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Opinion: Disable gliding/warclaw in contested objectives


DocM.5387

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21 hours ago, Riba.3271 said:

No, you're right.

Mount should share endurance bar with player and gliding should be disabled when player is in combat. Defenders shouldn't have absolute safety in high ground.

It is because they made combat balance completely skewed towards defenders. They don't only have respawn, increased player count and siege, but also +25% damage worth of stats. It has gotten to a point where equally strong groups don't try to take objectives from each other anymore. The defending blob or a guild just wins everytime unless they're completely outmatched.

What they need to do is:

  • Rebalance shield gens to 1 per spot and only bubble around them, so defending siege works
  • Buff wall and gate hitpoints so defenders have more time
  • Increase siege damage to siege by 50%, so defender siege does something. (Note: Originally siege did 100% more damage to siege but then they doubled siege hitpoints and forgot to buff siege vs siege damage)
  • Make golems not affected by boons again since Quickness + Protection golems make attacking attempts unstoppable.
  • Remove gliding in combat since it skews combat
  • Rework objective aura to not provide combat stats since it skews combat
  • Increase upgrade time of Stonemist castle by 200% dolyaks. Packed dolyak should only count as 1 dolyaks for upgrade.
  • Reduce duration of banner tactivators to 5 minutes

So there are significant amount changes required for both defending and attacking. This will be about net positive for defenders since they have more time to gather numbers, but also much more fun for attacking groups since they can have better battles and aren't in a rush to capture objective before equal amount of defenders show up.

Where are you playing that this is the case?  EVERY change to the game has been in favor of attackers.  Even shield gens were put in so attackers wouldn't have to worry about enemy defensive siege.  They took away defensive siege damage, nerfed wall health, nerfed supply and moved it to camps so the Ktrain boonblob (attacker) could get more supply and defenders had less in structures.  Even doubled the ammo count on barrage so rangers could remove ALL defensive siege faster.  Removed repair participation for defending.  The only reason boonblobs aren't taking things is because they break in (in 10 seconds) and stand inside farming the defenders for 10-30 minutes, then leave so they don't raise their PPT score too high.  The only reason they leave earlier than that is to babysit SMC or because the pugs flipped their farm.  Boonblobs don't want to move to higher tiers to fight other boonblobs, they want to stay in lower tiers farming the 5-10 guys who can't afford to transfer to stack, or just choose not to.

What they need to do is:

  • Remove shield gens
  • Remove downstate
  • Remove the supply depots from SMC
  • Remove the PvE shrines, I.E Bloodlust
  • Limit area siege placement, max 3 rams per gate, and some limit on catapults, cause people dropping 16 catapults on walls is kind of absurd
  • Reduce player supply to 10, +5 for the wvw trait
  • Make permaboons require 100% boon duration on the receiving player, and make the cooldowns matter, not spam every boon at max stack and duration with almost 0 effort
  • Bring back boonstrips, cause being able to strip 1 boon every 30 seconds while the blob can reapply max duration and stacks every second is just stupid (and likely half the lag in wvw)

That would be a good start.  Gliding and mounts are not what is breaking the game mode.

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On 3/4/2024 at 7:08 PM, MedievalThings.5417 said:

Every change to the game mode, every nerf, every "balance" change has nerfed defense and buffed the boonball stacking outside.  They have nerfed siege, wall health, supply, boonstrips and buffed anything that makes it easier for the attacker.  Even the walls design helps the attackers.  You can flip a T3 tower in 25 seconds from siege drop to lord dead, and some T3 keeps in 45 seconds.  So, why would we need to nerf defense even further?  Heaven forbid one of the 5 defenders successfully escape the 30-50 man boonball ktrain that is trying to farm easy ranks and loot.

Agree. Attacker have always had the advantage in all scale of play. 

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11 hours ago, MedievalThings.5417 said:

Reduce player supply to 10, +5 for the wvw trait

Which would kill roamers even attempting to siege, just like it did once before when Anet was forced to reduce siege cost to prevent WvW grinding to a screeching halt outside primetime.

At 15 two people can’t even build guild siege (well except a ballista which won’t help much). Meanwhile zergs won’t give kitten as they can easily dump up 6+ anyway with that “nerf”.

If your intent was to target zergs the idea is the eqvivalent of slicing the tire of a semi with a tennisball.

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6 hours ago, Dawdler.8521 said:

Which would kill roamers even attempting to siege, just like it did once before when Anet was forced to reduce siege cost to prevent WvW grinding to a screeching halt outside primetime.

At 15 two people can’t even build guild siege (well except a ballista which won’t help much). Meanwhile zergs won’t give kitten as they can easily dump up 6+ anyway with that “nerf”.

If your intent was to target zergs the idea is the eqvivalent of slicing the tire of a semi with a tennisball.

I suggested this before, and with as bad as things are this is the change that needs to happen.

Only siege contests structures, remove all siege but rams, limit rams to 3 per gate.  But people hate the thought that they would actually have to walk to a structure to open it.  Everyone seems ok that 50 people can hide in smc under siege with supply and remove the walls of everything around it from the safety of the castle.

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46 minutes ago, Zyreva.1078 said:

That's not true. Quite the opposite is the case.

🙂 Each time I try and not be long winded. Always is too strong of a term, agree.

Lets try this a different way, defenses do no good when there is no one to use them. An attacker has an edge since they choose where and when to strike. A defender has to be around to scout, use and get reinforcements before the attacker is already in.

For attacking; Roamers can weaken/pre-tear down walls, Havocs can do that and take out structures, Warbands are all the faster, Zergs the fastest without even having to try and conceal like Roamers and Havocs need to do. For a defender to have an advantage they need to know about, then get to the objective to be defended and hope that someone put some defenses in place let alone actually upgraded the objective. An attacker if concerned with defense can have already lowered supply, by camp denial and false attacks, preset offensive siege, de-sieged outer from ground, weakened walls, and have roamers in place to snipe defenders replying to false attacks. Not to mention options to just keep defenders in one objective while they actually worked on another. Attackers also have an option to walk away where as defenders do not unless they want to give up the objective. Defenders do have objective buffs to try and help out this balance yes. Now different servers will scout and defend in different ways, but for most of forum conversations the topic comes up when 50 show up and no one is at home and a scout is still en-route to investigate if they can get there. To me, its still much easier to attack then to defend, and I am usually one of those putting defenses in place at structures if I think they are going to be hit. Mileage varies.

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I was mostly talking about a situation where attackers and defenders are already fighting for a certain structure. Because from a strategic point of view there isn't a distinct seperation between defending and attacking and the saying "offense is the best defense" can absolutely be true. And who has the easier time depends more on map state and numbers present than on anything else.

The roles only become clear when a certain structure is already contested ("contested" in it's literal meaning here, not in the sense of "tagged by someone running by") and it is also clear who has the advantage in that situation. You say attackers can quickly break walls, but defenders don't have to deal with any walls to begin with. You say attackers can clear defensive siege, but defenders don't have to rely on siege unlike attackers (and yes, technically it is possible to break doors without siege weapons, but it's not very practical). So clearing defensive siege is less impactful than destroying/disabling the for attacks mandatory offensive siege. You say attackers can decide to leave at any moment while defenders are "forced" to stay, but truth is, leaving means losing the battle for either side. Difference is that defenders usually have time to assess the situation and can then decide whether staying or leaving is the better call, while attackers don't have that time if defenders suddenly swoop in on gliders, mounts or via waypoint and therefore attackers are at a much higher risk of just getting run over. Supply aviability has gone up for both sides (and yes, i think that's bad).

And i haven't even started about guild auras and tactivators.

10 hours ago, TheGrimm.5624 said:

[...]for most of forum conversations the topic comes up when 50 show up and no one is at home

Exactly, but this isn't really about offense vs defense, it's just "many vs few/none". And that can and does apply both ways.

Edited by Zyreva.1078
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23 hours ago, Zyreva.1078 said:

I was mostly talking about a situation where attackers and defenders are already fighting for a certain structure.

So what are you seeing here? What happened where defenders had the edge and they gained by it? What was the background detail to the event if I might ask?

 

Edited by TheGrimm.5624
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