Agrippa_Invisus wrote: »I still think ground oils was a flawed mechanic.
I think it's time to strengthen guards again so that they're an actual threat and can be useful for smaller forces to defend themselves in a keep. Up their HPs, damage, and attack speed.
There were just waaaaaaay too many abuses for ground oil. Do you /really/ want Crystalized invisibat oiling again?
saintmurray wrote: »
That's what I'm saying. "Infinite" batts isn't a thing anymore so why is it a problem? There were plenty of people who were able to do it. Myself included. But with ulti gen handy capped everyone has a chance. Plus with this idea you would just simply walk behind said player on oil to attack them?
Stronger guards would literally just make the zerging worse, since smaller groups would no longer be able to handle keep takes.
Again... Theres is possibly nothing you can change that will not strengthen zergs. 100 people beats 90 people, 80 beats 70, 60 beats 50 assuming = skill. What you can do is change(revert) ultimate gain to give the smaller groups a fighting chance again. Then say you have a group of 30 regular players vs a group of 8-10 solid players they might even be able to win and hold their own again. And we are not talking about open field but choke points like keeps outpost bridges mile gates.
ground oil was ridiculous. I hated it. I thought it was a cheap way to get cheap kills, I was glad to see it removed.
do what Agrippa said and make the keep guards stronger. Idk about nerfing purge... but definitely improve keep guards.
People wanting to nerf purge.... SMH, I just don't understand your line of logic.
Could bring back npc merchants. they could be used as a strategic tool to offer better defense.Agrippa_Invisus wrote: »
There's just other ways to go about it.
The oil around every corner got old fast.
For keeps, outposts, and resources -- more and better guards. Put archer guards on the third floor of large keeps and add more patrols to the courtyards of all keeps. Make the guards hit much harder and give them better survivability. Suddenly you'll be able to defend more with less.
Weaken Purge. Make it remove only one effect at a time or increase its cost greatly to prevent the purge spamming from negating other forms of siege.
You could create a new siege type - a Rolling Bale. It could run forward in a line, causing large amounts of fire damage (cuz it's a giant bale of tinder you cover in pitch and set on fire - classic tactic in keep defense). These could be allowed to roll down steps and would fill the role ground oil did without being a point blank AOE like oil, allowing people to get behind the operator and kill him without getting oiled.
And so on.