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Rare mobs/ Bounties/ Warclaw


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Rare mobs - my idea would be to have some rare mobs than roam the maps, they are hidden on the map until someone attacks or is attacked by set mob, once the mob is in combat then it would show on the map. Once the mob has been defeated you would then have to claim the loot (the same as when claiming any other objective) these rare mobs would have a decent loot table and say a chance at a super rare drop like and infusion, ascended chest or legendary mats)

Bounties - a system more for the 1v1’ers, roomers and small scale fighters. You can toggle it on and off (at the main spawn for each map) when turned on you will be randomly given a target (bounty) every day 30 seconds your bounty will ping on the map. However you will also be marked be another player. The higher the killstreaknthe bounty has the higher the reward (note there should be a system that would give you a target on a similar killstreak to you)

Warclaw - my thought would be to remove the Warclaw track, make it so you just have to do the collection and that’s it. Being a late starter to GW2 and having to run around in WvW without a mount nearly put me off the game mode. When everyone has a mount and your stuck on foot trying to keep up with the group is a real bummer, the collection was fine and fun. The reward track was just like putting salt in the wound.

These are just some ideas I thought of. Feel free to agree, disagree and discuss o/

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@UmbraNoctis.1907 said:

  1. No. WvW does not need more PvE.I might be wrong but.. wouldn’t groups be more inclined to fight over something that could give decent loot vs over a camp for nothing?

  2. No, won't work.Granted I’m still naive when it comes to Anet but why would something like that not work?

  3. Just remove the entire warclaw, problem solved.It’s not going anyway so why not just make it a tad easier to obtain?

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@"6E62A0C6-5B30-4AA3-3147-5B6B671D0B64.9437" said:

@"UmbraNoctis.1907" said:
  1. No. WvW does not need more PvE.I might be wrong but.. wouldn’t groups be more inclined to fight over something that could give decent loot vs over a camp for nothing?

Rewards don't incentivize players to fight each other. They incentivize players to look for the easiest and fastest way possible to farm said rewards. Which in case of WvW usually means stack on the side with the biggest blob, then run everything down with basically zero resistance. Also, why does it have to be mobs? Why not just make players themself drop valuable stuff if it is supposed to reward players for fighting each other?

But either way, "fun" is the only reward that can truly lead to more and better fights.

  1. No, won't work.Granted I’m still naive when it comes to Anet but why would something like that not work?

Targets can just sit inside structures or hide inside a blob, "hunters" can just zerg their target down, ... Again, players will just seek for the easiest way possible to obtain the rewards and that's not the 1vs1/small scale fights you probably want to see. Also what happens if numbers of "participants" are uneven across the sides? What happens if my target decides to leave? What if my "hunter" leaves? There are so many possible issues for something that has no benefits.

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Warclaw is already a collection anyway isn't it? It's jus that the last piece requires a reward track, which is the easiest to obtain anyway, you just basically autocomplete it while doing other stuff.

Also, Warclaw can pulse it's speed to other non mounted players around, and on top of that, basic swiftness boon is just as fast, if not faster in some instances (like stairs and inclines) than Warclaw is. You shouldn't be lagging behind players on a Warclaw with all that. The primary benefit of Warclaw is bypassing stun conditions from mobs and players when you're getting around, and not having to cast swiftness all the time or if you don't have it.

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@"6E62A0C6-5B30-4AA3-3147-5B6B671D0B64.9437" said:Warclaw - my thought would be to remove the Warclaw track, make it so you just have to do the collection and that’s it. Being a late starter to GW2 and having to run around in WvW without a mount nearly put me off the game mode. When everyone has a mount and your stuck on foot trying to keep up with the group is a real bummer, the collection was fine and fun. The reward track was just like putting salt in the wound.

...how are you struggling to keep up with warclaw after they changed the masteries for it?

https://wiki.guildwars2.com/wiki/Warclaw#Related_world_abilitiesWhile mounted, periodically grant nearby allies the ability to run at warclaw speed.

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  1. Rare mobsThere is something like that in EB already with the giant grub, that doesn't really contribute to the game type. The problem with the current "PvE elements" in game is, that they don't really contribute to the WvW mechanic. The centaurs and skritt in alpine do nothing and I have no idea if they are even done by anyone (except when you need the hero point and you are new to the game).
  2. BountiesThis sounds like something that requires way too much using (non existing) programming resources and I can already see people kill trading at the "duelling locations"
  3. WarclawWarclaw reward track is fine. No need to temper with that.

PS:To fight the staleness of WvW, we could need global events, that are actually changing how the strategy for the week works (and no silly things, like Golem week!).e.g. "Famine" week, when you lose 5 supply at every 5 min tick on players and towers and keeps lose 50 supply each tick. This would make players really care about the supply resource and dolly escorts would be really important.e.g. "Battlefield" week, when the war score count is halved for structures, but doubled or tripled for killing enemy players. This might not be for everyone, but would encourage large open field fight between guilds.e.g. "Save Haven" week, when structures on your home borderland will generate no war score.

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@"Sobx.1758" said:...how are you struggling to keep up with warclaw after they changed the masteries for it?

https://wiki.guildwars2.com/wiki/Warclaw#Related_world_abilitiesWhile mounted, periodically grant nearby allies the ability to run at warclaw speed.

They really need to tweak that a little bit, it takes quite a bit of time for it to kick in (not sure if it keeps resetting if they get outside radius), but most of the time the person on warclaw will leap away leaving them in the dust frequently.

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Looks like I'm the only other one here who actually wants more PVE-like events in WvW. My idea is to make gigantic monsters that roam the map, who give rewards for being killed, and also add the option to lure these monsters into camps/towers for some additional play options. Basically, make them wandering hazards that players would have to work around.

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That kind of stuff is more suited to pve though, and we have lots of wandering hazards (other players). If you look at the amount of threads posting complaints about other classes you'll see lol. Really though, we have to encourage interaction between players, perhaps something that can diffuse population disparities (maybe a pve element can be inserted here, no idea how/what/why though). I'm not too fond of something taking player interactions between each other away though and there are other things to consider like server resources etc.

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The worst task to finish a Daily in WvW is having to wait for the Veteran Creature to spawn, which can be long enough that your participation level drops a tier...no bueno...I'd like to see that task replaced with something like repairing a certain number of tower/keep walls or destroying a certain amount of enemy siege, something that increases or helps maintain participation levels. More PvE in WvW would just end up working against progress in the skirmish and selectable reward tracks like it often does waiting for the Veteran Creature.

Maybe Anet should allow for a Rent-A-Claw, costing a certain amount of gold/silver per hour, until a person is able to obtain their own permanent one?

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