05-21-2016, 06:10 AM | #31 |
Apprentice
Join Date: May 2010
Posts: 80
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just 1 last hit for an archer from a range of 50m, and we all loose that hard work we did to kill any1, do something for this kill steal shit
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05-21-2016, 07:02 AM | #32 | |
Count
Join Date: Aug 2009
Location: United Kingdom, England
Posts: 1,038
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Quote:
The only problem is that 3v3v3 isn't enough for a fun match, if a team has anything other than conjurer/barb its gonna be a tough match to win
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05-21-2016, 07:44 AM | #33 |
Master
Join Date: Jun 2007
Posts: 375
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Please add a penalty for staying too long in your own base.
Every player gets a x min timer. Whenever he his in his own base the timer starts running. If he goes out again it stops running. The timer only resets if it ran out for once or if the player was outside the base for more than x mins. If the timer runs out, your base starts to damage you, just like the enemy base. If you die this way both enemy teams get a point. KIlling one of the mobs halves the enemy timers instantly and increases the damage they take in the base. Passive play should not be encouraged! How long such a timer should be, must be tested, but i think something like 1-2mins should be fine. Edit: I also think the enemy base should not be able to kill you immediately. It should stop at 1hp for a few seconds (timer so they can't hide in enemy base). This way people can't intentionally do easily a kamikaze run without giving the defender credit.
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Skity - Ra Last edited by Hayir; 05-21-2016 at 08:36 AM. |
05-21-2016, 10:55 AM | #34 |
Master
Join Date: Mar 2011
Posts: 422
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Pls add a step between spawn and central zone, or add something so ppl don't draw back every other second. Once you leave the spawning area, you should not be able to go back. Please consider this, even if it means that the healing effect has to be removed.
Old TDMs had this kind of steps, you remember? I prefered that spawn protection to the current one. |
05-21-2016, 01:34 PM | #35 | |
Initiate
Join Date: May 2014
Location: Brazil
Posts: 160
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Quote:
2- play since longer time dont mean knowledge....neither that he can insult me and that i have to stay quiet. 3- i already proved for A + B that players olds....not always are good indeed in pvp or in combat and i guess you know it pretty well. 4- about the 1v1 in TDM, yeah its a suggestion, what the problem in extern my suggestion in a topic related to this subject if this forum is exact for this kind of game discussion? sorry but i don't see any problem. Best, Elva Hunter - Elite of Syrtis
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"in a time of universal deceit, telling the truth is a revolutionary act" |
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05-21-2016, 01:40 PM | #36 |
Master
Join Date: Jun 2007
Posts: 375
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Ofc it would work, it would be a cross-realm arena nothing more.
And we all know how well populated the arenas are. Not to forget how well the game is balanced around 1v1 fights. While we are at it, let's also add 2v2, 5v5, 6v6 ,7v7. Maybe at some point we can have a own queue for every player in the game. Let's split the population even more.
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Skity - Ra Last edited by Hayir; 05-21-2016 at 01:52 PM. |
05-21-2016, 02:49 PM | #37 |
Master
Join Date: Jun 2011
Posts: 347
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An invisible wall/barrier at spawn which enemies can't penetrate will solve the issues I think.
1) No suicide runs to not give a kill. 2) No necro penalty. 3) No spawn camps. Together with removing HP regeneration this should work. It should be a two-way wall though, so defenders(rangers) don't run back and be able to hit the attackers once they're in their safe zone. |
05-21-2016, 04:37 PM | #38 |
Master
Join Date: Jun 2011
Posts: 347
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Conjurer sanctuary and archer low profile should not work in TDM along with WM powers.
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05-21-2016, 04:50 PM | #39 |
Master
Join Date: Mar 2011
Posts: 422
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05-21-2016, 05:12 PM | #40 |
Baron
Join Date: Jan 2011
Location: Arborea
Posts: 649
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Cross server TDM would solve the issue low population servers suffer of right now. Endless waiting for a match.
Allow low populated servers to join RA TDM as well. Tho Adrián said it's not possible for some reason..... |
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