For me, WM update is a nice answer for most of "pre-WM" problems
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Originally Posted by Shining-Scias
About the beacons :
- What's the point of the CCs if entire zergs are immune to them without any visual feedback for at least 1 minute ?
- What's the point of skill and cooperation when a group having a WM will always have the upper hand on a group having none even if the latter is smarter or outnumbering ?
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Zergs are not immune all the time (only a zerg of 10/10 20/20 warmasters ... with perfect coordination could be immune 24/7), and CCS like speed debuffs, ivy, beetles... work perfectly fine.
Note that beacons are the solution for :
- OP barb : no more roar-kick-feint --> CS because of immunity/more HPs/speed buffs
- BoW : dizzy immune
- Knockum online : immunity to the OP CC spells
with WM, you just need to have some more fighting skill (use the right CC at the right time, hold beacon's place before enemies can use them, slow down the zerg until beacon's effects ends...)
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About the teleports :
- What's the point of organisation if an invading realm can instantly teleport to the least defended fort and so making defenders task impossible even if they make the right choices ?
- What's the point of hunters' tracks if realms mostly go to forts via teleport ?
- Where's the fucking bridges and open field fights now ?
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defender can also teleport instantly to attack the less defended fort, when people rush to break the gate for exemple. Coordination between players (end even realms) is required all the time, not only during "planned" invasions 1 or 2 times per month (at least for syrtis players), like it was before.
Hunters role is more important then ever, to know what is doing the opposite army and tell WMs where to teleport the zerg to defend or attack
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About new invasion rules :
- What's the fucking point of the realm doors if they can be broken in a split second by very few players
- What's the point of the realm guards if they don't attack players breaking realm door behind them ?
- What's the purpose of making gem-less realms forts invulnerable besides reducing the choice of fights ?
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It seems that the purpose is to have more invasions. As an alternative to PB/samal PP/aggers fights, we can now have every day the same fights than before (including a lot of open field fights) + inner realms fights, street fighting in cities, gem stealing...
It has been explained that fort invulnerability is a solution for the "less populated" realm to concentrate on attacking enemies. I just hope that this advantage will be used as it is one day bye the concerned realm.
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About armor enhancements :
- I thought the sacred rule of this f2p game was that premium users can't have an advantage in the gameplay. The premium-only enchants broke this rule (yeah it's maybe not a big deal but still it's a first step...)
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I play without any armour enhancement, with WM bow (with the gem of my previous bow), and also with some WM's armour part (BP). All WM pieces are nice items for non premium users (armour parts give the best protection in the game and weapons have decent damage)
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About new level cap :
- What's the point for mages besides more spells ? Spell damage doesn't increase with leveling... It increased the imbalance between mages and non-mages classes because other classes got damage improvement.
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it allows to have a good build
AND WM's tree
Note that today, the most awesome thing in a fight is a lock with +30% speed, 5000 hits, CC immunity and MoD
WM skills make all classes more balanced and useful, and gives also more dynamic fights with HotW. So I don't really understand why so much people are complaining.