Quote:
Originally Posted by Shining-Scias
Repeating myself but to be short I still think WM beacons ruined most of the tactical aspect of this game and turned the war into a pure damage contest thus greatly emphazing the class imbalance in RvR.
Also they didn't introduce any more versatility, since all classes have exactly the same WM spells.
They seriously need a removal or a big revamp.
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This pretty much sums up my thoughts on beacons.
Quote:
Originally Posted by lunedor
As you can see, most forum writers are persuaded that beacons definitely ruin skill and gameplay.
As you are a skilled and experienced player, I just suggest to take the time to see how it works now, adapt your setup and gameplay to the new rules, and enjoy the fact that it's no more possible to kill a whole group in 15 seconds with a sultar-and-everyone-using-his-best-AoE like it was before WMs
I personnally think, even if it's just me, that gameplay is better with actual WM features.
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Persuaded? No, it's called thinking outside of the box, about overall balance and game play rather than your own favourite subclass. You obviously miss the bigger picture.
How do you adapt to 90% CC resist? As a support knight, the only CC that is now useful is any slow spell or -%protection spell I may have.
So, by adapting my setup, you mean I should just not bother skilling CCs that can be resisted by beacons? Then what use is there of these CCs even being in my skill tree?
The only thing war master beacons have achieved is to further increase the problems of realm balance as well as class balance. Overpopulated groups can now farm longer, gank longer and save camp for longer periods of time. Yeah, great improvement in game play there!