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destruction increasingly absent from the game

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PartizanRUS
Posts: 612

Re: destruction increasingly absent from the game

Post#31 » Wed Dec 09, 2015 4:01 pm

mursie wrote: How do we stop this issue? The short answer is that without lockout timers, you can't stop people from flipping sides. What you CAN do, is incentivize people to play a side regardless of whether it is a defense or an attack.
8 hours lockout timers when switching sides. That will fix all this bs like magic.
Burn heretics and mutants, purge the unclean. ingame - Partizan . Hammer of Sigmar guild [RUS]
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Qrazy
Posts: 23

Re: destruction increasingly absent from the game

Post#32 » Wed Dec 09, 2015 4:12 pm

PartizanRUS wrote:
mursie wrote: How do we stop this issue? The short answer is that without lockout timers, you can't stop people from flipping sides. What you CAN do, is incentivize people to play a side regardless of whether it is a defense or an attack.
8 hours lockout timers when switching sides. That will fix all this bs like magic.

zzzzzzz multiple accounts

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PartizanRUS
Posts: 612

Re: destruction increasingly absent from the game

Post#33 » Wed Dec 09, 2015 4:14 pm

Qrazy wrote:
PartizanRUS wrote:
mursie wrote: How do we stop this issue? The short answer is that without lockout timers, you can't stop people from flipping sides. What you CAN do, is incentivize people to play a side regardless of whether it is a defense or an attack.
8 hours lockout timers when switching sides. That will fix all this bs like magic.
zzzzzzz multiple accounts
Grind from 0.
Burn heretics and mutants, purge the unclean. ingame - Partizan . Hammer of Sigmar guild [RUS]
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Qrazy
Posts: 23

Re: destruction increasingly absent from the game

Post#34 » Wed Dec 09, 2015 4:22 pm

PartizanRUS wrote:
Grind from 0.
Many people have had multiple accounts for awhile so there wouldn't be any starting over.

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Nishka
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Posts: 1057

Re: destruction increasingly absent from the game

Post#35 » Wed Dec 09, 2015 4:57 pm

noisestorm wrote:
Nishka wrote:That's why I run absorb instead of +10% crit.
In no universe is this a good trade :D
300 absorb per 3 second seems not that much, but when assisted with block parry and interrupt it makes a universe of dirrerence between a tank and a dead tank... I was quite surprised myself how much survivability this tactic added.
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"Well, once there was only chaos. You ask me, order's winning". - Grandmaster Siegfried Trappenfeld

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Omegus
Posts: 1530

Re: destruction increasingly absent from the game

Post#36 » Wed Dec 09, 2015 8:35 pm

Tiggo wrote:yesterday destrus were defending keeps like hell. no absence there ^^
Then there was a mass DC :/


I don't get this whole "there are no rewards for defending" talk. You get 2 of 3 main rewards in abundance (XP and RR, especially when the defenders have AAO) and when the defenders have enough numbers they can lock out the attacker from getting into the keep by nuking the entrace, regardless of how outnumbered they are compared to the attackers as the attackers have to constantly expose 6-7 people to the AoEs of all the defenders and just wipe over and over. It happened last night when order were attacking and depressingly I've seen it many times when destro are attacking (lack of full deftard tanks and defensive tank M4s makes pushing in almost impossible). Seems to be getting that critical mass of defenders to wipe out any number of attacks is the difficult part.

If I had to put defence fatigue down to something I would say that the broken doors and posterns make it very difficult for non-ranged and non-healer classes to actually feel like they're doing anything and thus don't bother. Door repairs are missing, pushing out to destroy siege weapons is missing, kiting/peeling with the posterns is missing, defensive siege weapons are missing, etc. All of those activities gave melee something to do, whereas currently their options - especially if in a PUG - are to press Hold the Line to protect RDPS from RDPS and occasionally try to AoE through the door before dying to the sheer amount of enemy AoEs hitting through the door back at them.

In an attack melee can at least pound on the door and harass defenders trying to get into the keep (especially with no working posterns).

Finally, for those of us who just play a single side (realm pride!) defending keeps in hopeless scenarios actually benefits the attackers. They get more renown/XP from farming kills and crucially get more rewards from the keep capture. If the defending numbers are thin and you want to spite the attackers then - somewhat perversely - your best option is to often not show up and let them waste their time doing PvDoor for little-to-no rewards at the end of it. No 150 kill quest rewards, diminished keep taking rewards, etc.

edit: removed self quote
Last edited by Omegus on Thu Dec 10, 2015 6:29 pm, edited 1 time in total.
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Ade
Posts: 86

Re: destruction increasingly absent from the game

Post#37 » Wed Dec 09, 2015 10:38 pm

Well, after playing most nights, I see the same people roaming in the lakes, ( very few nowadays ) and even when you can find a nice little 1v1, 2v2, 3v3 or whatever, the zerg jumps in and its game over, since people are so worked up over medallions, they could really care less about your fight since they wants the loots of course.

Also I see the same people and the same guilds afking in the warcamps, since a lot of people here will refuse to play without their full premade of 6 guys ( got to keep your epeen right? ) and there are a few destro guilds that only play when there is no competition ( or will avoid a fight at all costs )

I wouldn't blame balance, yeah fester arrow sucks since you die and had no influence over it, pounce was fixed etc etc. Its player mentality, I could really care less if I die in a lake, its the only way to get a fight, even with a 3 man we just jump into whatever we can get, even if its a zerg, its the only fight you can get these days.

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