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Bubbaworks.6023

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  1. Mini Rant:Please try and keep this post constructive and not immediately dismiss this idea. I've seen a lot of responses from forum regulars basically be "yOu'Re sTupId" "what a dumb idea har har" "oh there's ONE issue with your idea so the entire idea is bad" and some of these posts don't even have proper grammar. It really drags on an otherwise good thread and makes players like me who want to offer suggestions and ideas want to ram our heads into a wall. Okay, rant over. Here goes. Problems with Elite Specs:Currently elite specializations impact the WvW game mode negatively in many ways, including the following: Creating a whole bunch of sharp visual effects which might look nice on their own or with a small group, but end up turning the ground in a zerg fight into an epileptic puddle that lags the game.Making entire classes irrelevant (Scrapper stealth taking over the role mesmer has had for years)Being basically a pure upgrade from base classes rather than an option to provide different types of gameplayCreating a sharp barrier to entry for newer players who seem completely outmatched if they don't have X elite specializationContributing heavily to power creep which has been a major issue for GW2 and WvW for a long timeI'm sure there's more downsides than just this but those are a good start. ^ Suggestions:My suggestion would be the following: Plan another WvW Week where the major rule change is no elite specializations. Let the players, not just the forum warriors, react to this idea and see if it's viable or an improvement from where we are now.Hold some kind of poll that will let players decide whether a major change like this should happen. This is not the essence of the idea but I believe players would appreciate a greater role in deciding whether new changes happen or not. If the idea stands, plan on making this a permanent change to WvW BEFORE the release of the next expansion. Be clear with WvW players that they will not need to purchase the new expansion to be competitive in WvW, but that your expansion will offer other amenities that will entice them to purchase the expansion.I would appreciate some constructive feedback on this. Thanks for reading, cheers
  2. First, credit where credit's due - ANet, your change to T3 Gates/Walls is definitely an improvement, making SMC more accessible and opening up other T3 objectives to be viable options to attack. But SMC has never been as easy to break into as it should, and here's two reasons why: 1) The Advantage of Holding SMCHolding SMC provides your team with lots of advantages. For a team that already has an advantage in numbers or coverage, SMC is the objective that really allows a team to pull ahead and reduces matchup parity. SMC provides a sizable PPT bonus, large swathe of territory for supply or zerg movement, hard to counter treb access to 5 or so towers, and 1000-1800 supply sitting in the middle of the map. There are lots of reasons to attack SMC, making it (in an ideal world) a HOTLY contested objective. But due to SMC's current design, players are decentivized to attack SMC, and advantage is tipped HEAVILY in favor of the defenders. 2) FightingFor our fight lovers out there, nobody talks about that three-way zerg fight we all crave happening outside SMC's inner gates. No, we enjoy it INSIDE the Lord's Room - so why not have SMC's design favor breaking inside? As the center of the Eternal Battlegrounds, SMC should be the centerpoint of the struggle of the three opposing factions - not the thing we run around on our way to backcap paper towers. Ideas About How To Make SMC Easier to Break Into: Add Inner WallsNo more inaccessible inner siege. Make inner siege at least counterable by AC's or ballistae.More Inner GatesIE: Don't feed attackers into two or three choke points (inner gates) which is easily predictable by defenders. SMC is the only objective in-game that doesn't have inner walls.Those are my thoughts. I'd appreciate some feedback, feel free to critique. Have a good day!~ Bad Axxe
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