News from: Guild Wars 2
Read on to find out more about the improvements coming to the system for upgrading keeps in WvW in Guild Wars 2: Heart of Thorns.
Read More at: Guild Wars 2
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News from: Guild Wars 2
Read on to find out more about the improvements coming to the system for upgrading keeps in WvW in Guild Wars 2: Heart of Thorns.
Read More at: Guild Wars 2
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heh
Like the upgrade changes except you can no longer strategically starve a keep to stop upgrades - it only slows it down.
The ability changes - meh, you now max out much earlier. I don't see that as an improvement plus they are removing abilities.
Would be nice to see WvW content ADDITIONS instead of streamlining.
I tend to agree Valin... I don't so much mind the streamlining if there is also additions... give us a moat and a drawbridge... give us really stronger guards that could actually fend off a zerg for more than 60 secs so we had time to respond. I also wish we could upgrade check points :)
I'm not to sure about this change. It worries me that their walking the same direction Warhammer walked in its past days.
Overall, the changes seem pretty positive.
My wallet will be very happy about the lack of gold charges for upgrades, as I often tend to lose money in WvW.
Lack of supply costs means that any supply in a keep is for defence and repairs - no more needing to constantly ration supply for upgrades (though with limited supply making it into the keeps, we will probably still be yelling "don't take supply from the keeps / keep at least X supply for siege/repairs"). It will certainly be nice to not hang around a camp desperately waiting for the supply tick up enough for an upgrade only for someone to run in time after time and steal away supply just before there's enough to trigger the upgrade.
The automatic upgrades will be great for removing trolling - no more detrimental upgrades getting triggered, no more losing all supply for a crucial defence because someone triggered an upgrade at the wrong time, no more arguments over the best upgrade path to take.
Removal of Applied Fortitude should be a small buff to the effectiveness of Siege. Removal of Applied Strength might have some dramatic results if it allows a Keep Lord to stay up just a few seconds longer.
With upgrades happening in tiers, we get 2-3 upgrades at a time now. I will miss the tactical choices of deciding between walls and cannons, but hey, we get both together now - working towards that Waypoint means we will now also get bonus defence upgrades along the way now. Downside though, is that upgrades will also take twice as long to kick in - currently a direct upgrade line from cannons to waypoint takes about 3 hrs under favourable conditions (upgraded, uninterrupted Dolyaks), so we'll probably be looking at 5-6 hrs now for those waypoints, and that's under the assumption of continual favourable conditions, which is very unlikely to be maintained over such a long period of time. Nothing we havn't managed many times under current conditions, but with walls and door upgrades taking twice as long to complete, Keeps will remain much more vulnerable for a longer period of time. Also means that camps won't be getting Fat Yaks in time for that first Dolyak to make it into the Keep... and camps don't often remain under control long enough for that second Dolyak to arrive. Hopefully the new map will offer up some good tactical opportunities for defending camps (not needing supply to upgrade the camps will at least free up the camp supply for building defence siege).
I do kinda share Fog's concern of the mistakes of Warhammer repeating - the core of which being (IMO) too much automation taking away from the agency of the players and their ability to decide their own tactics.
Good discussion. While I'm also happy to see the gold sink go away, I'm worried too about auto-upgrade. What happens in night-crew-flips-entire-map situations? Say our enemy k-trains our whole BL after we go to bed, then switches maps without spending a second upgrading. Our morning crew logs in the entire map is fully of T3 enemy objectives, thanks to auto-upgrade.
On another topic: how do you guys feel about the changes to waypoints? In a nutshell, the waypoints are available only to the faction for the "corner" they appear in, and only if that faction holds the objective. The two southern ones move out of the keeps to SW tower and SE tower.
Personally I like the waypoint change. I WvW a lot less than many folks in the guild, but several times just this week I've been in a group that *almost* capped a waypointed keep, and then the opponent ported in their 40-60 person map blob to crush us. Because currently "defending" a waypointed keep means 1 scout telling the map blob when to click the waypoint. In the new system they will have to run for anything except their home corner keep or tower (or Stonemist, which is unchanged). Making things less convenient for the map blob seems like a good thing to me. :) It also seems like this change will make it a little easier to defend one's home BL, or at least retake keeps on one's home BL.
Changing the waypoint will not really help since it only takes about 3 minutes to run across the whole borderland. When you combine that with the fact that the keeps, etc., will now be auto upgrading it might make things much harder for smaller groups to capture objectives. The borderlands need to be larger in order to prevent that type of zerg response. You are correct a single scout can notify the zerg of problems. With a small borderland there isn't much you can do to counter that.
Additionally the auto upgrade to oilpot and merchant are really useless. The first thing a commander does is take out the oilpot. I would much rather see auto cannons. The merchant is useless, upgrade the guard level or provide a second worker would be a much better choice than a merchant. Keep the merchants to the keeps and provide additional defensive capabilities to the towers.
Caytlynne
Aoibheann - thanks for that link. Now, that sounds intriguing ;)