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[Scenario Mechanics] Mourkain Temple Revamp

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xanderous
Posts: 501

Re: [Scenario Mechanics] Mourkain Temple Revamp

Post#11 » Wed May 10, 2017 3:15 pm

Daknallbomb wrote:And nobody use The east free area where no cannons can Hit :)
Because there is zero reason to.
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Daknallbomb
Game Artist
Posts: 1781

Re: [Scenario Mechanics] Mourkain Temple Revamp

Post#12 » Wed May 10, 2017 3:22 pm

Oh If you got pushed you can nice kite back to that area with artifact it gives you time. But ppl perma kite back into Tempel towards spawn
But mostly there is no reason for thats true
Tinkabell 40/41 Magus Whaagit 40/41 SH Whaagot 40/54 BO Daknallfrosch 40/72shammy

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xanderous
Posts: 501

Re: [Scenario Mechanics] Mourkain Temple Revamp

Post#13 » Wed May 10, 2017 3:54 pm

Daknallbomb wrote:Oh If you got pushed you can nice kite back to that area with artifact it gives you time. But ppl perma kite back into Tempel towards spawn
But mostly there is no reason for thats true
People, generally push people towards their spawn, the counter to this is then those people push back to the center, the topic which is currently under discussion is that the cannons on destruction side are able to range all the way to almost the center of the map, order cannons have significantly reduced range, in the context of this your suggestion does not make any sense.
Bashgutz RR82 Borc Vaseryn RR61 SM Krantz RR82 Knight Corvinus RR70 Chosen Mormonty RR72 IB
Starkus RR70 BG Snaptz RR83 SH Plagueis RR81 Magus Alec RR85 Engie Sourgazt RR69 Shaman
Kreaver RR80 Marauder Dugald RR75 Slayer

Daknallbomb
Game Artist
Posts: 1781

Re: [Scenario Mechanics] Mourkain Temple Revamp

Post#14 » Wed May 10, 2017 3:59 pm

It makes sense
IT was meant to be like These : If destru play fair and has the artifact and gets pushed destru should Fall back to that area until that cannon range is fixed. But looks like thats a dream :)

Think that both sides cannon should have The Same range need no discussion or?
Tinkabell 40/41 Magus Whaagit 40/41 SH Whaagot 40/54 BO Daknallfrosch 40/72shammy

dansari
Posts: 2524

Re: [Scenario Mechanics] Mourkain Temple Revamp

Post#15 » Wed May 10, 2017 4:35 pm

The cannon range is part of it, but some other tweaks I think are needed to make it a more fun scenario. Sometimes it can be very fun, and more often one side loses 500-6. The other suggestions in this thread sound like good experimental changes.
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Daknallbomb
Game Artist
Posts: 1781

Re: [Scenario Mechanics] Mourkain Temple Revamp

Post#16 » Wed May 10, 2017 4:41 pm

hmm what about that : If one side has the artifact the dmg that Comes from the artifact increase with kills that the other side makes ? so if the artifact carrier side got pushed and loose ppl they cant hold the artifact that Long and easy can bring it back to a save place . and if carrier dies it should respawn in the mid . just an idea
Tinkabell 40/41 Magus Whaagit 40/41 SH Whaagot 40/54 BO Daknallfrosch 40/72shammy

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Bozzax
Posts: 2481

Re: [Scenario Mechanics] Mourkain Temple Revamp

Post#17 » Wed May 10, 2017 5:21 pm

Move order gun a bit closer to center and we are good to go?
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

freshour
Banned
Posts: 835

Re: [Scenario Mechanics] Mourkain Temple Revamp

Post#18 » Wed May 10, 2017 5:27 pm

Or make ball reset as soon as you go down the temple steps? That'd be pretty nice since order is 75% rdps on avg, they can pick you off for miles as you try and run to them nearing their spawn.

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catholicism198
Posts: 1092

Re: [Scenario Mechanics] Mourkain Temple Revamp

Post#19 » Wed May 10, 2017 7:29 pm

Problem 2
All "hold X" scenarios have this problem. There's nothing that can be done. It's even worse when you don't have a single healer.
Just have to wait it out for another 1.5 weeks.

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