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Old 06-04-2011, 12:15 PM   #11
DonnAy
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how much fun is when 4 syrtians (high lvls) come to ignis save where are few lower lvls ... they plant beacons and camp save ... great fun ... I remember some inq members and soem others doing that ... ofc when higher lvls come to fight ... they run with wm speed (do u expect something else from an gelf ?)
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Old 06-04-2011, 12:21 PM   #12
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Quote:
Originally Posted by Jimaklass View Post
As i'm only playing a warlock (i think same applies to conjurers with them restricted to just being healers) i can tell you that mage classes have completely lost their purpose in RvR fights. Especially for warlocks: we're just not needed anymore and we don't pose a serious threat. Other class players can speak their mind too but i'm pretty sure that using WM beacons just ruins every strategic element this game used to have in RvR.
+1

The beacons giving immunity to all the CCs besides immobilize ruined all form of skill and tactics.
No need to keep range or play smart to avoid enemies CCs since you have nothing to fear, useless to chain CCs on your enemy since he's most likely immune to them, that's how the current offensive beacons turned strategy, CC timing, tactics into a pure damage contest thus greatly aggravating class imbalance, because at this damage contest game only 2 classes can win actually : Barbs and Marks.
As a Warlock I feel really useless now against WMs. As Warlocks main force was nice CCs, and since Warlocks damage output has become completely ridiculous due to spell damage never increasing by leveling, due to slow DoTs, due to the painful GCD while archers and warriors got increased AS and damage by leveling to 60, now they have almost no purpose against WMs besides twister, ivy, slow and darkness, these anyways can easily be dispelled or countered with DI...
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Old 06-04-2011, 12:29 PM   #13
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Quote:
how much fun is when 4 syrtians (high lvls) come to ignis save where are few lower lvls ...
And ignis do the same, aggs save yesterday for instance. Only difference is they did it when the gate was counting down so we had no choice but to rez at the save.

This is only an example, I'm sure there are players in alsius who do the same. It would be nice to have a reputation system in game similar to the one here on the forum, maybe with a line under their clan, something like:

Joe the savecamper
elite of chickenshit clan
asshole
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Old 06-04-2011, 12:59 PM   #14
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Originally Posted by standistortion View Post
And ignis do the same, aggs save yesterday for instance. Only difference is they did it when the gate was counting down so we had no choice but to rez at the save.

This is only an example, I'm sure there are players in alsius who do the same. It would be nice to have a reputation system in game similar to the one here on the forum, maybe with a line under their clan, something like:

Joe the savecamper
elite of chickenshit clan
asshole
well ... there are asses in ignis too ,as i said to them when they wanted to camp save at herb.
Morons,Idiots etc ... stupid mf... etc etc ... and this is for all 3 realms,ok for save campers from them and I will say that always to them and I wont chose words
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Old 06-04-2011, 01:37 PM   #15
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Over the years NGD have evened out the balance between lower and higher level characters, to give lower level chars a role in the WZ, to enable them to take part in war effectively.

It seems that the WM beacons partly undo this work.

Now if you are lvl 60 and a WM you are unstoppable against anyone below lvl 60 (if you choose to use your WM skills, which some seem to be doing, even in 1v1).

Maybe the WM skills should be available to all levels, so that the playing field is more even.

I realise that it would suck for, say a lvl 58 without WM skills to be beaten by a lvl 35 with WM skills. However, at least the availabilty of the skills would be open for all, so that if you don't aqcuire them it's your own fault.
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Old 06-04-2011, 02:21 PM   #16
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I cannot agree with a boycott simply because it will not work.

Players do not like nerfs. They cry every time there is one. The reality is that this game desperately needs some. Many will not accept this because they have been spoiled rotten by NGD. It was hunters, now barbs and marks. Who knows which class will be the next flavour of the month.

Warmasters was a cheap way to plug the holes of over the top CC effects and ridiculous DoT and raw damage. Of course the problem with this game is that every extra person on one side of a war essentially multiplies the amount of CC, damage , etc exponentially. In low population servers the disparity will be glaringly obvious. The same applies to stacked defence.

So, A bigger army will have more stacked defence and offence which grows exponentially the more you have. Pre warmasters this is the counter:

Make the CC effects and damage even more over the top to already counteract the already over the top stacked defences. In other words , break small skirmish wars with OP spells designed for big war with ridiculous over protected and over buffed armies. The spells never scaled. They were never designed to. They are designed for RA type battles.

Warmasters simply added to what was already there. The feedback loops are now aggravated by a set of even more over the top spells designed to counter the ridiculous attack strength and CC madness. All this in an attempt to extend war and make skirmishes last longer.
Somehow this is supposed to equal more fun. Not in my books. I can barely stand to play any more. And I am on the dominant side in my time slot. I can only imagine the nightmares on the other side.

The root problem is that Damage is too much compared to health. Mana pool is too much compared to spell costs, Mana regeneration is too much. (only mages are borderline okay here). Damage mitigation is too much, spell buff stacking is too much. The defences themselves are too much. The variety and impact of armour is too little in some areas and too much in others. The effect of your base attribute points are too little, and lack variety and vision in terms of their impact on your setup.

Piling spells on top of spells is just going to bloat a diseased system and make it even more difficult to balance later on. NGD is setting themselves up here. I can see it.

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Old 06-04-2011, 02:22 PM   #17
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Thank you people for the feedback, i just remind here: this is a thread for everybody to consider if they're going to use WM beacons or not in game. Please spare me the "<insert_realm_name> sucks" and "<insert_realm_name> did the same" posts, they add nothing useful here. This is not about a specific realm. It's for everybody's gaming experience, thank you
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Old 06-04-2011, 03:00 PM   #18
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Yeah I stopped playing my warlock, very pointless now. I have all my warmaster stuff, but don't intend on grinding to 60. NGD has a great idea, but doesn't finish the half of it. Why make beacons for all classes have the same affect, with no skill point distribution.

People wont stop using the beacons, they use it mainly for an advantage.


PS: I'm starting to see a huge decrease of players on Horus.
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Old 06-04-2011, 03:04 PM   #19
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Quote:
Originally Posted by bois View Post
Players do not like nerfs.
From my point of view, we don't need nerfs, but just removal...
The whole warmasters tree should disappear.

I can understand the new level 60 cap, but not this major imbalance addition that is warmasters.

I love the new forts, but i can't understand reasons behind new saves (well, they are here to legitimate teleports...)

Face it, we lost a lot, where is the fun ? really ?
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Old 06-04-2011, 03:14 PM   #20
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Quote:
Originally Posted by Aries202 View Post
Y Why make beacons for all classes have the same affect, with no skill point distribution.
This is a real sore point for me. Why would you take the time to develop an expansion that will have a lifespan of 6 months? There were so many ways to keep this expansion fresh and add components bit by bit and still not break gameplay.
Major irritation for me : 20 extra points for level 60 players. WHY? After all the hoopla about conceptual errors, removing the freebie level 1 spells and restricting level 50 players to tighter setups, you break all that by flooding the game with 20 extra points (if you make 60). On top of that if you want to be warmaster you still have them . Why? Why set it up so you can have your cake and eat it at the same time?
The points should have been the same from level 50-60 ( maybe give out 5 points) and you improve armour and/ or attribute points instead. Damage would improve as well.

So we have a system where players access 20 more points , thereby breaking the balance that NGD worked so hard to formulate (and was not completed by the way).
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