I have been in WBs with every pad full of a ballista and never come close to killing the oil. there are also very few classes with sufficient roots/slows/KBs etc to keep people out of the postern door. At many of the keeps there are not enough chock points leading to the postern door to allow you to block them unless you are close to the door, and that usually means they can get through or get rezed into the keep.
this is actually why most postern defence fails. SM/BO's don't even have access to an instant snare and instant cast roots are fairly rare in lower tiers (at least on tanks and mdps). plus its a pain to accurately kb a running target. postern defence wants to be sufficiently far out that they can dps their target down long before they get anywhere near the door. snaring a target by the door normally means they've edged their way in before you can burst them down and roots typically break long before you've put enough damage in.
the best example i've seen of this being done right is passwatch in t3, where order puts a defensive net by the tower to keep destro pinned in their warcamp...
so I am still 27 on my choppa. I think I'm going to do some dumb quests to get him to 28, get my absorb morale ability, and then run my ass into T4 and start trying to do stuff there.
I'm a DoK now. Will I be able to DPS myself out of a paper bag?
Lilithium on
What's that ringing? Ting-ting-a-linging in my head~? Oh, you're always there, making me whole. You're always waiting up for me. You're my first kiss, ever so pure, and ever so defiling, once lost, can never be the same. Fuck me. Violate me. Deny me.
would fewer hitpoints, but greater damage across the board be a positive change for cannons and siege weapons? or at least the oil?
right now, oil has insane effective hitpoints (EHP) with the repair ratios. in T2 and T3 it's nigh impossible to take a repaired oil down.
and ya, water flows the path of least resistance, so if there are keeps left to take that aren't defended vs. the one you're at that is, people will go to the other keeps. it's annoying but it shouldn't be a surprise.
I think the hp for oil should be dropped some, or at least the repair ability should be toned down a bit. Right now, it's nigh-on impossible to get rid of the stuff on a keep that has even a moderate guard on it.
For that matter, I like the idea of having an offenisve tick. It should only be done if there are players in the keep though, not for an empty keep. I think that it would keep a sieging WBs around a defended keep longer. WBs would no longer look at a defended keep and think "I don't want to get renown farmed by a bunch of Order/Destro, so I'm going to take the undefended keep".
Also, the more I think about it, the more I dislike the idea of auto-rezzing inside the keep. From a defender's point of view, it's awesome. From an attacker's point of view, it seems like it would utterly negate the need for people to camp or guard the postern. For that matter, any incoming players would be rezzed inside even if we dropped them before they made it to the door.
Does anyone know what the range was supposed to be for the keep rez, and if it was limited simply to t4? Or is it across the board for all keeps in all tiers?
Also, the more I think about it, the more I dislike the idea of auto-rezzing inside the keep.
Damn thing is, we already have this to a degree. Die close to the walls and you'll get rezzed right up on them, it makes killing people outside the keep feel pointless.
My biggest problem with attacking keeps is the oil. It's just ridiculous with it's range and damage.
oil would be perfect if sustained damage from 2 or 3 ranged classes could kill it while it was being repaired. not necessarily insta-pop it, but if 3 people could do enough more damage than one repair cycle, i'd feel like it was balanced. right now, i'm not sure half a warband of focus fire will drop one.
oil SHOULD hurt, otherwise it's not worth having it, but given the range and damage it does, it also needs to be killable by a reasonable number of people.
My biggest problem with attacking keeps is the oil. It's just ridiculous with it's range and damage.
oil would be perfect if sustained damage from 2 or 3 ranged classes could kill it while it was being repaired. not necessarily insta-pop it, but if 3 people could do enough more damage than one repair cycle, i'd feel like it was balanced. right now, i'm not sure half a warband of focus fire will drop one.
oil SHOULD hurt, otherwise it's not worth having it, but given the range and damage it does, it also needs to be killable by a reasonable number of people.
I agree with pretty much all of this.
I dislike being one-shotted by oil on my WE and dropped below half on my WH, but I've been on keep defense where oil has saved our collective asses. When the doors are down, nothing's a better deterrent to more attackers filing in than keeping that oil going.
I wouldn't be able to roll those hours either (get up around 6:30 PST)
plus, i'd only get an hour or 2 a night to get on and have fun. ahh, the curse of trying to progress casually.
The most active hours for Candymancers seem to start around 8pm EST and run to about 12-1am EST, with the west coast/late night crews starting up around 1am EST
Crafting you should at this point cult/apoth, not only can you make potions that are actually useful but its also become very easy with little outside farming needed to support Apoth if you have cultivating. If you really want talisman making you should get scavenging rather then salvaging at this point.
Here's what my guild/alliance found works with oil.
At least 3, preferably 4, single-shot cannons volley firing on the oil while ranged DPS throws AoE around it or direct/lion damage to the oil itself.
3 guns and ranged DPS will drop it fast or keep the operator fixing it more than he's dropping it. AoE will frighten or kill most oil operators, unless they've got a good healer on them, and a few will have a "morale failture" and drop it.
Even with a good operator, backed by a good healer, 4 guns will slow it down a lot.
However, I do make a habit of carrying 2 rams, 2 oils, 4 simgle shot, and 8 multi shot siege weapons on me at all times, so YMMV. :P
Here's what my guild/alliance found works with oil.
At least 3, preferably 4, single-shot cannons volley firing on the oil while ranged DPS throws AoE around it or direct/lion damage to the oil itself.
3 guns and ranged DPS will drop it fast or keep the operator fixing it more than he's dropping it. AoE will frighten or kill most oil operators, unless they've got a good healer on them, and a few will have a "morale failture" and drop it.
I run the ranged DPS AoE strategy when I'm on my Sorc. But it really depends on how heavy or light the keep defense is.
If the keep defense is light, or if I can get close enough to get Shattered Shadows off without getting in range to be tab-killed, I'll spam SS to chase them off the oil. Like I said, with a light keep defense, it usually works, but on a heavy defense, there's so many damn people on the walls with healers that it does little if anything by itself. Most WBs I've been in lack the cohesion or the leadership to organize assaults like what you've described. It makes me want to get in on a guild WB now just to see how much tactics are used versus the mindless zerg of a PUG WB.
I've been in a WB where we used the 3 gun tactic against castle siege weapons. We forced the defenders to come out and attack us because we wiped their guns twice.
I'm on a free trial but I can't roll a dude on Iron Rock or badlands. If somebody sends me an invite, can I restart a trial over there, or am I stuck now that I started?
Indica1 on
If the president had any real power, he'd be able to live wherever the fuck he wanted.
I'm on a free trial but I can't roll a dude on Iron Rock or badlands. If somebody sends me an invite, can I restart a trial over there, or am I stuck now that I started?
Probably need to make a new master account, but I can send you a referral if you PM me your e-mail. Not sure if it will work, but its worth a try.
Here's what my guild/alliance found works with oil.
At least 3, preferably 4, single-shot cannons volley firing on the oil while ranged DPS throws AoE around it or direct/lion damage to the oil itself.
3 guns and ranged DPS will drop it fast or keep the operator fixing it more than he's dropping it. AoE will frighten or kill most oil operators, unless they've got a good healer on them, and a few will have a "morale failture" and drop it.
Even with a good operator, backed by a good healer, 4 guns will slow it down a lot.
However, I do make a habit of carrying 2 rams, 2 oils, 4 simgle shot, and 8 multi shot siege weapons on me at all times, so YMMV. :P
I have not once, since beta, successfully found a keep where I can target the oil with siege weapons.
Of course, I haven't tried since just after launch. How is LoS on keeps/oil these days?
I'm on a free trial but I can't roll a dude on Iron Rock or badlands. If somebody sends me an invite, can I restart a trial over there, or am I stuck now that I started?
Probably need to make a new master account, but I can send you a referral if you PM me your e-mail. Not sure if it will work, but its worth a try.
yeah, cool get me on the badlands
Indica1 on
If the president had any real power, he'd be able to live wherever the fuck he wanted.
I'm on a free trial but I can't roll a dude on Iron Rock or badlands. If somebody sends me an invite, can I restart a trial over there, or am I stuck now that I started?
Probably need to make a new master account, but I can send you a referral if you PM me your e-mail. Not sure if it will work, but its worth a try.
For that matter, I like the idea of having an offenisve tick. It should only be done if there are players in the keep though, not for an empty keep. I think that it would keep a sieging WBs around a defended keep longer. WBs would no longer look at a defended keep and think "I don't want to get renown farmed by a bunch of Order/Destro, so I'm going to take the undefended keep".
I'd been thinking about this idea for a long time, and was going to submit some feedback to Mythic recommending attack ticks a few weeks ago, but I realized this: Having defense ticks, and having offense ticks, will only increase the amount of farming that is done instead of actual playing. Think about how many people stand around inside keeps waiting for defense ticks now even if it was only one guy who ran by and aggro'd a guard. Now think of how many people will run up to a keep, kill a guard, and then wait around for someone to run into the keep to defend it, and then the two of them just sit around and soak up the ticks.
Defense ticks are what inspired people to finally come out and defend keeps instead of waiting around for the keep to be taken, and then going out and taking it back. Offense ticks would mean no one ever uses strategy or even actually tries to take the keep. Why should you try to succeed if you are getting rewarded for failure?
The reward of attacking a keep is getting loot at the end. What they should do is increase the size of the tick you get for killing the lord when the keep is defended- which I think they already did.
I'm on a free trial but I can't roll a dude on Iron Rock or badlands. If somebody sends me an invite, can I restart a trial over there, or am I stuck now that I started?
Probably need to make a new master account, but I can send you a referral if you PM me your e-mail. Not sure if it will work, but its worth a try.
yeah, cool get me on the badlands
Sent. Hopefully that works.
I fully support you getting a free trial using Eelektrik as a reference, so don't think that I'm trying to discourage this, but...
Last I heard, free trials only allowed you to roll on specific, free trials only, servers, and you are only allowed to level up to rank 11. Was the trial you were using still in the trial period? At the end of the ten days you are allowed to transfer your characters to any server you choose. So using someone else's referral will still restrict you from starting on Badlands or IR.
Here's what my guild/alliance found works with oil.
At least 3, preferably 4, single-shot cannons volley firing on the oil while ranged DPS throws AoE around it or direct/lion damage to the oil itself.
3 guns and ranged DPS will drop it fast or keep the operator fixing it more than he's dropping it. AoE will frighten or kill most oil operators, unless they've got a good healer on them, and a few will have a "morale failture" and drop it.
Even with a good operator, backed by a good healer, 4 guns will slow it down a lot.
However, I do make a habit of carrying 2 rams, 2 oils, 4 simgle shot, and 8 multi shot siege weapons on me at all times, so YMMV. :P
I have not once, since beta, successfully found a keep where I can target the oil with siege weapons.
Of course, I haven't tried since just after launch. How is LoS on keeps/oil these days?
They fixed that stuff long ago. All of the Oils at Keeps can be targeted and attacked properly.
They just have a sickenng about of HP and the repair heals a set% of that every tick.
I'm on a free trial but I can't roll a dude on Iron Rock or badlands. If somebody sends me an invite, can I restart a trial over there, or am I stuck now that I started?
Probably need to make a new master account, but I can send you a referral if you PM me your e-mail. Not sure if it will work, but its worth a try.
yeah, cool get me on the badlands
Sent. Hopefully that works.
I fully support you getting a free trial using Eelektrik as a reference, so don't think that I'm trying to discourage this, but...
Last I heard, free trials only allowed you to roll on specific, free trials only, servers, and you are only allowed to level up to rank 11. Was the trial you were using still in the trial period? At the end of the ten days you are allowed to transfer your characters to any server you choose. So using someone else's referral will still restrict you from starting on Badlands or IR.
That's terrible.D:
Indica1 on
If the president had any real power, he'd be able to live wherever the fuck he wanted.
I'm on a free trial but I can't roll a dude on Iron Rock or badlands. If somebody sends me an invite, can I restart a trial over there, or am I stuck now that I started?
Probably need to make a new master account, but I can send you a referral if you PM me your e-mail. Not sure if it will work, but its worth a try.
yeah, cool get me on the badlands
Sent. Hopefully that works.
I fully support you getting a free trial using Eelektrik as a reference, so don't think that I'm trying to discourage this, but...
Last I heard, free trials only allowed you to roll on specific, free trials only, servers, and you are only allowed to level up to rank 11. Was the trial you were using still in the trial period? At the end of the ten days you are allowed to transfer your characters to any server you choose. So using someone else's referral will still restrict you from starting on Badlands or IR.
Referral trials aren't supposed to have trial restrictions on them like the standard free trials. I know people I've sent trials to before have made characters on Badlands. The question is whether he has to make a new master account for the referral trial, or if you can even have multiple master accounts on the same e-mail address.
For that matter, I like the idea of having an offenisve tick. It should only be done if there are players in the keep though, not for an empty keep. I think that it would keep a sieging WBs around a defended keep longer. WBs would no longer look at a defended keep and think "I don't want to get renown farmed by a bunch of Order/Destro, so I'm going to take the undefended keep".
I'd been thinking about this idea for a long time, and was going to submit some feedback to Mythic recommending attack ticks a few weeks ago, but I realized this: Having defense ticks, and having offense ticks, will only increase the amount of farming that is done instead of actual playing. Think about how many people stand around inside keeps waiting for defense ticks now even if it was only one guy who ran by and aggro'd a guard. Now think of how many people will run up to a keep, kill a guard, and then wait around for someone to run into the keep to defend it, and then the two of them just sit around and soak up the ticks.
Defense ticks are what inspired people to finally come out and defend keeps instead of waiting around for the keep to be taken, and then going out and taking it back. Offense ticks would mean no one ever uses strategy or even actually tries to take the keep. Why should you try to succeed if you are getting rewarded for failure?
The reward of attacking a keep is getting loot at the end. What they should do is increase the size of the tick you get for killing the lord when the keep is defended- which I think they already did.
Yeah, I can totally see that whole farming thing happening.
It's bad enough with the t3 r30s coming down and camping their lazy asses in t2 to farm lowbies, with an offensive tick it would get invariably worse.
The problem that I'm seeing at the moment is that players (at least on Dark Crag) seem to think it is less lucrative to siege a keep than it is to defend one. I could be dead wrong, but I've seen the number of people who turn out for a keep defense and stay, as opposed to the number of people who turn out for a siege and wind up floating off after a bit when nothing turns out. The former number is always greater than the latter one.
Hopefully the token system, or whatever it is that they're doing on the test server, will be beneficial to keep sieges.
For that matter, I like the idea of having an offenisve tick. It should only be done if there are players in the keep though, not for an empty keep. I think that it would keep a sieging WBs around a defended keep longer. WBs would no longer look at a defended keep and think "I don't want to get renown farmed by a bunch of Order/Destro, so I'm going to take the undefended keep".
I'd been thinking about this idea for a long time, and was going to submit some feedback to Mythic recommending attack ticks a few weeks ago, but I realized this: Having defense ticks, and having offense ticks, will only increase the amount of farming that is done instead of actual playing. Think about how many people stand around inside keeps waiting for defense ticks now even if it was only one guy who ran by and aggro'd a guard. Now think of how many people will run up to a keep, kill a guard, and then wait around for someone to run into the keep to defend it, and then the two of them just sit around and soak up the ticks.
Defense ticks are what inspired people to finally come out and defend keeps instead of waiting around for the keep to be taken, and then going out and taking it back. Offense ticks would mean no one ever uses strategy or even actually tries to take the keep. Why should you try to succeed if you are getting rewarded for failure?
The reward of attacking a keep is getting loot at the end. What they should do is increase the size of the tick you get for killing the lord when the keep is defended- which I think they already did.
Yeah, I can totally see that whole farming thing happening.
It's bad enough with the t3 r30s coming down and camping their lazy asses in t2 to farm lowbies, with an offensive tick it would get invariably worse.
No attackers are going to sit AFK outside the safety of the walls for some minor xp/rr/inf ticks.
The only reason defenders do that is because they have NPCs guarding them and walls to hide behind (or at least they used to prior to the postern bypass fix).
And there arent going to be attackers saying "Dont kill the Lord, we want more ticks" because if they succeed in taking the keep, then they get all the bonuses of defending a keep along with the defense ticks.
For that matter, I like the idea of having an offenisve tick. It should only be done if there are players in the keep though, not for an empty keep. I think that it would keep a sieging WBs around a defended keep longer. WBs would no longer look at a defended keep and think "I don't want to get renown farmed by a bunch of Order/Destro, so I'm going to take the undefended keep".
I'd been thinking about this idea for a long time, and was going to submit some feedback to Mythic recommending attack ticks a few weeks ago, but I realized this: Having defense ticks, and having offense ticks, will only increase the amount of farming that is done instead of actual playing. Think about how many people stand around inside keeps waiting for defense ticks now even if it was only one guy who ran by and aggro'd a guard. Now think of how many people will run up to a keep, kill a guard, and then wait around for someone to run into the keep to defend it, and then the two of them just sit around and soak up the ticks.
Defense ticks are what inspired people to finally come out and defend keeps instead of waiting around for the keep to be taken, and then going out and taking it back. Offense ticks would mean no one ever uses strategy or even actually tries to take the keep. Why should you try to succeed if you are getting rewarded for failure?
The reward of attacking a keep is getting loot at the end. What they should do is increase the size of the tick you get for killing the lord when the keep is defended- which I think they already did.
Yeah, I can totally see that whole farming thing happening.
It's bad enough with the t3 r30s coming down and camping their lazy asses in t2 to farm lowbies, with an offensive tick it would get invariably worse.
No attackers are going to sit AFK outside the safety of the walls for some minor xp/rr/inf ticks.
The only reason defenders do that is because they have NPCs guarding them and walls to hide behind (or at least they used to prior to the postern bypass fix).
And there arent going to be attackers saying "Dont kill the Lord, we want more ticks" because if they succeed in taking the keep, then they get all the bonuses of defending a keep along with the defense ticks.
I imagine weighting the offensive tick to the successful taking of a keep and modified by the number of defenders killed would go a long way to creating more battles.
The new 1.2.1 system puts the majority of renown and influence on locking a zone. The musical keep thing will earn much less RR and inf. Unfortunately, locking a zone without defenders takes 2+ hours. Locking a zone with a competent small group of defenders is impossible without an overwhelming zerg. Trying to lock something like Barak varr / Marshes of Madness with 2 separate pvp lakes will be a nightmare.
I think this will affect the T3 grind negatively the most, and it will probably help T4.
The new 1.2.1 system puts the majority of renown and influence on locking a zone. The musical keep thing will earn much less RR and inf. Unfortunately, locking a zone without defenders takes 2+ hours. Locking a zone with a competent small group of defenders is impossible without an overwhelming zerg. Trying to lock something like Barak varr / Marshes of Madness with 2 separate pvp lakes will be a nightmare.
I think this will affect the T3 grind negatively the most, and it will probably help T4.
I am not looking forward to that. I frequent BV and MoM quite a bit on my Destro side of the game.
what i hated most about lvling my magus on Ungrim->Iron Rock (only got to 25) is that the server was low pop, so there were hardly ever any SCs and no PQs going on, and the solo questing/grinding was pretty old by 25.
on dark crag, playing order, you could do SCs till your sphincter hurt at any time of any day. it was way better leveling while questing when you know you can get an SC every 5-10 minutes.
also, i hope this change doesn't hurt RP gain too much in lower tiers, as I never had good luck keeping my RR up to lvl anyways.
To my minions on Iron Rock, I have not abandoned you. I've just been slaughtering people on my Slayer, and last night we 7 manned the first 2 wings in Gunbad. I came out with 18 items, 3 first place gold bags (just 5 minutes before we started I was enraged that I had top contribution in a keep that had 3 gold bags and I got -fourth- place and how I will probably never get a gold bag.), and 5 blue bags.
Yeah...I had a good night. I should be there for the weekend event on Saturday like usual, and once 1.2.1 goes in I'll be in a mood to play Destro more since AoE will be a bit more sane and I might bother with my Choppa since Slayer is so much fun.
I need to make an alt to roll with the Candymancers. PT Destro is fun as hell but I need a good Order place to kick back and rewind. What are you guys relatively short on, archetype-wise?
Play whatever you want, but if you are stuck between a few different choices, one thing to keep in mind is we have plenty of tanks right now. But don't let that stop you from playing the class you want to play if it happens to be a tank anyways.
Posts
this is actually why most postern defence fails. SM/BO's don't even have access to an instant snare and instant cast roots are fairly rare in lower tiers (at least on tanks and mdps). plus its a pain to accurately kb a running target. postern defence wants to be sufficiently far out that they can dps their target down long before they get anywhere near the door. snaring a target by the door normally means they've edged their way in before you can burst them down and roots typically break long before you've put enough damage in.
the best example i've seen of this being done right is passwatch in t3, where order puts a defensive net by the tower to keep destro pinned in their warcamp...
The late night / west coast crew doesn't finish their LV runs until 5 am est most nights. Even that's a bit much for me to try lately, haha.
I wouldn't be able to roll those hours either (get up around 6:30 PST)
plus, i'd only get an hour or 2 a night to get on and have fun. ahh, the curse of trying to progress casually.
Edit: just rerolled on Dark Crag because all the other servers I tried the RVR and all other activity died at 10pm.
Fungdum - r12 Shaman
Calumn - r5 marauder (can't decide if I want to level this guy or not)
I think the hp for oil should be dropped some, or at least the repair ability should be toned down a bit. Right now, it's nigh-on impossible to get rid of the stuff on a keep that has even a moderate guard on it.
For that matter, I like the idea of having an offenisve tick. It should only be done if there are players in the keep though, not for an empty keep. I think that it would keep a sieging WBs around a defended keep longer. WBs would no longer look at a defended keep and think "I don't want to get renown farmed by a bunch of Order/Destro, so I'm going to take the undefended keep".
Also, the more I think about it, the more I dislike the idea of auto-rezzing inside the keep. From a defender's point of view, it's awesome. From an attacker's point of view, it seems like it would utterly negate the need for people to camp or guard the postern. For that matter, any incoming players would be rezzed inside even if we dropped them before they made it to the door.
Does anyone know what the range was supposed to be for the keep rez, and if it was limited simply to t4? Or is it across the board for all keeps in all tiers?
oil would be perfect if sustained damage from 2 or 3 ranged classes could kill it while it was being repaired. not necessarily insta-pop it, but if 3 people could do enough more damage than one repair cycle, i'd feel like it was balanced. right now, i'm not sure half a warband of focus fire will drop one.
oil SHOULD hurt, otherwise it's not worth having it, but given the range and damage it does, it also needs to be killable by a reasonable number of people.
I agree with pretty much all of this.
I dislike being one-shotted by oil on my WE and dropped below half on my WH, but I've been on keep defense where oil has saved our collective asses. When the doors are down, nothing's a better deterrent to more attackers filing in than keeping that oil going.
The most active hours for Candymancers seem to start around 8pm EST and run to about 12-1am EST, with the west coast/late night crews starting up around 1am EST
Crafting you should at this point cult/apoth, not only can you make potions that are actually useful but its also become very easy with little outside farming needed to support Apoth if you have cultivating. If you really want talisman making you should get scavenging rather then salvaging at this point.
At least 3, preferably 4, single-shot cannons volley firing on the oil while ranged DPS throws AoE around it or direct/lion damage to the oil itself.
3 guns and ranged DPS will drop it fast or keep the operator fixing it more than he's dropping it. AoE will frighten or kill most oil operators, unless they've got a good healer on them, and a few will have a "morale failture" and drop it.
Even with a good operator, backed by a good healer, 4 guns will slow it down a lot.
However, I do make a habit of carrying 2 rams, 2 oils, 4 simgle shot, and 8 multi shot siege weapons on me at all times, so YMMV. :P
Margaret Thatcher
I run the ranged DPS AoE strategy when I'm on my Sorc. But it really depends on how heavy or light the keep defense is.
If the keep defense is light, or if I can get close enough to get Shattered Shadows off without getting in range to be tab-killed, I'll spam SS to chase them off the oil. Like I said, with a light keep defense, it usually works, but on a heavy defense, there's so many damn people on the walls with healers that it does little if anything by itself. Most WBs I've been in lack the cohesion or the leadership to organize assaults like what you've described. It makes me want to get in on a guild WB now just to see how much tactics are used versus the mindless zerg of a PUG WB.
I've been in a WB where we used the 3 gun tactic against castle siege weapons. We forced the defenders to come out and attack us because we wiped their guns twice.
If the president had any real power, he'd be able to live wherever the fuck he wanted.
Probably need to make a new master account, but I can send you a referral if you PM me your e-mail. Not sure if it will work, but its worth a try.
I have not once, since beta, successfully found a keep where I can target the oil with siege weapons.
Of course, I haven't tried since just after launch. How is LoS on keeps/oil these days?
yeah, cool get me on the badlands
If the president had any real power, he'd be able to live wherever the fuck he wanted.
If by DPS you mean "hit someone and heal yourself AT THE SAME TIME" why then, yes.
Yes you will.
Just don't spec "Torture", its halcyon days are over. Or so I've been told.
Sent. Hopefully that works.
I'd been thinking about this idea for a long time, and was going to submit some feedback to Mythic recommending attack ticks a few weeks ago, but I realized this: Having defense ticks, and having offense ticks, will only increase the amount of farming that is done instead of actual playing. Think about how many people stand around inside keeps waiting for defense ticks now even if it was only one guy who ran by and aggro'd a guard. Now think of how many people will run up to a keep, kill a guard, and then wait around for someone to run into the keep to defend it, and then the two of them just sit around and soak up the ticks.
Defense ticks are what inspired people to finally come out and defend keeps instead of waiting around for the keep to be taken, and then going out and taking it back. Offense ticks would mean no one ever uses strategy or even actually tries to take the keep. Why should you try to succeed if you are getting rewarded for failure?
The reward of attacking a keep is getting loot at the end. What they should do is increase the size of the tick you get for killing the lord when the keep is defended- which I think they already did.
I fully support you getting a free trial using Eelektrik as a reference, so don't think that I'm trying to discourage this, but...
Last I heard, free trials only allowed you to roll on specific, free trials only, servers, and you are only allowed to level up to rank 11. Was the trial you were using still in the trial period? At the end of the ten days you are allowed to transfer your characters to any server you choose. So using someone else's referral will still restrict you from starting on Badlands or IR.
They fixed that stuff long ago. All of the Oils at Keeps can be targeted and attacked properly.
They just have a sickenng about of HP and the repair heals a set% of that every tick.
MWO: Adamski
That's terrible.D:
If the president had any real power, he'd be able to live wherever the fuck he wanted.
Referral trials aren't supposed to have trial restrictions on them like the standard free trials. I know people I've sent trials to before have made characters on Badlands. The question is whether he has to make a new master account for the referral trial, or if you can even have multiple master accounts on the same e-mail address.
Yeah, I can totally see that whole farming thing happening.
It's bad enough with the t3 r30s coming down and camping their lazy asses in t2 to farm lowbies, with an offensive tick it would get invariably worse.
The problem that I'm seeing at the moment is that players (at least on Dark Crag) seem to think it is less lucrative to siege a keep than it is to defend one. I could be dead wrong, but I've seen the number of people who turn out for a keep defense and stay, as opposed to the number of people who turn out for a siege and wind up floating off after a bit when nothing turns out. The former number is always greater than the latter one.
Hopefully the token system, or whatever it is that they're doing on the test server, will be beneficial to keep sieges.
No attackers are going to sit AFK outside the safety of the walls for some minor xp/rr/inf ticks.
The only reason defenders do that is because they have NPCs guarding them and walls to hide behind (or at least they used to prior to the postern bypass fix).
And there arent going to be attackers saying "Dont kill the Lord, we want more ticks" because if they succeed in taking the keep, then they get all the bonuses of defending a keep along with the defense ticks.
MWO: Adamski
I'll buy that.
I think this will affect the T3 grind negatively the most, and it will probably help T4.
I am not looking forward to that. I frequent BV and MoM quite a bit on my Destro side of the game.
on dark crag, playing order, you could do SCs till your sphincter hurt at any time of any day. it was way better leveling while questing when you know you can get an SC every 5-10 minutes.
also, i hope this change doesn't hurt RP gain too much in lower tiers, as I never had good luck keeping my RR up to lvl anyways.
Yeah...I had a good night. I should be there for the weekend event on Saturday like usual, and once 1.2.1 goes in I'll be in a mood to play Destro more since AoE will be a bit more sane and I might bother with my Choppa since Slayer is so much fun.