Lake Wintergrasp: Lets Make It Better
Lake Wintergrasp: Lets Make It Better
Hello,
I’m here today to talk about my experience with Lake Wintergrasp and how I believe the zone can benefit from a few changes and improvements. A lot of folks don’t quite understand how Wintergrasp works, so I’ll provide a brief overview of the game rules.
As of the most recent build, during each round either the alliance or horde control the main fortress, located at the northernmost point in the centre of the map. They are the defenders, from within their base they make use of two siege factories to produce vehicles.
The attackers can capture two siege factories located at the east and west points of the map in order to produce siege vehicles to break into the defender’s keep and ultimately break down their inner keep door for the win.
I’d like to propose some tweaks to this system in order to see a more dynamic, enjoyable and balanced large-scale pvp experience in Wintergrasp. Firstly, I like the idea of siege equipment, adds a new feel to pvp.. for about 15 mins. After that, you’re stuck wondering why you’re forced to use a catapult or somesuch with a total of 2 different attacks. People who’ve hit level 80 want to use the myriad of skills and abilities/talents their class provides, not spam plague barrel for extended periods of time. Vehicle vs vehicle combat is also pretty stale and repetitive.
This bring me to my second point. Vehicle functions within the zone. As of now, most vehicles can kill a player rather effortlessly. I believe that having vehicles within the game is a positive so long as those vehicles can be countered effectively by groups of 2-3 infantry(players). Currently, a siege tank will knock you straight up into the air and if you’re lacking a slowfall ability or not yet Rank3 within the zone, you’re dead. Instant kill with a press of a button and I can do it to anyone on foot.
Lets have siege vehicles with large HP pools and devastating long ranged abilities, but vulnerable to close range infantry attacks, with little ability to retaliate at melee range, as it should be. The strategic intent here would be to have less of a reliance on massive amounts of siege vehicles and have more players mounted or on foot, escorting their siege equipment.
Here you would see desperate sorties by defending forces to smash the attacker’s siege weapons before they can breach the front gate. Frantic small scale group pvp around the siege weapons while they fire into the distance, intent on destroying that gate before their vehicle is destroyed.
Right now I’m seeing people too afraid to step anywhere near a vehicle (and with good reason). I’m seeing two siege tanks lined up, firing mechanically back and forth at each other until the one who fired first wins and the one who fired second is killed. There is little excitement and the controls for vehicle vs vehicle and vehicle vs player are wooden and over-simplified.
You have the makings of a great pvp battleground here Blizzard. I’m excited about the zone and I can see it has absolute potential. All I ask is that you implement group infantry pvp and don’t focus too much on vehicles, they’re fun for a short while, but lets not sacrifice long term substance and strategy for novelty. Put the players back in coach!
Another point,
As of right now, one killing blow is required per team member in order to receive honor for completing the zone objectives and winning the match. 10 killing blows are required in order to reach Rank2, in order to produce siege weapons capable of damaging enemy structures, etc.
Currently, it’s very difficult to obtain these kills. There is little incentive for the defending force to leave their base. Once you’ve gotten your single killing blow (which is harder than it sounds), you can sit back in your keep and/or hide somewhere and do your best not to make contact with any attackers. Preventing them from obtaining any killing blows will provide you with a boring and easy win.
I’d like to propose that you implement an immediate objective for both teams to race to. Perhaps having the East and West siege factories as a focus points for early stage player vs player would provide both sides with an opportunity to obtain some killing blows while providing a clear pvp objective: Capture The Siege Factory first.
Also, the towers dotting the surrounding area need some significance. Perhaps having them provide the capper with a pvp kb or rank-up would give an incentive to defending forces to sally forth and attempt a cap. This would also increase the pace of the game, seeing both sides ranking up and able to produce more siege weapons, which would in turn need to be protected by additional players on foot/mounts.
Filed under: World of Warcraft