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The New Keep capture strategy

  • JamilaRaj
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    Shaun98ca2 wrote: »
    Here's the thing though IF a faction is taking ALL their numbers and rolling a keep......attack a DIFFERENT keep and do it in say 25 man groups attempting to take out several different keeps at once.

    Their 200+ whatever group is completely useless taking one keep versus divided forces attacking multiple keeps at once.

    That is not going to work unless fast travel (read forward camps) is removed, because larger force, while it can not be at multiple places in the same time, can move from one keep to another in an eyeblink, which is almost as good.
  • Mitharus
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    Xallus wrote: »
    I agree there should be a death penalty, something simple like 1 minute reduced stats and unable to use siege. As far as player collision, I think it would only work if only opposite factions collide with you, as collision with your own faction opens up a giant door for trolls.

    I keep seeing this from a few and I hope this NEVER happens.

    Seriously a death penalty is the worst idea. Why is anyone suggesting a game mechanic that stops you from playing for 30 to 60 seconds?

    @skwornub18_ESO‌
    I have not seen anyone, in any thread, suggest a lock out on playing.(1) Even the post you replied to suggests a "reduced stats" penalty.

    So, fine, rush in, die... Have all Max stats/recovery cut by 50% for 30sec to 1minute (or whatever) if you res at an FC. That's the price you pay for using the FC. Don't like that, don't rush in; be careful on how you're attacking.

    You're still going to die eventually, and you're going to use an FC eventually, but you know what. So are others.

    Why do people see "death penalty" and automatically think... "No! No keeping us from playing!" ... A death penalty doesn't have to keep you from playing, only make death matter, where right now it can be a benefit if you die (i.e. suiciding). That should not be the case.

    -M

    (1) - I haven't read every thread on the topic, so I'm sure there could be some. But that is not what I have seen.
    Edited by Mitharus on September 14, 2014 5:19PM
  • Shaun98ca2
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    I cant see this game become better removing FCs. I imagine it being much much worse with a whole new world of problems.
  • Mitharus
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    Shaun98ca2 wrote: »
    I cant see this game become better removing FCs. I imagine it being much much worse with a whole new world of problems.

    I personally don't think they should remove FC's ... but they definitely need to do something. Just making it to where you can only res at an FC if you die within it's radius would do wonders.

    -M
  • Shaun98ca2
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    Mitharus wrote: »
    Shaun98ca2 wrote: »
    I cant see this game become better removing FCs. I imagine it being much much worse with a whole new world of problems.

    I personally don't think they should remove FC's ... but they definitely need to do something. Just making it to where you can only res at an FC if you die within it's radius would do wonders.

    -M

    I was actually thinking that but then.......troll camps become even worse. Not to mention newb comes out thinking he's helping the faction just screwed them over with terrible placement of the FC.

    To top it off the opposing faction now has a better idea of WHERE to find the FC to burn it down.
  • Skwor
    Skwor
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    Mitharus wrote: »
    Xallus wrote: »
    I agree there should be a death penalty, something simple like 1 minute reduced stats and unable to use siege. As far as player collision, I think it would only work if only opposite factions collide with you, as collision with your own faction opens up a giant door for trolls.

    I keep seeing this from a few and I hope this NEVER happens.

    Seriously a death penalty is the worst idea. Why is anyone suggesting a game mechanic that stops you from playing for 30 to 60 seconds?

    @skwornub18_ESO‌
    I have not seen anyone, in any thread, suggest a lock out on playing.(1) Even the post you replied to suggests a "reduced stats" penalty.

    So, fine, rush in, die... Have all Max stats/recovery cut by 50% for 30sec to 1minute (or whatever) if you res at an FC. That's the price you pay for using the FC. Don't like that, don't rush in; be careful on how you're attacking.

    You're still going to die eventually, and you're going to use an FC eventually, but you know what. So are others.

    Why do people see "death penalty" and automatically think... "No! No keeping us from playing!" ... A death penalty doesn't have to keep you from playing, only make death matter, where right now it can be a benefit if you die (i.e. suiciding). That should not be the case.

    -M

    (1) - I haven't read every thread on the topic, so I'm sure there could be some. But that is not what I have seen.

    Putting the kind of reduced stats some have asked for after death is effectively a lockout. Also see my post on other recommendations that do not impose restrictions on a players effectiveness in the game.

    This isn't a FPS where every class is equally balanced, these death penalties only serve to further cripple classes that are not as effective as other classes at surviving and killing. As long as such exists death penalties only make it worse for those classes.
    Edited by Skwor on September 14, 2014 5:50PM
  • Columba
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    this has been the strategy for a while. I hate it. as a bow user, running in and dying on the flag is effing stupid. I'd rather that we could punch more holes in the outer or extend my bow range so that I can shoot into a tower. alternatively let us shoot through windows as we could in daoc.

    The game is too keep and tower battle focused. give points for holding open country areas of interest. that would improve the game's diversity.
  • Agrippa_Invisus
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    Mitharus wrote: »
    Xallus wrote: »
    I agree there should be a death penalty, something simple like 1 minute reduced stats and unable to use siege. As far as player collision, I think it would only work if only opposite factions collide with you, as collision with your own faction opens up a giant door for trolls.

    I keep seeing this from a few and I hope this NEVER happens.

    Seriously a death penalty is the worst idea. Why is anyone suggesting a game mechanic that stops you from playing for 30 to 60 seconds?

    @skwornub18_ESO‌
    I have not seen anyone, in any thread, suggest a lock out on playing.(1) Even the post you replied to suggests a "reduced stats" penalty.

    So, fine, rush in, die... Have all Max stats/recovery cut by 50% for 30sec to 1minute (or whatever) if you res at an FC. That's the price you pay for using the FC. Don't like that, don't rush in; be careful on how you're attacking.

    You're still going to die eventually, and you're going to use an FC eventually, but you know what. So are others.

    Why do people see "death penalty" and automatically think... "No! No keeping us from playing!" ... A death penalty doesn't have to keep you from playing, only make death matter, where right now it can be a benefit if you die (i.e. suiciding). That should not be the case.

    -M

    (1) - I haven't read every thread on the topic, so I'm sure there could be some. But that is not what I have seen.

    Putting the kind of reduced stats some have asked for after death is effectively a lockout. Also see my post on other recommendations that do not impose restrictions on a players effectiveness in the game.

    This isn't a FPS where every class is equally balanced, these death penalties only serve to further cripple classes that are not as effective as other classes at surviving and killing. As long as such exists death penalties only make it worse for those classes.

    Meaningless death is bad. Having to face wave after wave after wave of fresh opponent when in a defensive situation only leads to frustration and anger on the part of those who have to handle it.

    Best to impose the penalty, such as reduced stats, so that players are more careful with their own character's lives.

    Even games like Diablo have item repair and durability to penalize death.
    Agrippa Invisus / Indominus / Inprimis / Inviolatus
    DragonKnight / Templar / Warden / Sorcerer - Vagabond
    Once a General, now a Citizen
    Former Emperor of Bloodthorn and Vivec
    For Sweetrolls! FOR FIMIAN!
  • riverdragon72
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    Desdemonte wrote: »
    bitaken wrote: »

    Rush in -> Expend all resources -> Die -> Repeat

    That's not good gameplay. That's zerging.

    It's Zerging when an entire faction is at one keep and crawling on the walls to cover for forward camps, and still has enough to send 50+ to the front and back flags. The issue is not zerging per se - it's the fact that the 100 people charging flags and dying to 30 defenders using oils, ultimate drops and synergy based group abilities to defeat the 100 people - can re-stack the flag with all 100 without a death penalty in basically zero time. While the defenders are recovering mana/stam and constantly taking damage from enemy siege and having to tightly manage their resources the 100 just keep dying rinse and repeat until they wear down the defenders.

    And you're right my friend, that's not good game play.

    That's how AD finally got Emp last night on Thorn.....

    And red and blue have never (constantly) used this technique!.....lmao.
    Meh...**** it..
  • Erlindur
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    On the subject of death penalties, what about a different approach? Zero or reduced AP gain for some time, cumulative time.

    For example, I die and res at a FC. I get 1 min of zero AP gain. I die again in 15 secs. Now I have 1 min and 45 secs of no AP gain and so on.

    It will not stop action but people will have to consider their multiple heroic suicides.
  • Xsorus
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    The fact that people now a days are arguing that a Death Penalty is bad because it makes dying mean something is a little sad.

    I mean..I can't even say its the WoW generation at this point....
  • Desdemonte
    Desdemonte
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    Desdemonte wrote: »
    bitaken wrote: »

    Rush in -> Expend all resources -> Die -> Repeat

    That's not good gameplay. That's zerging.

    It's Zerging when an entire faction is at one keep and crawling on the walls to cover for forward camps, and still has enough to send 50+ to the front and back flags. The issue is not zerging per se - it's the fact that the 100 people charging flags and dying to 30 defenders using oils, ultimate drops and synergy based group abilities to defeat the 100 people - can re-stack the flag with all 100 without a death penalty in basically zero time. While the defenders are recovering mana/stam and constantly taking damage from enemy siege and having to tightly manage their resources the 100 just keep dying rinse and repeat until they wear down the defenders.

    And you're right my friend, that's not good game play.

    That's how AD finally got Emp last night on Thorn.....

    And red and blue have never (constantly) used this technique!.....lmao.

    They may, but I've never seen a zerg like an AD zerg.... lol Well, maybe that one DC guild that keeps crashing the server.... :(
    Edited by Desdemonte on September 14, 2014 8:10PM
  • bitaken
    bitaken
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    Desdemonte wrote: »
    bitaken wrote: »

    Rush in -> Expend all resources -> Die -> Repeat

    That's not good gameplay. That's zerging.

    It's Zerging when an entire faction is at one keep and crawling on the walls to cover for forward camps, and still has enough to send 50+ to the front and back flags. The issue is not zerging per se - it's the fact that the 100 people charging flags and dying to 30 defenders using oils, ultimate drops and synergy based group abilities to defeat the 100 people - can re-stack the flag with all 100 without a death penalty in basically zero time. While the defenders are recovering mana/stam and constantly taking damage from enemy siege and having to tightly manage their resources the 100 just keep dying rinse and repeat until they wear down the defenders.

    And you're right my friend, that's not good game play.

    That's how AD finally got Emp last night on Thorn.....

    And red and blue have never (constantly) used this technique!.....lmao.

    I never made it about a specific faction. The OP does not refer to any specific activities of any particular faction and I did not point any fingers.

    The reality is the time for some sort of death penalty has long since past. Maybe - if you rez at a keep you own that is not in siege there is no death penalty but rezing at a forward camp comes with a 30 second 50% reduction in all stats / damage / recovery. That's 30 seconds for defenders or attackers to regen and setup for another fight. Is that really so much that the people crying that a death penalty is going to "lock them out" of playing their characters are right?

    I'm not sure. But, a smaller force that is working together to push out that enemy stands a far better chance at doing this with this 30 second penalty. Once defended the Apse/Nave - they can make a push knowing they have time to get the CY clear and maybe get some wall repairs in before the attackers are back.

    I'm also convinced that flags being defended by even one player / NPC should not turn, or begin to turn. In both of the "Lag Bombs" I defended against last night I never died to players - I died to enemy guards that spawned as the attackers flipped the flags with all 14 of my guys fighting on the flag - but they had 50+ so they won...that - is just wrong. We had the players negated / snared / oiled to the nth degree - but the mages / archers spawned and wrecked us from behind.
    PvP Lead Officer for Einherjar

    Member of Einherjar and associated guilds since 2001

    A multi Gaming community of players.
  • G0ku
    G0ku
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    Why not apply a reduction of AP earned for taking the keep when you died in the process and respawned in a camp? Every new respawn 50% less AP earned.
    - First AD EU Group to finish DSA VET -
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  • Skwor
    Skwor
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    Mitharus wrote: »
    Xallus wrote: »
    I agree there should be a death penalty, something simple like 1 minute reduced stats and unable to use siege. As far as player collision, I think it would only work if only opposite factions collide with you, as collision with your own faction opens up a giant door for trolls.

    I keep seeing this from a few and I hope this NEVER happens.

    Seriously a death penalty is the worst idea. Why is anyone suggesting a game mechanic that stops you from playing for 30 to 60 seconds?

    @skwornub18_ESO‌
    I have not seen anyone, in any thread, suggest a lock out on playing.(1) Even the post you replied to suggests a "reduced stats" penalty.

    So, fine, rush in, die... Have all Max stats/recovery cut by 50% for 30sec to 1minute (or whatever) if you res at an FC. That's the price you pay for using the FC. Don't like that, don't rush in; be careful on how you're attacking.

    You're still going to die eventually, and you're going to use an FC eventually, but you know what. So are others.

    Why do people see "death penalty" and automatically think... "No! No keeping us from playing!" ... A death penalty doesn't have to keep you from playing, only make death matter, where right now it can be a benefit if you die (i.e. suiciding). That should not be the case.

    -M

    (1) - I haven't read every thread on the topic, so I'm sure there could be some. But that is not what I have seen.

    Putting the kind of reduced stats some have asked for after death is effectively a lockout. Also see my post on other recommendations that do not impose restrictions on a players effectiveness in the game.

    This isn't a FPS where every class is equally balanced, these death penalties only serve to further cripple classes that are not as effective as other classes at surviving and killing. As long as such exists death penalties only make it worse for those classes.

    Meaningless death is bad. Having to face wave after wave after wave of fresh opponent when in a defensive situation only leads to frustration and anger on the part of those who have to handle it.

    Best to impose the penalty, such as reduced stats, so that players are more careful with their own character's lives.

    Even games like Diablo have item repair and durability to penalize death.

    I understand what you are saying but given how lopsided the classes are a death penalty only further exacerbates the balance issue.
  • Skwor
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    The fact that people now a days are arguing that a Death Penalty is bad because it makes dying mean something is a little sad.

    I mean..I can't even say its the WoW generation at this point....

    I will agree with the death penalty when most of us can agree the classes are at least reasonably balanced.
  • Braidas
    Braidas
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    The fact that people now a days are arguing that a Death Penalty is bad because it makes dying mean something is a little sad.

    I mean..I can't even say its the WoW generation at this point....

    I will agree with the death penalty when most of us can agree the classes are at least reasonably balanced.
    Ya they're certainly within reason at this point. Every class is pretty much necessary for a group. NB's can still use some more love tho.
  • Skwor
    Skwor
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    The fact that people now a days are arguing that a Death Penalty is bad because it makes dying mean something is a little sad.

    I mean..I can't even say its the WoW generation at this point....

    I will agree with the death penalty when most of us can agree the classes are at least reasonably balanced.
    Ya they're certainly within reason at this point. Every class is pretty much necessary for a group. NB's can still use some more love tho.

    I strongly disagree the classes are no where even close to balanced, classes are not need in equal numbers and they definitely are not even close in survivability nor ability to dps
  • Braidas
    Braidas
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    The fact that people now a days are arguing that a Death Penalty is bad because it makes dying mean something is a little sad.

    I mean..I can't even say its the WoW generation at this point....

    I will agree with the death penalty when most of us can agree the classes are at least reasonably balanced.
    Ya they're certainly within reason at this point. Every class is pretty much necessary for a group. NB's can still use some more love tho.

    I strongly disagree the classes are no where even close to balanced, classes are not need in equal numbers and they definitely are not even close in survivability nor ability to dps
    Really? I've found DK's, Sorcs, Temps, and NB's who can tank large groups for quite awhile. DPS is prob a lot closer than you think.
  • Ezareth
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    bitaken wrote: »
    I don't like the way things are heading. I prefer a skill oriented - teamwork oriented - game. Right now the keep capture strategy is basically - get your whole faction on the flag and spam AE. In the last two iterations of this I have witnessed - the ability lag and bugged out abilities have cost us keeps.

    It appears that the "stack everyone on flag" strategy employed by some guilds has struck a note of success in that all that meat - Plus the AOE cap - makes defending a keep with a smaller force just not possible. We stack oils and ultis and kill at least half - but the other half are costing too many resources - and the half that died are pouring right back into the keep with the way the forward camps work and no death penalty.

    Is this the way the game is going? Whoever has more people wins? I know it has been heading this way but it appears that it's all about numbers now in keep sieges. No matter how many oils - or anti personnel siege - or sorcerers ripping out negates (which has been difficult with the streak lag and sometimes actually bouncing backwards, and will be impossible with the upcoming gutting of the ability to stop zergs) we can't do enough damage fast enough to 50+ players all stacking on a flag. We may wipe them out once or twice but eventually with no death penalty they wear us down.

    Something needs to change. I'm not sure what it is at this point. The AOE cap is part of the problem - forward camps and no death penalty are a part of the problem - server lag is a big part of the problem - and population balances are part of the problem. I do not believe there is an "easy fix" and have no proposal for what a fix may be. However, this is not a "fun experience" where the team with more people auto win. There needs to be some possible solution that allows for the lower population to have a chance to defend keeps from a vastly superior force in numbers only.

    ER and NM were doing this to my guild back on volendrung months ago. You don't need to kill anything to take a keep just clump up on the flag and zerg it down. We'd kill half but the other half left would finish capping and the keep is theirs.

    They really just need to slow the flag flipping down or at very least not allow it to flip when 3 or more defenders are still on the flag.
    Permanently banned from the forums for displaying dissent: ESO - The Year Behind
    Too Much Bolt Escape - banned for "hacking the game to create movement not otherwise permitted by in game mechanics."
    Ezareth VR16 AD Sorc - Rank 36 - Axe NA
    Ezareth-Ali VR16 DC NB - Rank 20 - Chillrend NA
    Ezareth PvP on Youtube
  • Skwor
    Skwor
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    The fact that people now a days are arguing that a Death Penalty is bad because it makes dying mean something is a little sad.

    I mean..I can't even say its the WoW generation at this point....

    I will agree with the death penalty when most of us can agree the classes are at least reasonably balanced.
    Ya they're certainly within reason at this point. Every class is pretty much necessary for a group. NB's can still use some more love tho.

    I strongly disagree the classes are no where even close to balanced, classes are not need in equal numbers and they definitely are not even close in survivability nor ability to dps
    Really? I've found DK's, Sorcs, Temps, and NB's who can tank large groups for quite awhile. DPS is prob a lot closer than you think.

    and I have seen DK's pull far away in tanking large groups over every other class. DKs by far are the most survivable.

    DPS is definitely not even close but those conversations are not for here.
  • bitaken
    bitaken
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    The fact that people now a days are arguing that a Death Penalty is bad because it makes dying mean something is a little sad.

    I mean..I can't even say its the WoW generation at this point....

    I will agree with the death penalty when most of us can agree the classes are at least reasonably balanced.
    Ya they're certainly within reason at this point. Every class is pretty much necessary for a group. NB's can still use some more love tho.

    I strongly disagree the classes are no where even close to balanced, classes are not need in equal numbers and they definitely are not even close in survivability nor ability to dps
    Really? I've found DK's, Sorcs, Temps, and NB's who can tank large groups for quite awhile. DPS is prob a lot closer than you think.

    and I have seen DK's pull far away in tanking large groups over every other class. DKs by far are the most survivable.

    DPS is definitely not even close but those conversations are not for here.

    While I appreciate your feedback I would like to keep the thread on topic. If you would like to discuss class balance I would suggest you start a new thread on it.

    This thread should be about a way to fix the "drop 50 people o a flag and spin it so fast we cap the keep" strategy being employed - BY ALL FACTIONS - and how it is bad for the health of the game.

    I like the idea of making flags NOT flip if more than 3 defenders are on the flag...quite a bit.

    PvP Lead Officer for Einherjar

    Member of Einherjar and associated guilds since 2001

    A multi Gaming community of players.
  • Ezareth
    Ezareth
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    bitaken wrote: »
    The fact that people now a days are arguing that a Death Penalty is bad because it makes dying mean something is a little sad.

    I mean..I can't even say its the WoW generation at this point....

    I will agree with the death penalty when most of us can agree the classes are at least reasonably balanced.
    Ya they're certainly within reason at this point. Every class is pretty much necessary for a group. NB's can still use some more love tho.

    I strongly disagree the classes are no where even close to balanced, classes are not need in equal numbers and they definitely are not even close in survivability nor ability to dps
    Really? I've found DK's, Sorcs, Temps, and NB's who can tank large groups for quite awhile. DPS is prob a lot closer than you think.

    and I have seen DK's pull far away in tanking large groups over every other class. DKs by far are the most survivable.

    DPS is definitely not even close but those conversations are not for here.

    While I appreciate your feedback I would like to keep the thread on topic. If you would like to discuss class balance I would suggest you start a new thread on it.

    This thread should be about a way to fix the "drop 50 people o a flag and spin it so fast we cap the keep" strategy being employed - BY ALL FACTIONS - and how it is bad for the health of the game.

    I like the idea of making flags NOT flip if more than 3 defenders are on the flag...quite a bit.

    Yeah they have said that 6 people is the max number of people that count towards flipping a flag, but in my experience if this is true the the speed at 6 people is exponential over 1 person. It wouldn't surprise me if this is bugged because I've seen flags flip ridiculously fast.

    Still the only way I can see a counter to flag-zerging is a no-flip while actively defended rule. I think 3 people will be suitable to prevent people from just sending in one guy at a time to stall while waiting for reinforcements. If 3 people are on a flag it is still being actively contested IMO.

    Permanently banned from the forums for displaying dissent: ESO - The Year Behind
    Too Much Bolt Escape - banned for "hacking the game to create movement not otherwise permitted by in game mechanics."
    Ezareth VR16 AD Sorc - Rank 36 - Axe NA
    Ezareth-Ali VR16 DC NB - Rank 20 - Chillrend NA
    Ezareth PvP on Youtube
  • DuelWieldingCheesyPoofs
    Agree, if they ain't going to do smaller scale pvp atleast make it strategic....this aoe bullsh......just dnt bother going pvp anymore which sucks, also even i did get in i soon get kicked out due to crashes or my actually decent pc cant handle all that aoe partical crap its such a shame wish theyd fix it soon i was actually coming around to pvp in this game
  • DuelWieldingCheesyPoofs
    But nothing like 1 aoe invisible vamp facerolling 30+ in a few hits to put you off eh?

    have they mentioned if they are even doing anything about this or ?
  • Columba
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    inspiral1 wrote: »
    But nothing like 1 aoe invisible vamp facerolling 30+ in a few hits to put you off eh?

    have they mentioned if they are even doing anything about this or ?

    Nope. don't even acknowledge the this hacking exists. I wonder how many ZOS employees are using these.

  • Braidas
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    inspiral1 wrote: »
    But nothing like 1 aoe invisible vamp facerolling 30+ in a few hits to put you off eh?

    have they mentioned if they are even doing anything about this or ?
    l---->mao
    Edited by Braidas on September 15, 2014 12:04AM
  • DuelWieldingCheesyPoofs
    You know when you are entering pvp and that screen painting come on the screen ? You know the heavy battle, gritty scene?

    well it makes me feel actually sad because it should be like this if your huge group is about to collide with another huge groups, it should be like this, warriors at the front, mages mid, healers at the back and rangers at the back too, rouges at the sides protecting healer assassinations. All moving to gether as a strategic force to engage battle!

    no we have 1 enemy wiping raids.
  • DuelWieldingCheesyPoofs
    Also feel like its such a big pvp map but most never used, how about pvp rifts? Erm i mean anchors, that throw out 2 teams, last man standing, deathmatch? In random locations? Soo much potential here and not like they have to add new content just modify it.

    or how about 2 anchors either end of a field, each anchor has a pve boss, who ever kills the other teams boss wins and points go towards champaign. Think of the pvp fun in mid field or defensive team protecting either boss.

    how about even bosses in keeps? I mean what are we fighting for? There is nothing inside its just walls! Or put a scroll in every keep...something! Even a sweetroll!!!!

  • Xsorus
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    The fact that people now a days are arguing that a Death Penalty is bad because it makes dying mean something is a little sad.

    I mean..I can't even say its the WoW generation at this point....

    I will agree with the death penalty when most of us can agree the classes are at least reasonably balanced.
    Ya they're certainly within reason at this point. Every class is pretty much necessary for a group. NB's can still use some more love tho.

    I strongly disagree the classes are no where even close to balanced, classes are not need in equal numbers and they definitely are not even close in survivability nor ability to dps
    Really? I've found DK's, Sorcs, Temps, and NB's who can tank large groups for quite awhile. DPS is prob a lot closer than you think.

    and I have seen DK's pull far away in tanking large groups over every other class. DKs by far are the most survivable.

    DPS is definitely not even close but those conversations are not for here.

    and i've seen NB just vanish never to be seen again..which do you think I would prefer.

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