RVR new system feedback
Posted: Wed Nov 02, 2016 8:46 pm
since no one gona start the thread i'll step on it, not gona argument the system being good or bad but there somethig that should be reported:
Problem:
-ppl are heavily use siege weapons and this is not a good thing, every damnit warband is take behind them cannons which should be used to **** zerg at the keep, the point it's that there is no zerg against them, the zerg IS using them to get a easy victory.
-another problem is the KB effect, it **** every wb composition where 1 faction does not have cannons, ok i understand that some classes are underperforming in aoe stuff but this is just insane 1 wb vs 2 party is alredy hard enough if we also have to face cannons which make 1800 damages to every one that's just not gona work as anti zerg system.
-so the concept of cannons is right i agree that canons must be used as anti zerg tool but the currently implemenation is wrong, they need of course to have no target cap so that this pressure and punish every ppl if on the zerg side ok BUT the damages MUST scale with the aao and viceversa get debuff if you are outnumbering the enemy. It's not right that the zerg side that can even with the zerg still have access to the same sieges weapons a zerged sides should benefith from it.
-there is one more problem with sieges weapons, they are too hard: this not refering to general circustances but to wb vs wb fight, cannons are ranged weapons they should be easily destroyed in melee; ppl should protect them, instead what is happening is ppl just set them and keep shoot even if the enemy wb is in front of you make all the above problem even more serious.
-the zerg own all the resource: if flag get tap in sequence you can just pass flag to flag keep taking all supply which prevent the outnumbered faction to defend or even there is way too much zerg so that 1 side can think of take 1 flag.
Moreover a zerged side cannot wait the generation for the supply even 1 second.
-sieges weapons doing way too many damages on door: this is retarded ppl deliberately ignoring ram and use cannon to carry the zerg throught doors also prevent oil counter. To the other side rams are way to soft and get destroyed too easily.
suggestions:
1) remove the KB effect instead put interrupt(actually better a cancell rec is quite hard if you get interrup every damnit time)/snare this will prevent to **** every fight even the balanced just because someone is using cannons
2) the damages increase due the concentration need to be nerfed a lot: alredy hit all the zerg with multiple cannons is alredy rewarded enough these damages are insane 2 healer x party are healing that party not g-heal the whole wb. The anti zerg tool is not the damage increase but the no target limit , if a damages increase want to be put on sieges weapons need to keep track of aao, and dont get apply for 1 wb. We had cannons hitting us for 1800 damages and we where 2 partys today.
3) all hit done under 30/40 feets of a cannon need to do WAY MORE DAMAGES: so that we can make sally from the keep and nuke from behind sieges weapons which the other faction need to def, split actually the front line.
4) controlling flag of the same realm should all give supply togheter to actually split the zerg in the same moment, and when a side with the aao own all the flag it should take longer to generate with such system or eventually zerg run and cover the more space it can and you can't do nothing.
5) door immune to sieges weapons damages: you need a ram or alternative anything can hit the door but all does very low damages and i mean way a lot less damages. Also rams need to be 10x times harder to take down they really go down way too faster they need after bigger damages reduction a damages capso tht at least 1 ram last at least 2 min of swing.
Problem:
-ppl are heavily use siege weapons and this is not a good thing, every damnit warband is take behind them cannons which should be used to **** zerg at the keep, the point it's that there is no zerg against them, the zerg IS using them to get a easy victory.
-another problem is the KB effect, it **** every wb composition where 1 faction does not have cannons, ok i understand that some classes are underperforming in aoe stuff but this is just insane 1 wb vs 2 party is alredy hard enough if we also have to face cannons which make 1800 damages to every one that's just not gona work as anti zerg system.
-so the concept of cannons is right i agree that canons must be used as anti zerg tool but the currently implemenation is wrong, they need of course to have no target cap so that this pressure and punish every ppl if on the zerg side ok BUT the damages MUST scale with the aao and viceversa get debuff if you are outnumbering the enemy. It's not right that the zerg side that can even with the zerg still have access to the same sieges weapons a zerged sides should benefith from it.
-there is one more problem with sieges weapons, they are too hard: this not refering to general circustances but to wb vs wb fight, cannons are ranged weapons they should be easily destroyed in melee; ppl should protect them, instead what is happening is ppl just set them and keep shoot even if the enemy wb is in front of you make all the above problem even more serious.
-the zerg own all the resource: if flag get tap in sequence you can just pass flag to flag keep taking all supply which prevent the outnumbered faction to defend or even there is way too much zerg so that 1 side can think of take 1 flag.
Moreover a zerged side cannot wait the generation for the supply even 1 second.
-sieges weapons doing way too many damages on door: this is retarded ppl deliberately ignoring ram and use cannon to carry the zerg throught doors also prevent oil counter. To the other side rams are way to soft and get destroyed too easily.
suggestions:
1) remove the KB effect instead put interrupt(actually better a cancell rec is quite hard if you get interrup every damnit time)/snare this will prevent to **** every fight even the balanced just because someone is using cannons
2) the damages increase due the concentration need to be nerfed a lot: alredy hit all the zerg with multiple cannons is alredy rewarded enough these damages are insane 2 healer x party are healing that party not g-heal the whole wb. The anti zerg tool is not the damage increase but the no target limit , if a damages increase want to be put on sieges weapons need to keep track of aao, and dont get apply for 1 wb. We had cannons hitting us for 1800 damages and we where 2 partys today.
3) all hit done under 30/40 feets of a cannon need to do WAY MORE DAMAGES: so that we can make sally from the keep and nuke from behind sieges weapons which the other faction need to def, split actually the front line.
4) controlling flag of the same realm should all give supply togheter to actually split the zerg in the same moment, and when a side with the aao own all the flag it should take longer to generate with such system or eventually zerg run and cover the more space it can and you can't do nothing.
5) door immune to sieges weapons damages: you need a ram or alternative anything can hit the door but all does very low damages and i mean way a lot less damages. Also rams need to be 10x times harder to take down they really go down way too faster they need after bigger damages reduction a damages capso tht at least 1 ram last at least 2 min of swing.