Feedback:User/Xadus/Guild Wars 2 PVP: WvW Modification

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The very unique PvP category, WvW, should be modified. In what we've seen, WvW gives players disadvantages. If one is not in a "group" or a "pack" they almost have no possible chance of making a difference in WvW. I.e.: If there are 20 people attacking one gate while there is 1 person at the stronghold being attacked then that 1 person will A. be unable to do much, and B. not experience much fun out of the gameplay. This will happen very often. It doesn't seem like this can be balanced if there can be 300 people on one team. In my suggestion I suggest a modification for WvW PvP, and during the release; WvW should be "postponed" till Arena Net can guarantee a great experience for most people.

My ultimate suggestion. The idea of a large map for WvW is perfect. In all belief, it shouldn't be WvW PvP but simply WvW, where people can decide NOT to attack one another. There should be 100(maybe more or less) Strongholds or "Houses" on each map, and for each house there will be a maximum of 4(maybe more or less) players. The house is there spawn point. If the house is destroyed or captured by another group then the original house owners lose their spawn points (or tickets) unless they capture another house. If the original house owners lose their house and lose their spawn life (from being defeated), then they lose their team, spawn in a random location and must defeat another human player to earn a recruit point which then allows them to be a part of another team, unless they do a quest that grants them recruit points. This is called the Revival (May be rewarded for defeats, captures, quests etc.)(1)

If “Revival” gets repetitive there can be another option which is losing WvW. If one loses WvW then they have to join another server and the server they were in before gets smaller. They must lose their last house first, and then be defeated to lose WvW. Once they lose, their rewards are transferred to their main character, or PvP character.(2)


The option to "make peace" with one another could be made but making peace would be forming giant groups then it will be extremely unfair for those smaller numbers similar to the example listed above. Making peace would have to be regulated so that teams cannot form massive alliances. If there is 10 people who have made peace with one another then only 4 out of the 10 may attack players together, and the remaining 6 can only support. If peace is out of the question then the option to "not attack" others should be there for forming a team again after Revival (1)

There should be a wide range of Team Quests. An example quest would be, defeat 4 enemies and take a stronghold/house. A reward could be modifications for the team's house. (Takes less damage, notifications of a house being attacked, 4 npc guards for a chosen house) After one gets the quest and completes it, a player could have the option to kill the quest npc for bad or good. (Karma) Some quests can offer spawn points that offer a temporary spawn position in substitute for a house, but without the benefits of a house. A quest can allow the rebuilding of a destroyed house, the addition of trebuchets and powerful house traps which can be used to spike enemies.


As far as Team Work goes, each teammate should have the option to animate and teleport to their teammate(s) but with limitations. (Only out of combat for 120 seconds). Each teammate should have the right to protect their house(s), with a house teleport but with limitations. (Only out of combat)

When looking at a Winning/Losing aspect of WvW, each team has the same opportunity to win. As members lose their spawn tickets and houses one can either form another group by the peace they’ve made with other people or they can travel solo and fight others par take on quests and try to prevent players from winning. The way to win can be the top 10 teams with the most points at the end of the match which can be 10 hours long; this allows a fair balance of time playing. When referring to the 2 week long WvW PvP there are a series of people who will play non-stop and there will be disadvantages for those who can only play a certain amount of hours. After the match is over, the 10 teams that won previously are rewarded immensely and then compete against each other for a final round which can be spectated by others (all have random strongholds). The losing teams keep their assets, houses etc., but then are randomized amongst different servers or different teams for those who choose to be in a different team at the end. Note This can be changed, 10 hours may be too short. (2)

Considerable: At the start of WvW, players can choose to be in a team or not. Players who are not in a team may have twice as much health and or power to do some serious damage (but scale when fighting npc). If certain quests are completed, two people may gain the benefit of being solo in a team. Houses can be used only as spawn points which can be disposable or they can be used as strongholds. Some houses may be on mountains while some can be underground or even even under water.

Questions and Answers

What is the difference for a house being destroyed or captured?

What if I am defeated while playing solo?

Guild Wars 2 is coming out soon, how can Arena Net make this change?

Will there be a lot of lag?

If I go to PvE or PvP during WvW, will I lose my captured houses, items etc. to others?

Can loners make peace and form giant 2x damage squads?


1. If a team (2 or more) stands at a house (2 minutes) they can capture it, if they destroy it, it can no longer be used as a spawn point or anything else. (With the exception of a quest)

2. Then you teleport to a random location and your profession will be changed randomly.

3. By holding off on WvW. The game can be updated with downloads which is great.

4. If there are 400 players to a server it will be less lag in comparison to 900 players (300 per team)allowing smoother gameplay

5. As long as your team members are no longer in the server your assets will be saved till you go back in. If you are solo and you leave the server your assets will be saved as well.

6. Negative. Once a loner, he/she cannot make peace until he/she joins a team only, after joining a team he/she loses the solo benefit(2x damage/ power). One can join a team by gaining recruit points from quests or by defeating players. If one does not want to engage but join a team, they can use the signal emote which signifies that they want to join a team and does not wish for battle.

Note this is a suggestion and any ideas may be used without permission. We take no credit. We just enjoy Guild Wars and want to see the company thrive. Leave feedback and comments :)

--Xadus 21:38, 24 March 2012 (UTC)