Hey All,
So I love woe at the moment because of the turn out. Easy 40-50 people fighting in both woe's at the moment, from about 3 different guilds. Plus the odd smaller guild taking part, which is very very fun. Trash talking after is also top quality ;) (Keep it up Syncope).
Anyway, the current state of woe is this:
2.0 woe is open, spacious and extremely quick from entrance to emperium.
The problem with this is I don't feel enough players are participating in WoE for 2.0. From my own experience in iRO and other P servers. 2.0 is at it's best when roughly 3-4 guilds of 40-75 players are involved. This completely fills the space and makes sieging a legitimate option (due to flag warp area). Granted there are some choke points to use, but because of the lack of warp portals, it's very difficult to fully set-up in time before your under siege again.
Barricades and crystals are used to stall out the game for the defending side.
Another nice feature, however they are a little underwhelming at the moment. Barricades might save 1 minutes of time, but they go down extremely quickly and take a rather long time to build in light of how quickly it takes a GX to run from the entrance to the Emp. I feel that they need a buff of HP and reduced building time.
The emperium is centred at the end of the map in an open space with low hp (Until invested).
I have no problem with it's position, however currently the tactic of standing on the emp, CCing and melting anyone who tries to destroy it, is infact an illegitimate strategy. It takes about 5 seconds for a full aspd, walking machine gun that is a double dagger GX to destroy an Emp. Considering the reaction time it takes for people to react to someone popping out of cloaking anyway, thats a clear second, of 5, they get free hits on the emp. This means that the current state of WoE is a zerging fest, whoever has the most breakers and ends up next to the emp with the shortest amount of time left on the clock wins. We actually waited till 5 minutes till the end of the game, knowing that it's virtually indefensible, broke it with 2 minutes to spare, which has become a legit tactic. Had the emp been buffed, we would have to worry about legitimate defence and seiging.
TL,DR Emperiums need to be buffed, defending next to emp won't save it.
This is WoE 2.0
Finally, I think rather than changing the mechanics of WoE itself (I hate messing with working scripts), perhaps just changing over to WoE 1.0 until a population rise would be the best action. It's built for smaller guilds, with tighter spaces. Easier to defend because the zerging tactic won't be as effective. The offensive guild can buff up 1 map outside of the guild room and prepare, and have an easier time sticking as a cohesive group. Something a large guild needs to worry less about.
These are just my thoughts. I know many of my guild members feel the same way. This isn't a post because I am mad that we lost (although I think some salt is still in my veins), the fact is, we stole victory from Gordinhos Nhac on Saturday, with 10 seconds to spare, and they stole victory from us Reviled today, with 10 seconds to spare. These buzzer beater tactics shouldn't happen every woe, otherwise it makes the other 59 minutes a bit worthless.
The other stuff about potting n such can go in another post, this one is strictly about 2.0 and it's mechanics.
Otherwise, well played everyone who attended. See you next week.
Edited by ZetaGhost, 22 February 2015 - 07:02 PM.