Mitsen.3247 Posted December 29, 2021 Share Posted December 29, 2021 (edited) 1. Sm must be easier to take it(lower hp doors walls,but 3 bosses inside), so servers with lower population will see that like big deal, because they are bulling from higher population servers. 2. Must be harder to siege and cap the keeps at the end. After that the enemy servers have no reason and nothink to defend. So the players after that go rage quit. maybe if you put some more npc defenders with more power and higher stats(mesmers npcs and thiefs). Put more bosses at keeps, as example healer for healing main boss, and a booner boss fot booning😅the main and the healer Edited December 29, 2021 by Mitsen.3247 3 Link to comment Share on other sites More sharing options...
Cyninja.2954 Posted December 29, 2021 Share Posted December 29, 2021 (edited) Defenders already have a significant advantage unless heavily outnumbered, which is the core reason that karma trains run around to begin with. Stop trying to solve population balance issues with PvE elements. It does not work. Here is some food for thought to your idea: What happens when stronger PvE elements are introduced, but the owning side of the structure is the already dominating server? Solve that one. Edited December 29, 2021 by Cyninja.2954 1 3 Link to comment Share on other sites More sharing options...
Mitsen.3247 Posted December 29, 2021 Author Share Posted December 29, 2021 Nothink cant stop em these or ppt train. But they can go slower from keep to keep 1 Link to comment Share on other sites More sharing options...
Cyninja.2954 Posted December 29, 2021 Share Posted December 29, 2021 Just now, Mitsen.3247 said: Nothink cant stop em these or ppt train. But they can go slower from keep to keep So the ppt train goes slower. Objectives take longer to take. A population dominating server has an easier time to defend against smaller servers. Which now have an even harder time to retake objectives, which they have no chance of holding. Are you seeing where this is going? PvE doesn't solve population issues. 1 Link to comment Share on other sites More sharing options...
Sleepwalker.1398 Posted December 29, 2021 Share Posted December 29, 2021 What SM needs is to mark players once its flipped just like when a Keep flips. Link to comment Share on other sites More sharing options...
Mitsen.3247 Posted December 29, 2021 Author Share Posted December 29, 2021 I said the main keeps. 3 keeps on ebg and 1 sm, the others are just castles. Yes must be harder to take these for enenies, and easier take back for owners 1 Link to comment Share on other sites More sharing options...
Lady Sapphirah.6234 Posted December 29, 2021 Share Posted December 29, 2021 Bit confused not sure what op said but I like scouting and defending best especially against big zergs and guild groups... long fights inside smc/bay etc are the best. Have been in plenty of small groups that have done a quiet ninja on smc, garri etc... its all fun. Sick of ppl trying to make everything in wvw easier. Link to comment Share on other sites More sharing options...
GoldenPants.1870 Posted December 29, 2021 Share Posted December 29, 2021 1 hour ago, Sleepwalker.1398 said: What SM needs is to mark players once its flipped just like when a Keep flips. I love abusing this on my thief with permastealth, 5 minutes up ? just get a mesmer in and its back in your control with 0 sup spent. 1 Link to comment Share on other sites More sharing options...
MedievalThings.5417 Posted December 29, 2021 Share Posted December 29, 2021 SMC has 2 major flaws. It has up to 1800 supply, and it can treb all the outer towers. This means that the blob server that owns SMC can take the 6 outer towers with 0 effort (and usually no time as they just wait for the tower walls to be down to push it). Which then allows them to take the rest of the map when they want, with almost 0 effort. There are other issues, like siege itself, guild aura buff, and tactics but those are unlikely to be fixed. A good start would be to remove the supply huts from the castle, and prevent trebs from being placed in a radius around it. It's not gonna stop people from setting up catas outside the castle walls, but at least they would be outside where a good defender has a small chance. 1 Link to comment Share on other sites More sharing options...
Stand The Wall.6987 Posted December 29, 2021 Share Posted December 29, 2021 1 hour ago, Ubi.4136 said: SMC has 2 major flaws. It has up to 1800 supply, and it can treb all the outer towers. This means that the blob server that owns SMC can take the 6 outer towers with 0 effort (and usually no time as they just wait for the tower walls to be down to push it). Which then allows them to take the rest of the map when they want, with almost 0 effort. trebs are trash anyways ban em completely. being able to attack an objective and down walls from across the map with no risk or interaction with the actual objective is degenerate. 1 Link to comment Share on other sites More sharing options...
Dawdler.8521 Posted December 29, 2021 Share Posted December 29, 2021 2 hours ago, Ubi.4136 said: SMC has 2 major flaws. It has up to 1800 supply, and it can treb all the outer towers. This means that the blob server that owns SMC can take the 6 outer towers with 0 effort (and usually no time as they just wait for the tower walls to be down to push it). Which then allows them to take the rest of the map when they want, with almost 0 effort. Wow that does sound like two major flaws! I'm just not sure exactly how yet. Link to comment Share on other sites More sharing options...
kamikharzeeh.8016 Posted December 29, 2021 Share Posted December 29, 2021 the poster said "make it easier to cap" and then "but 3 lords inside" ..lmfao okay, let us summarize, how hard would it be to just revive on of the three? i think very, compared to just having one dead lord lying around hm? your suggestion makes it harder to take the thing. the real thing that makes stuff hard to cap is the absurd ppt focus of many servers by now. they barely fight, but build 13 arrowcarts and 10 trebs/catas and rebuild all the cannons and mortars in a cycle bc they rather do that than running useful builds. leads to k/dR of over 6.0 at the end of the day, but hey, at least they "dEfEnD" their keeps eh at some point we had a blob hiding in SM with a ton of siege against only our 15ish group + few pugs. sort of hilarious, but not very fun. the retal missing a lot. resolution is such a bad boon, freecasters and pirateshipping are big time more annoying than they used to be before. there should be even siege limitations, so people have to think about where to place it, rather than having just too many around. and yeah, trebs are quite annoying. and the only unfair situations in Wvw are not solveable. its basically once it is late, some servers, but ofc not all, have their NA/mexico zergs appearing on EU borders. then u basically best just log off, or are forced to fight with ~10 ppl in a pugcloud against 30+ Link to comment Share on other sites More sharing options...
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