Wardens of Time need to be level 90

title says it, Wardens need to be 90 elite. wanting to world pvp on top of an event is fine and all but watching a warlock tank 20 of them while 30 other alliance run around killing single horde players who just loaded in is silly.

at least make them work for it.

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I was always a fan of giving guards more interesting abilities.
I haven’t been there yet, but I assume the guards there just have your standard net ability and nothing else, right?

Would be cool if they had some bronze magic stuff, like maybe a time loop spell like Chromie’s ultimate from HOTS that ports someone back to where they were X seconds ago.
Maybe some time warp debuff they put on someone to slow their haste and cooldown rates.

Guards that net you and do pitiful damage are just boring.

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they don’t even net, they’re very slow and do basically no damage.

they may as well not exists because the only thin g they do is make it more difficult to fight back for certain classes with lots of incidental aoe or stealth reliance. if you can kite then you’re golden, if anything they make it easier for you to camp a vendor.

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Ah yup, I just went there and saw what they do. Did see a druid who was trying to gank get mobbed by like 10 guards though so that was fun.

At that point, it’s clear they don’t want people to fight there if they’re going to make guards more annoying and more difficult to put up with.

I’d say, “just make the area a sanctuary” but there’s also many problems with sanctuaries.

If a sanctuary is implemented in an old world zone when an event like anniversary is going on, often times they’ll forget about the sanctuary after the event ends and it’ll remain a sanctuary for patches or even expansions to come. They did this with Razor Hill Outpost during Garrosh vs Voljin in MoP. Didn’t remove the sanctuary until late Legion.

Another is people sanctuary hugging, where they’ll sit on the outside to attack and when things get bad they’ll side step or backpedal into the sanctuary to be safe again. Dalaran Sewers in Legion had the best solution for this, but hasn’t been implemented again since, where the target would remain attackable for a few seconds after they stepped into the sanctuary. (I believe 8-10 seconds).

I don’t know the perfect solution for something like this, because I get the argument for wanting to keep War Mode dangerous, but maybe they could make the guards substantially stronger, but less annoying. (i.e the guards won’t continuously spawn if you manage to kill them; very strong but once killed will take about a minute for them to spawn again)?

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At least they aren’t like the guards that were added to Light’s Hope Chapel back in vanilla. Those were some effective guards and nothing has beat them to this day.

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Easily kiteable, but just be forewarned that they do have a very long leash…lol.

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I tried posting about this in general forums as well, I have no idea why it’s not getting no attention.

Sure wm is a choice but this is ridiculous. If these are the guards protecting the timeways, no wonder everything’s screwed up

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A hint if you do get attacked: run around. This seems to work like other neutral towns and as long as you are in combat with a player, any NPC you run past will spawn more guards to send after that player. You can get a pretty sizable army after them.

Update: things have been…updated, lol. They now net and do a lot more damage.

It’s friggin warmode, why turn it into a safe zone? The point of warmode is that people can turn it off if they don’t want to be disrupted.

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Imagine complaining about WPvP and wanting less on the WPvP sub-forum.

No, the guards shouldn’t be OP.

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Eh, I think it’s not quite that simple.

Even back in vanilla towns have had some pretty OP guards. Yes when the game literally first game out neutral guards were pretty weak but you couldn’t kill them without reputation penalties that could make you kill on sight to the guards eventually.

But they updated it during vanilla, giving the goblin guards LoS ignoring guns to knock people off roofs, nets, AOE 60 second duration slows, and don’t forget the guards at Light Hope’s Chapel who would basically all charge the poor player who initiated combat and spam them with knockbacks until they died in 2 seconds.

TBC added air guards that could spawn which would hit you with an attack that dismounted you and put a DoT on you and knocked you back really far.
TBC also added the first sanctuary city.
In Wrath they continued the use of sanctuaries and expanded it to include the new quest hub in the Argent Tournament.
Can’t speak for what happened through most of Cata and Mists, but here we are today.

Now as to why I said it’s complicated? Well if you make it so people can’t even turn in any quests because the guards are too weak, people will just turn off war mode.
We desperately need more people to be in war mode. We certainly don’t want to give them a reason to leave it.

Contrary to what some people believe, most of us who love world PvP don’t go around the world looking for PvP 24/7. Many of us want to be in PvP while doing our quests and such so that we can organically find fights out in the world.
If you make it impossible to quest, especially for something like a limited time anniversary event, then people will just turn war mode off and might never turn it back on again.

World PvP lives only because people opt into war mode. Neutral questing towns should have guards which still allow ganking, but make it risky to do so. I actually don’t think that neutral guards should be so OP that they always kill people, you should be able to live to get away but if the other player fights back you’re going to be struggling to kill them and live yourself.
Part of PvP is learning how to gank in towns full of dangerous guards.

I think neutral guards should be something you run from, not tank 6 of them without breaking a sweat.
I think neutral guards should have a slow, a net, a dot, etc but have some sane cooldowns and durations so they can’t just spam it even if there’s a lot of them on you.
Neutral guards should make somebody think twice about attacking another player, but not make it impossible to.

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you can easily flip that. why do you want WPVP if you only want it to be easy for you? shouldn’t you have to work for it in some scenarios?

in an area that will likely have lower level characters grabbing buffs you want them served on a platter, seems lazy.

You can’t really work around overpowered guards. All they do is neutralize any PvP in a given area. Which is not what we should want to happen on PvP servers for a seasonal event.

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really? because even after the buffs there are groups still doing perfectly fine killing people at the event, they just don’t get to do it forever. It’s now a challenge, which Wpvp should be, not simply free kills and camping.

work for it.

They need to be buffed and annihilate people. I exclusively play in war mode but getting steamrolled by a huge group right as an event I’ve waited several rotations for (ringing the gong story time) isn’t very fun.

Fighting over a world boss, or in the area around the event is a-ok in my book. Getting raided while I’m sitting on a bench in what’s supposed to canonically be a safe area should be met with some whoopings on the offending parties. Especially when the guards are Wardens of Time.

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Because killing lowbies while they are trying get buffs makes me feel like a big man

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*buff the guards pls

Guards were already buffed yesterday morning so I’m assuming they were hotfixed Tuesday night.

Guards are now level 91

Guards now apply a stacking debuff per melee hit (not ranged auto attack) that increases ALL damage from ALL sources by 10% per stack

They are hit or miss on how far they chase, if you aggro guards closer to the portals to the major cities and run through the middle you’ll drop aggro before you make it out of the town. If you aggro them on the other side of where the vendors are they will chase you across the entire desert lol

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I had some warlock start biting me like some little mosquito while I was buying some pets with tokens. The guards got him to 7% and then he ran away. I mounted, flew over to him, hit shield charge, execute, and laughed at his corpse. 10 free honor towards next bloodstone lol.