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Part of the intended change was so there would be more capitol city raids and players could experience the "endgame content" (quotation marks as Mythic still needs to work hard on this) more often. Well.. this change did it, there are city sieges happening much more often. On Karak-Azgal they are happening more frequently as well now. But one major problem was not adressed by Mythic with the latest changes: What happens on the servers where there is a huge faction imbalance (talking about active RvR, not player numbers) due to whatever reason? With the capitols now losing city rank, some server factions are basicly locked out of the rank 40 city instances six days a week. The capitol needs rank 2 for guild tavern and lower of the two rank 40 dungeons (in IC thats BWE) and rank 3 for the higher rank 40 city dungeon. How would you feel if your capitol gets bombed back to Stone Age and the assaults keep coming so you can't rebuild it fast enough? Doing a lot of city PQs just to be able to get rank 3 again to enter the dungeon, next day your capitol was attacked again. Reads nice on paper, but try to imagine how you'd feel about that with only very few options to access proper dungeons for endgame content. This needs to be adressed. Every time a city is pushed into a contested state it loses a rank is a bit too much if the enemy is inside your city every night and the city dungeons are the only shot at Sentinel gear. My personal focus is Lost Vale, so I'm not bothered that much about it - but others are. Read: The Darker Side of Zone Domination at Knights of the Feathered Hats.
Interesting tidbit i found on the US forum: Victory Points from empty city siege instances are worth less to overall Zone Control. Reads to me like more power to small organized teams that beat the crap out of an instance full of n00bs. Question arises tho: With this change, what happens if no one would show to defend their own capitol, could the attackers gain zone control at all? The zone control system is another example at how Mythic fails to communicate such details to the players. I know people should read patchnotes & forums, but they don't. There needs to be a proper RvR guide at the official websites to spoon-feed peeps those important systems.
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Like i wrote in another post already, I'm a bit disappointed to see many guilds only running certain combinations (3-4) of classes as they can use their skills together to a rather overpowered combination. IMO that's something Mythic should look into as well, feels weird not only from the immersion standpoint.
EDIT: Just saw a good recap at the US forum about some of the primary complains concerning AoE is out of control.
Because it fits the context somewhat, also read Things To Do and Not To Do in Scenarios at Wizard & Wenches if you haven't yet. Now read it again.
4 comments:
I totally agree
The stronger getting stronger is certainly a problem with a 2 sided conflict. Good article :)
I play on the US Monolith server. Our server went from heavy Destro domination pre-1.2 (sieged Altdorf 2 times) to having Order siege our city 4 times in 1 week after the patch. The cause is up for debate, unrestricted transfers, BWs, WPs, burn out.
We're stuck with a smoldering city which is slowly building back up. My guild is still trying to break BE and BB so watching our city go from 5 star to 2 star didn't "invigorate" my guild. Fun != Frustration.
The MAW deffence on Monday was indeed fun Thulf and i do agree with your lag comment. When the order decided to push my game literally turned into a slideshow of orders warping past me or through floors!
The whole situation of course isnt helped by the INSANE AoE thats currently happening. With the resistance nerf and survivability nerf to tanks coupled with through the floor AOE'ing the fortresses quickly turn into a mess.
Really wish BWs hurry up and get hit with a nerf bat.
- SarGara
(Karak-Azgal Destruction)
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