect I say this:Same can be said about this suggestion, if you can go kill the dolly and cap the camp why need to increase the yak delivery? I wont use that word since some people cannot stand being call it and would report me,. that is why I suggest and give one more alternative for the thread person to have more option to play the game with instead of whining everything and make the game worse.

It is about increasing the time that you can play the game. Once most objectives are T3 and virtually inpenetrable without 35+ people, and even with 60 people if enemy has even remotely competitive group, there is very little to do. If the upgrading happens within 2 or 3 hours, which is usual downtime for WvW between active hours, problems start arising.

What your reasoning is indicating is that if increasing amount of dollies doesn't make impact, neither will reduction of them. So would you say keeps requiring 10/20/40 dollies is even remotely same as current situation? All it does is make the time defender has to defend the camps way way low which is already too easy with all the unkillable minstrel builds and dolyak escort 90% damage reduction buff (also introduced with HoT)

Basically if objectives like side keeps on borderlands and SM spend over 60% of the time in the MU T2 or T3, compared to maybe 20% in the past, it hinders the WvWs ability to be both 24/7 and longterm siege/supply gamemode (however claim buff and siege changes are the ones that impact latter the most)

Also its hard to believe there isn't any disrespect in your message if you call very valid reasoning with intent to make WvW better place for everyone
whining

In my humble opinion, with full respect to everyone reading, I say this.

1) Do not fix what is not broken, as it will create a butterfly effect. The number of dolly delivery to upgrade objective aren't broken.2) An objective being T3 is irrelevant when your server has in-balance players spread out over the span of 24 hours , for instant my server has lots of plyers for a few hours on the NA prime time, where as for Oceania and Asia , we are almost empty most of the time. our t3 objective can be flip in a heart beat. you are punishing the players on the low population time zone by extending the dolly delivery number. do you understand this ?3), getting objective to t3 is, for some players a game for them, like for other who prefer blob fight. If you lengthen that time, you would have destroy that game for them. if they only have x amount of time to play any one day.4) beside like it has been said many time over, You have 2 options to stop objective upgrades. go kill the dolly, go flip the camp and bring a friend or a squad to hold the enemy camp. build some balista and golems, i do not promise you will hold it, but it will be fun,

BTW:anything number you crunched up is irrelevant. because it is not what is affecting the game as you said it is.

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@SweetPotato.7456 said:

@SweetPotato.7456 said:In my humble opinion, no disrespect hereInstead of trying to get Arena net to do/play your job/game for you, I have a better suggestion

The SolutionMake Supply Removal Trap works on Dolly. once an enemy Dolly trip that trap they will continue to go to the objective but will not count towards the tier up of the objectives.

This including flipping camps and snipping yaks, you will have not 2 but 3 method to slow down enemy from tier up objectives.

If you can go somewhere to drop a trap, you can go kill the dolly or cap the camp. This suggestion seem incredibly redundant.

In my humble opinion without any disrespect I say this:Same can be said about this suggestion, if you can go kill the dolly and cap the camp why need to increase the yak delivery? I wont use that word since some people cannot stand being call it and would report me,. that is why I suggest and give one more alternative for the thread person to have more option to play the game with instead of whining everything and make the game worse.

It is about increasing the time that you can play the game. Once most objectives are T3 and virtually inpenetrable without 35+ people, and even with 60 people if enemy has even remotely competitive group, there is very little to do. If the upgrading happens within 2 or 3 hours, which is usual downtime for WvW between active hours, problems start arising.

What your reasoning is indicating is that if increasing amount of dollies doesn't make impact, neither will reduction of them. So would you say keeps requiring 10/20/40 dollies is even remotely same as current situation? All it does is make the time defender has to defend the camps way way low which is already too easy with all the unkillable minstrel builds and dolyak escort 90% damage reduction buff (also introduced with HoT)

Basically if objectives like side keeps on borderlands and SM spend over 60% of the time in the MU T2 or T3, compared to maybe 20% in the past, it hinders the WvWs ability to be both 24/7 and longterm siege/supply gamemode (however claim buff and siege changes are the ones that impact latter the most)

Also its hard to believe there isn't any disrespect in your message if you call very valid reasoning with intent to make WvW better place for everyone
whining

In my humble opinion, with full respect to everyone reading, I say this.

1) Do not fix what is not broken, as it will create a butterfly effect. The number of dolly delivery to upgrade objective aren't broken.2) An objective being T3 is irrelevant when your server has in-balance players spread out over the span of 24 hours , for instant my server has lots of plyers for a few hours on the NA prime time, where as for Oceania and Asia , we are almost empty most of the time. our t3 objective can be flip in a heart beat. you are punishing the players on the low population time zone by extending the dolly delivery number. do you understand this ?3), getting objective to t3 is, for some players a game for them, like for other who prefer blob fight. If you lengthen that time, you would have destroy that game for them. if they only have x amount of time to play any one day.4) beside like it has been said many time over, You have 2 options to stop objective upgrades. go kill the dolly, go flip the camp and bring a friend or a squad to hold the enemy camp. build some balista and golems, i do not promise you will hold it, but it will be fun,

BTW:anything number you crunched up is irrelevant. because it is not what is affecting the game as you said it is.

1) It is broken since HoT upgrade system was introduced, that was the whole point of the thread. Do you think there is logic behind both keeps and towers requiring same amount of dollies especially since WvW and its camp distances/amounts originally weren't designed so?2) Low population zones would actually enjoy more when objectives are lower tier as they could counter-attack and wouldn't lack numbers to attempt as many objectives. Defending against quite a bit larger groups is impossible anyways as shield gens block any defensive siege.3) The issue with having such a large timeframe where almost everything is T3 for everyone means there isn't much for anyone to do. No one is willing to attack so there is nothing to defend, nothing to upgrade. You could say that you trade faster upgrade times so that everyone can have more fun with more attacking and defending going around4) As I said, its about mapstate and defensive powercreep, not about stopping upgrading. Keeps and Castles need to take longer to upgrade. Still quite a bit less than pre-HoT tho. These are especially important if you wanna get a group going and not spam ballistas at a camp for enemy that will just bore you out.

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@Threather.9354 said:

@SweetPotato.7456 said:In my humble opinion, no disrespect hereInstead of trying to get Arena net to do/play your job/game for you, I have a better suggestion

The SolutionMake Supply Removal Trap works on Dolly. once an enemy Dolly trip that trap they will continue to go to the objective but will not count towards the tier up of the objectives.

This including flipping camps and snipping yaks, you will have not 2 but 3 method to slow down enemy from tier up objectives.

If you can go somewhere to drop a trap, you can go kill the dolly or cap the camp. This suggestion seem incredibly redundant.

In my humble opinion without any disrespect I say this:Same can be said about this suggestion, if you can go kill the dolly and cap the camp why need to increase the yak delivery? I wont use that word since some people cannot stand being call it and would report me,. that is why I suggest and give one more alternative for the thread person to have more option to play the game with instead of whining everything and make the game worse.

It is about increasing the time that you can play the game. Once most objectives are T3 and virtually inpenetrable without 35+ people, and even with 60 people if enemy has even remotely competitive group, there is very little to do. If the upgrading happens within 2 or 3 hours, which is usual downtime for WvW between active hours, problems start arising.

What your reasoning is indicating is that if increasing amount of dollies doesn't make impact, neither will reduction of them. So would you say keeps requiring 10/20/40 dollies is even remotely same as current situation? All it does is make the time defender has to defend the camps way way low which is already too easy with all the unkillable minstrel builds and dolyak escort 90% damage reduction buff (also introduced with HoT)

Basically if objectives like side keeps on borderlands and SM spend over 60% of the time in the MU T2 or T3, compared to maybe 20% in the past, it hinders the WvWs ability to be both 24/7 and longterm siege/supply gamemode (however claim buff and siege changes are the ones that impact latter the most)

Also its hard to believe there isn't any disrespect in your message if you call very valid reasoning with intent to make WvW better place for everyone
whining

In my humble opinion, with full respect to everyone reading, I say this.

1) Do not fix what is not broken, as it will create a butterfly effect. The number of dolly delivery to upgrade objective aren't broken.2) An objective being T3 is irrelevant when your server has in-balance players spread out over the span of 24 hours , for instant my server has lots of plyers for a few hours on the NA prime time, where as for Oceania and Asia , we are almost empty most of the time. our t3 objective can be flip in a heart beat. you are punishing the players on the low population time zone by extending the dolly delivery number. do you understand this ?3), getting objective to t3 is, for some players a game for them, like for other who prefer blob fight. If you lengthen that time, you would have destroy that game for them. if they only have x amount of time to play any one day.4) beside like it has been said many time over, You have 2 options to stop objective upgrades. go kill the dolly, go flip the camp and bring a friend or a squad to hold the enemy camp. build some balista and golems, i do not promise you will hold it, but it will be fun,

BTW:anything number you crunched up is irrelevant. because it is not what is affecting the game as you said it is.

1) It is broken since HoT upgrade system was introduced, that was the whole point of the thread. Do you think there is logic behind both keeps and towers requiring same amount of dollies especially since WvW and its camp distances/amounts originally weren't designed so?2) Low population zones would actually enjoy more when objectives are lower tier as they could counter-attack and wouldn't lack numbers to attempt as many objectives. Defending against quite a bit larger groups is impossible anyways as shield gens block any defensive siege.3) The issue with having such a large timeframe where almost everything is T3 for everyone means there isn't much for anyone to do. No one is willing to attack so there is nothing to defend, nothing to upgrade. You could say that you trade faster upgrade times
so that everyone can have more fun with more attacking and defending going around
4) As I said, its about mapstate and defensive powercreep, not about stopping upgrading. Keeps and Castles need to take longer to upgrade. Still quite a bit less than pre-HoT tho. These are especially important if you wanna get a group going and not spam ballistas at a camp for enemy that will just bore you out.

In my humble opinion, I say this is with respect to all that read it:

Being stubborn does not make your claim true, you are going in circle, that is not going to help your case, already told you in previous reply that the Keep takes double the time for dolly delivery to reach it, meaning it is already x2 the amount NOT THE SAME AMOUNT AS TOWER because the route is longer, which also means you have double the amount of distance/chances to kill off the dolly reaching the keep. (I also provided an option, if you actually cannot kill off the dolly because they are getting protected by players or invunerable tactivators, then let the supply trap work on the dolly)

Lower population zone are the one that have all the paper objectives, if you increase the dolly delivery these servers will never ever have any tier up objectives, they will never see any T3s and never go take any of the enemy objectives because they have to always be on the defend, meanwhile, they are unable to tier up since you so kindly make them have to wait longer for their objectives to be stronger, they will get blob down, mowed over repeatedly (this is speaking from experience). Last week our sea time green keep is blue most of the time, they flipped all of the objective repeatedly (with the golem runes) sometime for most of the whole week , we are camp out at spawn getting kill by that server who likes to camp at spawn.

You should come see how easy it is for our T3 objectives to be taken by map blob, they hit multiple objective on 2 maps. 8 flame rams 2 -3 shield generators on one tower, one sneaky using catapult on our keep wall, tapping it and tearing down the wall at the same time, smaller group holding our camps, please tell me how longer tier-up time gonna help that? . One time we were golem rushed at Garrison when we don't even have more that 10 players to defend. How delaying tier up time gonna help that?

Increasing the delivery time of dolly to keep is a bad bad bad idea especially for lower population server.

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@"Threather.9354" said:4) As I said, its about mapstate and defensive powercreep, not about stopping upgrading. Keeps and Castles need to take longer to upgrade. Still quite a bit less than pre-HoT tho. These are especially important if you wanna get a group going and not spam ballistas at a camp for enemy that will just bore you out.Well you are clearly going about trying to fix in two different kinds of way. And in my not so humble opinion because I only have honest ones, you are both still completely wrong. Its the dynamics of WvW that make it fun. Longer upgrade times isnt fun, you want take a keep, defend a keep and watch it upgrade and fight over it. Doing it at a snails pace will still do it in the end, its just going to more boring.

Besides, both of your "requirements" for stopping upgrades, higher tiers being too strong and it taking longer have higher tiers could easily be simplified into a single mechanic that maintain the speed of gameplay - make objectives downgradeable. All objectives constantly tick down the dollies and need to constantly be fed to go plus.

Though I am sure that commanders will still order that 1 roamer to do his damn work and cap a T3 camp defended by 30 enemies and 5 golems, while they spends 2 hours trying to get inside a keep getting supplied by packed dollies escorted by 5 superspeed scrappers.

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@SweetPotato.7456 said:

@SweetPotato.7456 said:In my humble opinion, no disrespect hereInstead of trying to get Arena net to do/play your job/game for you, I have a better suggestion

The SolutionMake Supply Removal Trap works on Dolly. once an enemy Dolly trip that trap they will continue to go to the objective but will not count towards the tier up of the objectives.

This including flipping camps and snipping yaks, you will have not 2 but 3 method to slow down enemy from tier up objectives.

If you can go somewhere to drop a trap, you can go kill the dolly or cap the camp. This suggestion seem incredibly redundant.

In my humble opinion without any disrespect I say this:Same can be said about this suggestion, if you can go kill the dolly and cap the camp why need to increase the yak delivery? I wont use that word since some people cannot stand being call it and would report me,. that is why I suggest and give one more alternative for the thread person to have more option to play the game with instead of whining everything and make the game worse.

It is about increasing the time that you can play the game. Once most objectives are T3 and virtually inpenetrable without 35+ people, and even with 60 people if enemy has even remotely competitive group, there is very little to do. If the upgrading happens within 2 or 3 hours, which is usual downtime for WvW between active hours, problems start arising.

What your reasoning is indicating is that if increasing amount of dollies doesn't make impact, neither will reduction of them. So would you say keeps requiring 10/20/40 dollies is even remotely same as current situation? All it does is make the time defender has to defend the camps way way low which is already too easy with all the unkillable minstrel builds and dolyak escort 90% damage reduction buff (also introduced with HoT)

Basically if objectives like side keeps on borderlands and SM spend over 60% of the time in the MU T2 or T3, compared to maybe 20% in the past, it hinders the WvWs ability to be both 24/7 and longterm siege/supply gamemode (however claim buff and siege changes are the ones that impact latter the most)

Also its hard to believe there isn't any disrespect in your message if you call very valid reasoning with intent to make WvW better place for everyone
whining

In my humble opinion, with full respect to everyone reading, I say this.

1) Do not fix what is not broken, as it will create a butterfly effect. The number of dolly delivery to upgrade objective aren't broken.2) An objective being T3 is irrelevant when your server has in-balance players spread out over the span of 24 hours , for instant my server has lots of plyers for a few hours on the NA prime time, where as for Oceania and Asia , we are almost empty most of the time. our t3 objective can be flip in a heart beat. you are punishing the players on the low population time zone by extending the dolly delivery number. do you understand this ?3), getting objective to t3 is, for some players a game for them, like for other who prefer blob fight. If you lengthen that time, you would have destroy that game for them. if they only have x amount of time to play any one day.4) beside like it has been said many time over, You have 2 options to stop objective upgrades. go kill the dolly, go flip the camp and bring a friend or a squad to hold the enemy camp. build some balista and golems, i do not promise you will hold it, but it will be fun,

BTW:anything number you crunched up is irrelevant. because it is not what is affecting the game as you said it is.

1) It is broken since HoT upgrade system was introduced, that was the whole point of the thread. Do you think there is logic behind both keeps and towers requiring same amount of dollies especially since WvW and its camp distances/amounts originally weren't designed so?2) Low population zones would actually enjoy more when objectives are lower tier as they could counter-attack and wouldn't lack numbers to attempt as many objectives. Defending against quite a bit larger groups is impossible anyways as shield gens block any defensive siege.3) The issue with having such a large timeframe where almost everything is T3 for everyone means there isn't much for anyone to do. No one is willing to attack so there is nothing to defend, nothing to upgrade. You could say that you trade faster upgrade times
so that everyone can have more fun with more attacking and defending going around
4) As I said, its about mapstate and defensive powercreep, not about stopping upgrading. Keeps and Castles need to take longer to upgrade. Still quite a bit less than pre-HoT tho. These are especially important if you wanna get a group going and not spam ballistas at a camp for enemy that will just bore you out.

In my humble opinion, I say this is with respect to all that read it:

Being stubborn does not make your claim true, you are going in circle, that is not going to help your case, already told you in previous reply that the Keep takes double the time for dolly delivery to reach it, meaning it is already x2 the amount NOT THE SAME AMOUNT AS TOWER because the route is longer, which also means you have double the amount of distance/chances to kill off the dolly reaching the keep. (I also provided an option, if you actually cannot kill off the dolly because they are getting protected by players or invunerable tactivators, then let the supply trap work on the dolly)

The dolly first goes to the tower, then it goes to the keep and then it respawns. Alright? So it isn't double delivery, when the keep has 20 dollies, the tower on its route has 20 dollies as well if it wasn't killed inbetween the tower and the keep. It isn't double the amount, there can be only 1 dolly on 1 route. Your logic just doesn't hold true so please give me at least 2 examples of a case where the keep gets less dollies than the tower.

Lower population zone are the one that have all the paper objectives, if you increase the dolly delivery these servers will never ever have any tier up objectives, they will never see any T3s and never go take any of the enemy objectives because they have to always be on the defend, meanwhile, they are unable to tier up since you so kindly make them have to wait longer for their objectives to be stronger, they will get blob down, mowed over repeatedly (this is speaking from experience). Last week our sea time green keep is blue most of the time, they flipped all of the objective repeatedly (with the golem runes) sometime for most of the whole week , we are camp out at spawn getting kill by that server who likes to camp at spawn.

Yes there are some population problems between some servers which are caused by bad population algorithm. That doesn't mean that these highly populated servers have many fights or choices around objectives either. Yes they took your objectives over course of 3 or so hours but at least after those 3 hours their objectives wouldn't be tier 3 and you would be able to counter attack. You can't do anything against such large numbers anyways until siege and supply balance is fixed. At least you can play on the timezone by trading objectives if everything enemy owns isn't tier 3 and easy to defend while taking stuff.

You should come see how easy it is for our T3 objectives to be taken by map blob, they hit multiple objective on 2 maps. 8 flame rams 2 -3 shield generators on one tower, one sneaky using catapult on our keep wall, tapping it and tearing down the wall at the same time, smaller group holding our camps, please tell me how longer tier-up time gonna help that? . One time we were golem rushed at Garrison when we don't even have more that 10 players to defend. How delaying tier up time gonna help that?If you check the spoiler in the opening message, shield gen and siege HP nerfs were also suggested to fix this. So you can use siege to fend off larger groups for longer duration until you hopefully gather enough numbers or don't lose too much before they log out. You do not need to rely on upgrade times being near instant, rely on better siegebalance to fend off bigger groups

Increasing the delivery time of dolly to keep is a bad bad bad idea especially for lower population server.Weaker timezones last usually somewhere below 5 hours and if objectives would take about that time to upgrade instead of 2-3 hours, sniping dollies and resetting objectives during it is actually helping. No one wants to spend more than 3 hours doing it to reach any damage to enemy team. Lower population servers will lose or rely on off prime capping anyways so there won't be really any change in outcome of the matchup other than them being able to have more impact with smaller groups.

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@Dawdler.8521 said:

@"Threather.9354" said:4) As I said, its about mapstate and defensive powercreep, not about stopping upgrading. Keeps and Castles need to take longer to upgrade. Still quite a bit less than pre-HoT tho. These are especially important if you wanna get a group going and not spam ballistas at a camp for enemy that will just bore you out.Well you are clearly going about trying to fix in two different kinds of way. And in my not so humble opinion because I only have honest ones, you are both still completely wrong. Its the dynamics of WvW that make it fun. Longer upgrade times isnt fun, you want take a keep, defend a keep and watch it upgrade and fight over it. Doing it at a snails pace will still do it in the end, its just going to more boring.

Besides, both of your "requirements" for stopping upgrades, higher tiers being too strong and it taking longer have higher tiers could easily be simplified into a single mechanic that maintain the speed of gameplay -
make objectives downgradeable
. All objectives constantly tick down the dollies and need to constantly be fed to go plus.

Though I am sure that commanders will still order that 1 roamer to do his kitten work and cap a T3 camp defended by 30 enemies and 5 golems, while they spends 2 hours trying to get inside a keep getting supplied by packed dollies escorted by 5 superspeed scrappers.

Yea: tuning packed dollies, nerfing claim buffs, lowering upgrade times, amount of supply provided, upgrading requiring supplies, fixing siege. There are many ways to go around fixing the defensive powercreep. Its just that scouts cried the hardest pre-HoT and were basically given impenetrable fortresses provided there are defenders while blobs were given 100% sure way to get inside with first attempt (HP buffed golems + shield gens).

Overall I just want competitive combat environment everywhere without overtuned stat buffs and objective/siege balance that promotes different sized groups and tactics. Its just wrong that defending is just clouding enemy down with numbers+stats without needing a commander and attacking is just using shield gens to block all siege.

Having superstrong objectives is also one factor that accelerated bandvagoning so making objectives easier to flip combatwise for these superstrong farming groups that can take it at will anyways will just bore them out to other servers that would now stand a chance attacking things. So these suggestions are most definitely not directed to those people.

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