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Originally Posted by lunedor
For me, WM update is a nice answer for most of "pre-WM" problems
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No. A nice answer to the pre-WM problems would have been to just solve the said problems and fix the sempiternal 3-years old bugs rather than adding a new whole extension bringing its pack of imbalances and bugs on top of the previous ones.
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Originally Posted by lunedor
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.
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Only speed debuffs, confuse and darkness work 100% thru beacons.
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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
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Exactly what I said, this ruins the point of CCs
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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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Absolutely not. About slow by the way, it can be easily countered with horn, which nullifies most of the slow spells (besides caltrops).
Also how can you know if a zer/player is beaconed or not ? THERE'S NO VISUAL FEEDBACK ! Do you really count to 60 once you meet a beaconed zerg ? How do you know if they are beaconed if you were out of range of them ?
More skill ? Definately not. Since beacons grant immunity to every CC besides slow, you don't have to care to be too close from your enemy, you don't have to avoid dizzies, to dispel self or be dispelled, if the enemy is immune too it means only normal hits and damage matters, is this really meaning skill ? Before you had to tme your CCs carefully on your enemy to disable him and make him unable to beat you, now you just spam normals until death since CCs can't work... Yeah very palpitating.
It also brings up the class imbalance again, because in the matter of normals/damage only marks and barbs have the upper hand (Locks are far behind with their fixed-damage spells), so only them get the benefit from these beaconed battles.
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defender can also teleport instantly to attack the less defended fort, when people rush to break the gate for exemple.
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When people rush to break the gate, so this means it's already too late. Also the defenders of other forts can still teleport where the realm defenders went.
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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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What ? How can they be accurate and predict which fort will have troubles if enemies can teleport from Samal to 100m away of Herb in an eye blink ?
How can they know where enemies go if tracks go to n enemies from 0 just like this ?
Before they were able to follow and know where enemies were going.
Unless they go to enemies' home and watch them teleport they simply can't (or not fast enough).
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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...
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But invasions are flawed and still need many vs few (or rather many WMs vs none/few). The fights in inner realms are more like noob-slaughtering, the fights near nobles are more like farms (did you see how many iggies+WMs are at Syrtis noble during their nightly invasions ?)
Since WMs I have barely seen a bridge fight, 1 or 2 I think. They are amonst the funniest battles in RO but teleports just killed them because now zergs teleport from home fort to enemy fort without taking roads or bridges, so we only fight at forts now, or at aggers market (which is a save farm basically).
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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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Having enemies taking your forts is a good motivation to retake it, regroup there and counter attack. RO always worked like this. Making realms immune make them lazier.
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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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You didn't get the main point.
This game always had a good balance between premium/non premium because premium players couldn't get an advantage in the gameplay/armor/weapons because it was possible to get the same/better via grinding/trading. Now it's possible to increase your armor resistance via premium but not via the free way. Armor resistance affects gameplay...
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it allows to have a good build AND WM's tree
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No it just reduced the variety of the builds. Now you can have almost whatever you want, no need to make big sacrifices to get one specific spell or tree, no need to think for a good build now.
In my build I have almost every useful mage+lock spell (besides MoD but because I'm not mazochist), I even spent 5 points in vitality absorbsion cause I had too many points, and I still have 390ish discipline points.
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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.
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No they are just a bunch of incredibly overpowered spells, that transformed fights to a ridiculously brainless normal/damage contest rather than smart CCs thus favouring the 2 overpowered classes of this game; that reduced the WZ to the 9 forts only and that made invasions much easier for overpopulating realms.
Au plaisir.