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?
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Showing posts with label rvr driven city siege patch 1.3.5. Show all posts
Showing posts with label rvr driven city siege patch 1.3.5. Show all posts
Monday
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?
Saturday
Pugging A City Siege Will Not Work in Patch 1.3.5
A few days have passed since the release of the patch notes for the new rvr driven city sieges. For the most part I love the changes coming to the city. It should make invading, and defending a city in Warhammer Online just a tad bit more exciting.
The part that really has me nervous is creating forced warbands. Have you ever tried getting a pug to listen in a scenario? I just think everyone is going to be barking orders, and than the next thing you know half the warband is off doing their own thing, and the other warband is off doing something else.
How about guilds that hate each other? What happens when 12 members of one guild get put into an instance with 12 people of another guild who hate each other? I think it is going to be ugly.
How are they going to communicate? Using Ventrilo will be nearly impossible. Typing is sure going to be a great way to lead the warband.
I just find it very stupid that guilds, or premades will be split up among several instances. It is basically defeating the whole reason of belonging to a guild, and working together.
How much fun is it going to be to spend several hours flipping zones together as a guild, and get split into four different city siege instances? All your hard work could go completely down the drain if you get in an instance with idiots.
I say make something where premades play premades, and pugs play pugs. I just don't think it is fair to force everyone to pug. You have premades, and guilds for a reason so you don't have to deal with idiots.
What about when guilds help each other gear up? In a premade you can decide who is getting gear, and who the guild is carrying on the siege. With the new system 24 people will be fighting over the same piece of gear. I can't wait. You could end up going to a hundred city sieges, and never winning a piece of gear. Does it remind you of Keep gear the first few months when you couldn't opt out of winning a gold bag?
Another downfall is how it is going to determine grouping. In a premade you know you have a tank, dps, healing, and etc. In this random forced warbanding you could end up with no healers because all the healers the system gave you are playing it as a dps.
I see every day how out of whack forced grouping can be in scenarios. Sometimes we have 10 healers, and the next time we have zero.
I still see imbalanced scenarios popping, and mysteriously it won't happen in these new city instances. I can't wait to get into one with two people, and not be able to accomplish anything. If you leave an imbalanced city instance than you lose all your loot.
The part that really has me nervous is creating forced warbands. Have you ever tried getting a pug to listen in a scenario? I just think everyone is going to be barking orders, and than the next thing you know half the warband is off doing their own thing, and the other warband is off doing something else.
How about guilds that hate each other? What happens when 12 members of one guild get put into an instance with 12 people of another guild who hate each other? I think it is going to be ugly.
How are they going to communicate? Using Ventrilo will be nearly impossible. Typing is sure going to be a great way to lead the warband.
I just find it very stupid that guilds, or premades will be split up among several instances. It is basically defeating the whole reason of belonging to a guild, and working together.
How much fun is it going to be to spend several hours flipping zones together as a guild, and get split into four different city siege instances? All your hard work could go completely down the drain if you get in an instance with idiots.
I say make something where premades play premades, and pugs play pugs. I just don't think it is fair to force everyone to pug. You have premades, and guilds for a reason so you don't have to deal with idiots.
What about when guilds help each other gear up? In a premade you can decide who is getting gear, and who the guild is carrying on the siege. With the new system 24 people will be fighting over the same piece of gear. I can't wait. You could end up going to a hundred city sieges, and never winning a piece of gear. Does it remind you of Keep gear the first few months when you couldn't opt out of winning a gold bag?
Another downfall is how it is going to determine grouping. In a premade you know you have a tank, dps, healing, and etc. In this random forced warbanding you could end up with no healers because all the healers the system gave you are playing it as a dps.
I see every day how out of whack forced grouping can be in scenarios. Sometimes we have 10 healers, and the next time we have zero.
I still see imbalanced scenarios popping, and mysteriously it won't happen in these new city instances. I can't wait to get into one with two people, and not be able to accomplish anything. If you leave an imbalanced city instance than you lose all your loot.
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