Sometimes the frustration in the city can drive you to drinking. I know it is now a rvr driven city, but can we still remember how to complete objectives?
I see it over, and over. We will mount an attack on an objective with Destruction defending it. Can you guess what happens?
I will focus the siege weapons, and no one is attacking them. Instead of focusing the siege weapons which go down very fast with just a few players they get distracted by trying to kill a tank who is wearing a shield, has guard, and seven pocket healers.
How easy it would be just to focus fire down the weapons? Guess what Destruction will do? They will leave for the next objective, or walk around like a chicken with its head cut off.
It is just sad to see Order go into the heart of an objective so many times, and when the stage fails you still see every siege weapon still standing.
I just hope by the time my Archmage makes it to 40 they have figured out how to target a PvE object in the city siege.
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Showing posts with label rvr driven city. Show all posts
Showing posts with label rvr driven city. Show all posts
Tuesday
Monday
Will Bright Wizards Win All The Chest Drops in the New RvR Driven City?
If I am reading the new rvr driven city notes correctly it says players will be rewarded by performance for the chest drops. Does this sound familiar? I know with my Bright Wizard it has never been hard to be the top contributor in keeps, city pq's, and etc.
Remember when Bright Wizards would win the gold bags in keeps before there was the option to opt out of a roll? It sounds like they are going right back to that same broken mechanic in the new city.
I understand that somehow you have to punish players who may be afk in the city, or not really participating. I just don't see how this is going to work. Just because you don't show up on the leaderboards doesn't mean you weren't performing, and should be punished with no bonus to your rolls.
How is performance going to be measured? Does it weigh in several factors like KB's, kills, renown, deaths, dps, healing, and so on? Is there still bonuses to the rolls?
It just seems a little scary with looting options disabled how this is going to make the city better. How many Bright Wizards are going to have the same piece of gear won over, and over?
Is it going to be easy to exploit this mechanic by overhealing a sapper, or instead of killing players you just do 100% dps on a sapper to get top damage?
Remember when Bright Wizards would win the gold bags in keeps before there was the option to opt out of a roll? It sounds like they are going right back to that same broken mechanic in the new city.
I understand that somehow you have to punish players who may be afk in the city, or not really participating. I just don't see how this is going to work. Just because you don't show up on the leaderboards doesn't mean you weren't performing, and should be punished with no bonus to your rolls.
How is performance going to be measured? Does it weigh in several factors like KB's, kills, renown, deaths, dps, healing, and so on? Is there still bonuses to the rolls?
It just seems a little scary with looting options disabled how this is going to make the city better. How many Bright Wizards are going to have the same piece of gear won over, and over?
Is it going to be easy to exploit this mechanic by overhealing a sapper, or instead of killing players you just do 100% dps on a sapper to get top damage?
Sunday
30 Second Resurrection Waves in Patch 1.3.5 Is A Bad Idea
Okay the more, and more I look at these rvr driven city notes the more I realize how some things are bad ideas.
One of the things I started thinking about are the 30 second resurrection waves in the city. Of course you can still individually rez with a healer.
Let's take a closer look. I keep reading that other players are comparing the city setup to the old scenario Blood of the Black Cairn. I have to disagree. It is much closer to the concept of the scenario Battle of Praag where you progress to each point.
Okay now that I have you thinking I have something for you to think about. How many times in Praag has your faction been run over at one particular point? What usually happens after that? Most of the time the other faction is waiting for you at the next control point by the time you run back.
So let's just say were in the new city. We are progressing, but at the third point everyone gets steamrolled. No healers are alive so your whole faction has to wait out the 30 second timer. In the meantime the other faction is destroying siege weapons, and by the time your faction waits 30 seconds for the 30 second wave rez, and runs back you just took a huge step backwards in your progression.
Normally you can keep a steady stream of players coming from the spawn point to help fight, but with this new rez the other faction is going to be left to destroy siege weapons without any opposition for at least 1-2 mins. That is a huge amount of time to dps burn down things when you don't have to focus on staying alive from other players.
Did they really think this 30 second resurrection wave out thoroughly before implementing it into the rvr driven city?
One of the things I started thinking about are the 30 second resurrection waves in the city. Of course you can still individually rez with a healer.
Let's take a closer look. I keep reading that other players are comparing the city setup to the old scenario Blood of the Black Cairn. I have to disagree. It is much closer to the concept of the scenario Battle of Praag where you progress to each point.
Okay now that I have you thinking I have something for you to think about. How many times in Praag has your faction been run over at one particular point? What usually happens after that? Most of the time the other faction is waiting for you at the next control point by the time you run back.
So let's just say were in the new city. We are progressing, but at the third point everyone gets steamrolled. No healers are alive so your whole faction has to wait out the 30 second timer. In the meantime the other faction is destroying siege weapons, and by the time your faction waits 30 seconds for the 30 second wave rez, and runs back you just took a huge step backwards in your progression.
Normally you can keep a steady stream of players coming from the spawn point to help fight, but with this new rez the other faction is going to be left to destroy siege weapons without any opposition for at least 1-2 mins. That is a huge amount of time to dps burn down things when you don't have to focus on staying alive from other players.
Did they really think this 30 second resurrection wave out thoroughly before implementing it into the rvr driven city?
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