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Old 06-28-2011, 07:21 AM   #12
Latan
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Join Date: Oct 2007
Location: L'Aquila - Italy
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i really dislike this update
Quote:
Originally Posted by Zombrex View Post
•Change: The "Horn of the Wind" power requires at least one (1) ally next to the caster present to be available.
no more solo hunting? why?
a 20% speed bonus with 20 sec duration/60 cooldown would be a fair spell instead of the current overpowered one or the solo_useless you wanna add

Quote:
Originally Posted by Zombrex View Post
•Change: Warmasters are not allowed to interact with their own offensive and defensive beacons anymore.
whocares

Quote:
Originally Posted by Zombrex View Post
•Change: The "Offensive Beacon's" immunity bonus has been shortened. It now grants a 70% resistance against control effects.
we've yet enough luck based spells, we don't need more (even without a visual feedback)
with last good update (that one with precise block, 15 seconds Ao1 and so on) you took the right direction, but you lost the path 5 minutes later: a short spell with SURE effect and a decent cooldown is WAY FUNNIER than a long spell with a crappy or a random effect. you can choose between a dynamic and funny game and a buffbuffhithitkillboring game. why did you cange your mind? don't you wanna a brainless spell that gives godmode to a zerg for a 1:30? you could simply reduce the duration to 20-30 seconds

Quote:
Originally Posted by Zombrex View Post
•Change: Offensive Beacon now grants resistance to the "cannot move" effect.
4 more useless spells for my chars (ivy, twister, balestra, ribs braker)
thanks -_-

Quote:
Originally Posted by Zombrex View Post
•Change: Cooldown for "Offensive Portal" and "Defensive Portal" has been bumped to 60 minutes.
can i know what's the aim for such a crappy change?
60 minutes CD=useless spell
why did you add teleport spells if you don't wanna us to use them?
if you think the real problem is that you can reach a fort way too fast, change teleport destination to a farest place (offensive=bridge, defensive=same distance old saves-fort).
if you think you can immediatly teleport yourselves once dead to another fort, ad A BIT cooldown to the portals (defensive 10 min, offensive 15 or defensive 15, offensive 20), but with a 60 minutes cooldown, portals becames TOTALLY USELESS

Quote:
Originally Posted by Zombrex View Post
•Change: Mounts 'speed has been increased.
•Change: The "Cannot Attack" penalty after dismounting has been reduced to 4 seconds.
•Change: The penalty "Cannot Move" after dismounting has been eliminated.
•Fixed: Spells staying with the caster for indefinite time.
you forgot the ONLY ONE USEFUL FEATURE you could add: eliminate the few_seconds immunity to dismount after you took the horse to run away from a fight. this could be enough to kill lame runaway tactics

Quote:
Originally Posted by Zombrex View Post
•New: "Devastated" state for realms has been incorporated (see details).
•New: "Devastated" realm´s player neither grant Regnum Points nor count towards the "Path of the Warmaster" quest while inside their Realms border or its warzone.
i really don't like to wait other players to wake up to play my game.
if a realm is "devastated", you have no reasons to invade (except for noble) nor to hunt in their part of the WZ.
you wanna to preotect a less populated realm? close the inscriptions to other realms for the specific server, give them a free forts upgrade once they capture them, give them tougher guards or the old save guards (melee or with less range due to position very near to the fort) BUT don't forbid other players to play

Quote:
Originally Posted by Zombrex View Post
•Change: Gems location is updated in the map every 30 seconds (previously instantaneous).
nice.
finally a good choice

Quote:
Originally Posted by Zombrex View Post
•New: NPCs eliminated during an invasion will stay that way until the end of the invasion. Some specific NPCs such as guards are excluded.
i suggest it from ages, but these invasion mechanics have a really bad side: ships.
nowadays invasions are made 90% of the time to kill the noble, not to try to steel the gems.
theoretically you have 120 minutes to destroy the door, then 30 minutes to do your job and go away with your brand new gem.
the current invasions are like this: first you try to enter the enemy realm by boats and you go to kill the noble, then you logout and you try the same with your second/third character(s), later you try to help your clanmates that just logged in and didn't know about the invasion to do the same. finally when the counter is 15-20 minutes left you try to break the door to make the invasion lasting more (and trying to get the gem if you have enough players).

wanna see a more dynamic invasion system? two simple changes to improve invasions:
1) allow only the attacking realm who owns the castle of the invaded realm (i.e. the effective "invaders") to use the boats. the other attacking realm has to break the door to kill the noble
2) change timers to 45 minutes "vulnerability" and 45 minutes of "open door", or 30 minutes "vulnerability" and 60 minutes of "open door"


BTW 1.7.6
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