This is what you get from a single camp. It is placed by the postern door as you see. Anyone who dies at the opposite end of keep including walls and 3 towers will not able to respawn. And camps cost 20k ap.
Have to put 4 camps to cover the whole area. Come on.
How do you guys propose they test the No CP campaign if they don't test the No CP campaign?
To make sure the mechanics of it work, and to make sure combat is "balanced" (whatever the definition of"balanced" may be this week).Monk_Slayer wrote: »I don't get why they even need to test the no cp campaign... "Oh, there's no cp! Oh well..."
To make sure the mechanics of it work, and to make sure combat is "balanced" (whatever the definition of"balanced" may be this week).Monk_Slayer wrote: »I don't get why they even need to test the no cp campaign... "Oh, there's no cp! Oh well..."
No testing with cp for eu players.
Welcome to being a second class-customer.
How do you guys propose they test the No CP campaign if they don't test the No CP campaign?
You can't have two different campaigns on PTS. But yeah, a week of each would be a good idea.rdbrown1987 wrote: »
To make sure the mechanics of it work, and to make sure combat is "balanced" (whatever the definition of"balanced" may be this week).Monk_Slayer wrote: »I don't get why they even need to test the no cp campaign... "Oh, there's no cp! Oh well..."
This and severely hampering solo and *small* group play.Purge:
Reduced the amount of targets this ability and its morphs affect to a maximum of 6 targets, previously 20 targets.
Increased the radius of this ability and its morphs to 18 meters from 12 meters.
This ability and its morphs now only affect your group, instead of any friendly nearby ally.
Rapid Maneuver:
This ability and its morphs now also remove their bonuses whenever you cast a friendly ability on an ally, as well as a damaging ability on an enemy.
Increased the duration of this ability and its morphs to 30 seconds from 20 seconds.
This ability and its morphs now only affect your group, instead of any friendly nearby ally.
Reduced the maximum amount of targets this ability and its morphs can affect to 24 targets, previously an infinite amount of targets.
Making these two abilities only work on fellow group members is a very bad idea. The other changes already heavily nerf the abilities but making them group mates only is a step too far.
...
The ball groups will never notice the change beacuse they're in a group. This specific change will make it a less enjoyable experience for new and casual players.
You can't have two different campaigns on PTS. But yeah, a week of each would be a good idea.rdbrown1987 wrote: »
actually i can see the sense ehind it, i usually run in a group of about 5 when i can be bothered to pvig (Player vs Insta-gib) and we usually focus on ripping down enemy healers the moment we spot them to make sieges smooth, with the lower amount, imagine trying to do that only to have your buff guy not apply buffs because some random joes were more eligable, meaning we'd struggle to do our pressure job, with the group only thing we can focus on making sure we have our required buffs and can continue to pressure enemy healers during sieges
themdogesbite wrote: »rdbrown1987 wrote: »themdogesbite wrote: »Im uncertain how you expect to get feedback on something that noobody will play, to only give a non cp campaign is on the verge of insulting as a PvPer. You will not recieve any feedback from me and i'm pretty sure this will also be the case for most hardcore PvPers from EU.
Change the campign out immediately for a CP one.
that messes up our Saturday night testing
Yes, not like our feedback as EU players hold any value anwyays it seems.
RoamingRiverElk wrote: »The forward camp radius is better now on the PTS. I would still make it a bit larger, but at least it's not as useless as it used to be. x) So, thank you for that change, Devs.
However, have you guys seen the rate at which camps deteriorate? You can literally watch its health degrade and not get bored. I didn't measure the time, but I suppose it lasts only ten minutes?
Make a camp last 45 minutes, otherwise it's way too expensive for small groups who wish to do strategic PvP and for people who like to do their own structured small scale PvP in the form of duels and 2v2s, 3v3s and so on. You can even set up a camp for your dueling, and the duel will outlast your camp and you will be left without being able to spawn in your own camp that you just setup for that purpose.
Camp burning is already strong enough of a mechanic to take care of contested camps.