yeah but if you disconnect, and rejoin, you end up back in the city and just come right back into the fight on top of the fort.. saw an engi do it at least twice last night, had players shouting from jail who was in it, then tab targeted once they left jail to find them right back on the fort, pretty awesome feature.
A solution to Forts (the terrible doorway)
Re: A solution to Forts (the terrible doorway)
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Re: A solution to Forts (the terrible doorway)
It should never be "EVERYONE ALL IN NOW." It should be:
1. shield tanks NOW/ranged move to outside doorway to attack inside...
2.(5 seconds later ) 2H tanks NOW....
3. (5 seconds later) MDPS NOW....
4. (5 seconds later) ranged DPS and healers inside NOW/tanks and MDPS push stairs
but thats too much coordination for PUG players so we get the same thing every fort....
1. shield tanks NOW/ranged move to outside doorway to attack inside...
2.(5 seconds later ) 2H tanks NOW....
3. (5 seconds later) MDPS NOW....
4. (5 seconds later) ranged DPS and healers inside NOW/tanks and MDPS push stairs
but thats too much coordination for PUG players so we get the same thing every fort....
Detangler and alts - 84 Chosen, other 40s - DoK, Zealot, SH, WE, BG, BO
Destro - Mostly Harmless
Tangler and alts - 8X IB, other 40s - RP, SM
Order - Most dishonorable
Destro - Mostly Harmless
Tangler and alts - 8X IB, other 40s - RP, SM
Order - Most dishonorable
Re: A solution to Forts (the terrible doorway)
there is no collision problem
if you push without your anti snare you will clog the door regardless
the order of abilities is : anti root/snare, defensive ability, morale aoe, aoe
if you push without your anti snare you will clog the door regardless
the order of abilities is : anti root/snare, defensive ability, morale aoe, aoe
Re: A solution to Forts (the terrible doorway)
Problem is for tanks ; they autoclog doorway, since juggernaut only remove snare effects, but doesnt grant immunity. So one zone snare in the doorway is enough to slow them down enough to clog everything.
Not to mention morale like No Escape that stuck you in place, adding even more clogging/auto bodyblock.
The solution to completely remove obstacles from postern (allowing entrance) may not be the best way to go anyway ; if I agree it brings now more options for both sides, it makes stairs too vulnerable, and will lead to mandatory 3rd floor defense like earlier (since lord room will no be defendable anymore).
Simply having a very narrow window to allow limited LoS to backline for ranged skills (thus not allowing entrance from back) should had been enough to bring more pressure on backlines, and still allow good coordination to defend/attack successufully.
Right now I dont bet much on defenders odds to win if people are able to enter both sides at once. But wait and see feedbacks.
Not to mention morale like No Escape that stuck you in place, adding even more clogging/auto bodyblock.
The solution to completely remove obstacles from postern (allowing entrance) may not be the best way to go anyway ; if I agree it brings now more options for both sides, it makes stairs too vulnerable, and will lead to mandatory 3rd floor defense like earlier (since lord room will no be defendable anymore).
Simply having a very narrow window to allow limited LoS to backline for ranged skills (thus not allowing entrance from back) should had been enough to bring more pressure on backlines, and still allow good coordination to defend/attack successufully.
Right now I dont bet much on defenders odds to win if people are able to enter both sides at once. But wait and see feedbacks.
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