Maintenance for the week of March 30:
· [EXTENDED] NA megaservers for patch maintenance – March 30, 4:00AM EDT (8:00 UTC) - 2:00PM EDT (18:00 UTC)
· [EXTENDED] EU megaservers for patch maintenance – March 30, 8:00 UTC (4:00AM EDT) - 18:00 UTC (2:00PM EDT)
6 things I would change in Cyro to make it more fun
Long time player first time poster after being encouraged the devs and paying more attention. There have been instances lately that are plain annoying and I feel really need to be addressed for the better of the game and encourage positive group play.
1. Remove boxes within keeps and fix all the bugged out surfaces that allow revives through walls. It is also still possible to revive using an invisible beam by starting the res at the right point when you put your weapon away.
2. Address the ever growing track star builds that run around keeps with 3x swift, celerity, movement mundus and a generally really tanky builds. All the major expedition skill remove and provide immunity to snares with zero cooldown. If you do catch them it is almost impossible to get off abilities as they line of sight every corner and skills that are 'instant' in the games eyes still have animations that take time. Sadly these guys will then turn and burn on causals that know no better. What kind of experience do you think this creates.
In my mind there are two solutions to this:
- Create a set that allows you to apply stacks of a snare you cannot cleanse. Even if the other set bonuses are terrible I would love to see such a set for taking slowing down individuals. Personally I think it should be 'dealing crit damage to a target applies a stack of x for 7 seconds that reduces movement speed by 10% stacking up to 7 times - you can only gain 1 stack every 0.5 second, this cannot be cleansed and only one target can be affected at a time' or similar.
- Remove either the cleanse or immunity to snares and immobilizations from major expedition skills. Ask yourself when you last used any kind of snare that worked. Its a joke at this point and makes genuine group play with purify feel pointless.
3. Recent changes to skills like dragons blood undermine genuine healers. It now heals yourself and all allies while applying minor courage. Polar winds was a problem but at least that is health based and only heals one other. The closest group heal to this is the templar prayer or blessing of restoration which do not compare as they have a cast time or directional requirement. This is ridiculous and makes a team of 10+ damage builds stronger than a well setup 3 x healer 7 x dps group. You limit dot heals in PvP with u49 but drop this massive instant aoe heal on all dk's? This makes no sense so please adjust it to one other player or double down with the other class refresh's.
4. Make heals based of max stats and damage based of weapon and spell damage. Its literately in the name as weapon and spell DAMAGE but it buffs heals. Max stats are easier to achieve for sole healers and less so for damage builds wanting to sustain. I think this would also be easier to understand for new players.
5. Increase AP gains for taking keeps and outposts. I have seen a big drop in keeps being flipped by good players. As suggested above they would much rather run around and kill causals than try and flip the map. Reward us for playing the game strategically.
6. Implement a sign up period after each camp with a some sort of ap incentive for being on the middle (+10%) and lowest (+20%) population alliances. Obviously you would need to make changes free to do this but it would certainly encourage players swapping to make it more engaging. That or make 30 day camps only 15 days long.
Thanks for reading happy PvPing!