
Originally Posted by Gumma
I’ve been working on ALT gear for a while, and after this last Warsong Honor weekend, I realized how much I really loathe Warsong games. Conceptually, the game should be a blast – it’s a 10 man game which means you can easily find 9 other pals to play with. I do this – even with 10 well geared and fairly well organized players, and we will still occasionally get turtled on. My idea is to fix the turtle problem. No one enjoys a game where people hide in their flag with full or large amounts of defense making it impossible to score points.
So what’s my idea? I have a few, but I’ll propose this one and perhaps people can add on or expand to it. Essentially, I think the flag should add the following attributes:
- Force a player to remain in combat
- Add a damage over time component
My hope is that these two attributes will slow the turtle process. I’ll elaborate more on the damage over time. My thoughts is that after a 2 minute period of which BOTH the flags have been stolen (this is a fairly long time in bg standards, with AV games often lasting only 10-15 minutes), a dot begins to stack on the flag carrier, starting at 1000 dmg/sec. This dot should increase in strength by 500 dmg every 15 seconds or so, until reaching an approximate damage of 3k a second. This amount of damage COULD be healed through, but would sap a large amount of the teams needed healing to re-capture the flag, as well as it would make it much easier for an opposing team to return the flag.
So you say then – why not just drop the flag and avoid the dot when turtling? I would suggest making the flag produce an aura damage of 25 yards that ignores LoS to the appropriate team carrying it. The damage out put would be identical to the individual who carried the flag last.
I realize there are potential downsides to this “fix.” Teams without healers or very limited healers would have almost no chance of turtling. This could potentially allow teams with lots of healers to turtle themselves and just try and outlast the other teams. I don’t consider this a significant downside.
Anyway, it’s just my thoughts. I’d like to see warsong an enjoyable game - if such a feat is possible.
-- edit
I should briefly add that I am aware of the suggestions to make WSG more like an AV setup with reinforcements etc, but I thought that perhaps this would be a simple fix that would be easy to implement. However, the fix WSG topic may have been beaten to death 
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Damage over time would just punish PuGs that don't happen to have a healer in the BG. I think it would be easier (and force less turtling/more need to go after the flag) if they simply reset the flags if both have been held with no progress for 5 minutes. Everytime a flag is picked up or returned (and I mean from the base to avoid players just swapping the flag around), the timer resets for all flag carriers. So if I were holding the flag and farming the opposition, after 5 minutes I either cap it or it gets returned. If I'm holding it for 3 minutes and someone picks up our flag, I get the timer reset to 5 minutes (as do they). If they drop it and another teammate picks it up, the timer does not reset. This way in those stale mate matches where neither side can make any progress, the flags just return themselves at the same time after the 5 minutes have elapsed and you start over. This will keep games where each side just sends out 2-3 people and the rest turtle from ending up as hour long headaches.
You could have a timer up at the top of the screen next to the score counting down until the flags are reset. Picking up one of the flags will start it, and each subsequent pick-up or return will reset the clock.