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MERGE: T1 + T2, T3 + T4

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Xergon
Posts: 798

Re: MERGE: T1 + T2, T3 + T4

Post#31 » Sat Oct 20, 2018 11:25 pm

Actually it should be:

1 - Tier 1 for lvls 1-19
- because there is no big difference between lvl 16 and 19

2 - Tier 2 + Tier 3 for lvls 20-39
- only difference is 1 tactic slot not 2 vs lvl 40

3 - Tier 4 for lvls 40 only+
- because there is big difference between anything below 39 and lvl 40

but sadly its impossible because of how zones and chapters are designed...
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adamthelc
Posts: 832

Re: MERGE: T1 + T2, T3 + T4

Post#32 » Sat Oct 20, 2018 11:52 pm

You don't need to start a T1 guild, it a little overkill. I'm all for playing T1 if you like it, but there is no need to absolutely crush it.

400 AAO is good, but it's much better in elf and dwarf. When you have 3 or 4 enemy healers on every BO you cant do much and people dont mill around Nordland much. Even if they do you have to kill them really quick before more enemies add.

Best places are between boat and fest. Or the hills around shrine, order side is better. Again it's so close and the AAO side is going to be like sharks with blood in the water.

It can be done, but not always as easy as it's made out to be. Sometimes it is and certain classes are much better at it.

Anyway, T1 is fine. Yes sometimes its lame because of population balance, but such is life.

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adamthelc
Posts: 832

Re: MERGE: T1 + T2, T3 + T4

Post#33 » Sat Oct 20, 2018 11:58 pm

Xergon wrote: Sat Oct 20, 2018 11:25 pm Actually it should be:

1 - Tier 1 for lvls 1-19
- because there is no big difference between lvl 16 and 19

2 - Tier 2 + Tier 3 for lvls 20-39
- only difference is 1 tactic slot not 2 vs lvl 40

3 - Tier 4 for lvls 40 only+
- because there is big difference between anything below 39 and lvl 40

but sadly its impossible because of how zones and chapters are designed...


Some of the tactics at 17 are pretty good. Not going to list them all, but first one that comes to mind is huge WoPs and boiling blood on a low level character.

Melee get root/snare break, a lot more punts and I am sure there is more things between 16-19.

Not sure if I would be against increasing T1 to 19, but there are definitely things to consider.

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Xergon
Posts: 798

Re: MERGE: T1 + T2, T3 + T4

Post#34 » Sun Oct 21, 2018 12:18 am

adamthelc wrote: Sat Oct 20, 2018 11:58 pm
Xergon wrote: Sat Oct 20, 2018 11:25 pm Actually it should be:

1 - Tier 1 for lvls 1-19
- because there is no big difference between lvl 16 and 19

2 - Tier 2 + Tier 3 for lvls 20-39
- only difference is 1 tactic slot not 2 vs lvl 40

3 - Tier 4 for lvls 40 only+
- because there is big difference between anything below 39 and lvl 40

but sadly its impossible because of how zones and chapters are designed...


Some of the tactics at 17 are pretty good. Not going to list them all, but first one that comes to mind is huge WoPs and boiling blood on a low level character.

Melee get root/snare break, a lot more punts and I am sure there is more things between 16-19.

Not sure if I would be against increasing T1 to 19, but there are definitely things to consider.

You could try apply debolster for 11+ toons to balance things, same for Tier2+3 for characters 30-39, but its only dream idea...
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Spacecraft
Posts: 139

Re: MERGE: T1 + T2, T3 + T4

Post#35 » Sun Oct 21, 2018 5:00 am

How about some social media advertising to raise pop levels then both problems soved. Get put there and spred the word. To much negative hype and new games comming out is killing pop.

balvor877
Suspended
Posts: 278

Re: MERGE: T1 + T2, T3 + T4

Post#36 » Sun Oct 21, 2018 8:20 am

Sulorie wrote: Sat Oct 20, 2018 10:55 pm
balvor877 wrote: Sat Oct 20, 2018 9:06 pm

When you are facing 400aao you should be able to kill others with a big xps bonus. Therefore you should get a damage bonus as well because it is way harder to kill in this situation. Especially when the enemy sticks together and there are no strugglers to kill.
The underdog can raid one flag at a time. All this can be done already without any dmg bonus. Your suggestion only helps solo players and this is not what we need. We need players to team up to overcome the odds. Use the chat, search for players to fill your group, fight the enemy.
This works to a ceratin degree. Like 200% aao - or in other words: when they only have twice the numbers. Once there is 300 or even 400 aao then the side with the higher numbers will have at least one group standing at every BO and roaming players that will immediatly add every fight.

In this case you need a group with good healers and damage dealers to kill fast enough and kite back fast enough once they are coming with more. This is pretty much only for experienced players. Weaker players are dying non-stop and log off or join the other side. That's how it is. Im playing this long enough.

I'd love to see some damage/heal add for the underdog when facing > 200% aao.

This also a flaw in the game: When you are fighting as underdog for a BO and start killing people near there then they usually have the time to teleport back before you are even at the flag. So they have the higher numbers and even a teleport to get back. This is a major flaw.

Sulorie
Posts: 7219

Re: MERGE: T1 + T2, T3 + T4

Post#37 » Sun Oct 21, 2018 8:50 am

balvor877 wrote: Sun Oct 21, 2018 8:20 am
Sulorie wrote: Sat Oct 20, 2018 10:55 pm
balvor877 wrote: Sat Oct 20, 2018 9:06 pm

When you are facing 400aao you should be able to kill others with a big xps bonus. Therefore you should get a damage bonus as well because it is way harder to kill in this situation. Especially when the enemy sticks together and there are no strugglers to kill.
The underdog can raid one flag at a time. All this can be done already without any dmg bonus. Your suggestion only helps solo players and this is not what we need. We need players to team up to overcome the odds. Use the chat, search for players to fill your group, fight the enemy.
This works to a ceratin degree. Like 200% aao - or in other words: when they only have twice the numbers. Once there is 300 or even 400 aao then the side with the higher numbers will have at least one group standing at every BO and roaming players that will immediatly add every fight.

In this case you need a group with good healers and damage dealers to kill fast enough and kite back fast enough once they are coming with more. This is pretty much only for experienced players. Weaker players are dying non-stop and log off or join the other side. That's how it is. Im playing this long enough.

I'd love to see some damage/heal add for the underdog when facing > 200% aao.

This also a flaw in the game: When you are fighting as underdog for a BO and start killing people near there then they usually have the time to teleport back before you are even at the flag. So they have the higher numbers and even a teleport to get back. This is a major flaw.
What ever aao you have, there are always enough people online to form a group. The problem are players who don't read chat and instead stay solo.
When you attack a flag, pick the least defended and get into BO range, then teleport isn't allowed.

Increased heal/dmg would benefit solo builds like dps shaman, who try to kill greater numbers.
Dying is no option.

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DanielWinner
Posts: 727
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Re: MERGE: T1 + T2, T3 + T4

Post#38 » Sun Oct 21, 2018 9:19 am

Spacecraft wrote: Sun Oct 21, 2018 5:00 am How about some social media advertising to raise pop levels then both problems soved. Get put there and spred the word. To much negative hype and new games comming out is killing pop.
You are welcome to advertise the server with our own resources. Staff don’t earn money, therefore, they don’t have enough to afford best advertising.
Tell your friends about the server, ask them to tell their friends and go on, join our FB group, share its posts, visit Twitter and do the same and etc.
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