roadkillrobin wrote: Fri Jun 08, 2018 8:56 pm
dansari wrote: Fri Jun 08, 2018 2:37 pm
roadkillrobin wrote: Fri Jun 08, 2018 1:54 pm
Maybe something could be done with movement speed/collition when hiding in blobs, aswell as making AoE damage strong again. I do belive that weak AoE and AoE hitcaps have caused much more problem then it solved.
For example, when in combat movement speed starts to slow down by 1% for each friendly player above 12 within 10 feet with no upper cap.
This should counter somewhat that blobs AoE output also would get more powerful with a AoE boost.
Would make incredibly mobile destro groups even more mobile. Order needs AOE counters or more classes with mobility of their own first
Which group?
It's a general change. You zerg and you get punnished by movement based how big zerg you run with. It's even kinda realistic as bigger army is alot more clumpsy to move around. It would scales the same for both sides so if there is a mobility issue it's a core problem. But i've never even heard about that being a issue before tbh. And what counters are you talking about that order doesn't have that destro does? Run Away tactics of the Goblins? Who slots those things in a warband setup?
these feel like the same kind of idea which aza used with sieges weapons or directionl attack,
wanna remaind ya that blobbing allredy have problem with collision, it alredy piss most competet player due ppl get attach to em jsut to be carry around since they end inevitably to be in the way. Idk how many times it happened here and in live aswell
if you wanna split the zerg it's all about have to deal with multipler BOs at the same fixed time so you are forced for win to send equal forced in the same times in different place; basically why there wqere 3 zones open but instead zones need objective with 1 big collective timers; all open and all clsoe after 3 min window, you cant zerg 1 flgag after another one and lock it with 1 big zerg and enemy cant just zerg to prevent faction to lock by target pick 1 flag.
aor failing because have individuals lock timers for flags
ror failing because it have no lock timers at all
working system it have a collective lock timers
wanna success in spread the population into 1 single zone? implement collective lock timers and create a 5th flags in map, and get some maps editors because this game problem from alpha is maps designs aswell, it was over reported by old daoc players and you can find it anywhere on the internet.
morales need a nerf due balance reason in specific cases; ista morales whoudl neither be granted to class which shine for aoe raw dmgs and that have morales boost. Channeling have counters ista drop have only awareness and positioning which suck especially when you are in bottleneck. The only way to deal with such sich is send meatshield to die and then push keep pull and disruot moral gen so that thet enemy will never be able to lands coordinates ista morales dmg drops.
morales are also handle bad, morales should have no cap target but be less powerfull while def morales should also work reducing morales dmg
for exemple sorc/engi m2 is useless; the first is aiming for dmg m4 nd the second will never reach that in time before the encounter is over or anyway enemy morales gona make that useless.
Def morales are not a part of the game right know because they dont coutner off morales....this also mean inferior forces have problem push an higher one because higher one still have morales which can nuke even easier since higher number the opposition.
Then we have some incredibly devastating 2400 dmg m4 in game which should not even see the sun , camon even in sov with 10k of life a tank is oneshoot by 5 bw/sorc that way. Generally speaking offensive morales miss
A) a general rule for tolltips scaling that is applied well to all off morales like 900/1200/1600/1900 , which keep in account malus for a morales (both for dmg and CC part of the effect ) for be:
-have cc component (need dmg reduction)
-have aoo (need dmg cut half)
-aoe + cc (need dmg and cc duration cut half)
B) target cap removed
C) possible morales on 15 pt moved and scaled back to m3 spots..
D) as said def morales also reducing off morales dmg