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Old 07-17-2011, 12:47 PM   #11
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One of my older posts, which i consider as crucial:

"Another important thing is:

You can actually defeat an army larger than yours, with superior teamplay,
a well coordinated rush, or a surprise attack (for example: under stalker surroundings).
AEs of all sorts are extremely important here, CC efffects too
It is further crucial, that you can weaken your enemy by killing more and more players in each attack, even if you are losing the battle.
That´s why it isn´t a bad thing at all if someone can kill multiple enemies, if everything is done perfectly.
That´s why it isn´t a bad thing, that someone (or a whole group) can be taken out of the battle for some time.

I generally like the way it is done now, it is really possible to defeat a considerably larger army in your fort. There are limits of course. If the zergs are to many,more and more people of the outnumbered realm will "surrender" and everything is lost. If this is happening to often people will cease to play the game, and things will get even worse.

Because the battles will always be asymetric in RO, this is an important thing to consider by balancing everything in this game. There has to be a wide margin, where smaller armies can defeat larger armies. This game has to be balnced in a different way than DotA, competitive Counter Strike,... for example, where both "armies" are even."

"Offensive beacon" was (is) close to be a gamebreaker in this regard.
Apart from that CCs are fun in general, simple "Hack & Slay" is absolutely not cool. Knockdowns are particularly needed in front of the door as well.
Balance the game but do not erase functionality.
Invent other/new interesting "effect spells", create situational (no general and durable All-in-One spells like "Offensive Beacon") Anti-CC spells, enhance or patch unused skills/spells, these things...
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