Morning folks. Had this suggestion sitting in drafts for a while but couldn't figure out if it would balance out well. Figured I'd let it go down in flames or rise like a phoenix among the experienced pvp crews.
As we saw in several of the promotional videos, there were multiple enemies climbing up walls with ladders and grappling hooks. I think we may be able to incorporate some of these elements into pvp in a controlled way to add a bit more variety to the common siege.
The Purpose
allow players access to the walls of an outer keep to counter act siege weapons, sniping, and allow more versatility to stealth melee fighters. This would also make it necessary for several scouts to keep an eye on the outer walls for potential threats, rather than focusing just on the siege location.
The Tools
Grappling hook - can be used on any outer wall of a keep, usable up to 4 times. HP would be around 2000-4000 health and targetable, making it easy to destroy. This counts toward the siege weapon limit, and even after destroyed count toward it for anywhere from 1 to 5 minutes. When folks climb it there is a climbing animation that if uncompleted will make the play fall outside the wall. Also, the rope can support only 1 person at a time. After climbing up players will have a climbing debuff.
Ladders - similar to grappling hooks, this allows up to upwards of 8 people with 10k health. The ladder can support up to 2 people at a time. Same restrictions still apply as the rope otherwise.
The siege tower- this is a tower with a stairwell inside it to climb into an outer wall. To use this however, all 3 resources to a keep need to be captured, it has to be deployed at the resource, and 6 people minimum need to push it, 10 max for speed. This tower would be susceptible to siege, with heath on par or half of a battering ram, and only use able on outer walls. This would not come with the debuff, given the time it took to transport, the resources required, and the vulnerability of it.
The Balancing
The Climbing Debuff - getting access into a keep doesn't come without its cost. Once someone has climbed into a keep, there would be a 15, 30, or 60 minute debuff on them that would prevent them from laying down or operating siege weapons, capturing a scroll, or counting toward the flag capture of a keep. If additional debuffs are needed, there could also be a debuff to disallow any ressing from soul gems. This makes the act of sneaking in a risky gambit. Debuffs would be removed upon use of a transit shrine or respawning at one. Soul gems would not, to prevent folks suicide to guards and getting a friend to res.
Additional factors - additional guards patrolling the upper and lower wall, depending how many resources are captured. These could also be sold for above average costs, to make it expensive to use in large amounts
There it is folks, discuss how game breaking this would be to your AP farming =3
Edit: Moved to Feedback & Suggestions
Edited by HeroOfNone on March 23, 2015 5:17PM Herfi Driderkitty of the Aldmeri Dominion
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