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Gameplay | Topic subject | Why battle powers are unfair | Topic
URL | https://forums.carrionfields.com/dcboard.php?az=show_topic&forum=6&topic_id=13193 |
13193, Why battle powers are unfair
Posted by Phaistus on Wed 31-Dec-69 07:00 PM
It's not because deathblow is overpowered. It's not because resist is overpowered. It's not because spellbane is overpowered. I could go on an on but I'll stop there.
It's because they aren't paying a heavy enough price for those rager powers. And they aren't paying a heavy enough price because of...you guessed it.....geography? Huh?
As it stands right now, a villager has a light risk when raiding scion or empire. Both cabals are just down the road from the village. Any villager worth their salt should be able to run from the Citadel/Chasm with the Codex/Scepter...while blind. They don't need to run through any wilderness to cut down on their movement and if they are a hiding class, they can run virtually undetected from cabal to cabal. Where is the challenge in that? They give up the survivabilty of potions for that? Huh. Big deal. I realize that a villager's life will take them all over Thera but the reality of pk situations means that a villager's PK life will take them no further than 100~ rooms from the village.
That is NOT challenging without potions.
What I'm proposing is this.
1. Leave the village where it is. It would be fair for them to be centralized in the game because of their inability to move about magically.
2. Move Scion across the Aryth Ocean. Perhaps South of Seantryn.
Doing this will create these possitive changes.
1. It will make the southern continent a more populated area of the game.
2. It will create more sea traffic which will in turn create more water shifters. Not only to attack ragers with but for good shifters to attack scions with.
3. It will make Seantryn Modan a more fun place to be a tribunal.
4. It will make Villagers die more. In my mind the epitomy of a well played rager is short lasting bright burning flame. Lots of kills and lots of deaths.
5. It will make defenders more valuable in the village. As it stands right now, I can plague a villager at Scion and still have him easily get back to the destructor without running out of movement.
I'm sure I can think of a lot more reasons but that is enough for now. What do you think?
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13205, We already had
Posted by Dwoggurd on Wed 31-Dec-69 07:00 PM
Sylvan cabal near Seantryn and Warlock cabal at the Western Aryth Ocean.
It hadn't helped your cause. Try to think about other solution other than placing cabals behind the Thar-Acacia mist.
After all, battleragers are supposed to be the Eastern road bandits.
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13196, echo nepenthe and...
Posted by Terwin05 on Wed 31-Dec-69 07:00 PM
It's actually hard enough to get back from Scion as it is, given the likelihood that during the raid/retrieval they will suffer plague, energy drain, iceball, and a host of other nasties that can be cast/communed on them.
No magical transportation means a rager is taking a tremendous risk going to pk outside of 600 mvs worth of area, particularly if they're not a defender or a ranger.
Any other cabal can cast word or quaff a potion and (with smart hometown selection) be extremely close to their cabal hq. Why should ragers have a(nother) disadvantage that other cabals don't?
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13202, Except Outlander
Posted by Trouble on Wed 31-Dec-69 07:00 PM
Closest recall point is Jade mountains across the ocean and most are on the other side of the realm. But I've whined about that before, just thought I'd bring it up for you :P
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13204, Having been on the rager side...
Posted by silencedstatik on Wed 31-Dec-69 07:00 PM
and played a non flying rager...
I'll second this.
That trip from the desert to the village is rough when its between the hours of 8 pm and 5 am. Especially if plagued, iceballed, energy drained, etc. Having to carry your happy little ass across that desert and ravine and over the hills and through the woods to grandmother's house we go to get back to the village. Well, nine times out of ten, you ain't making it without thirsting and that brings up a whole other myriad of problems in itself. Having to go from Modan to the Village with those problems. Well, head out the the Aryth and just call yourself a sitting duck...heh, because thats about what you'll be.
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13195, Some good points
Posted by Lightmage on Wed 31-Dec-69 07:00 PM
Mostly about having a cabal across the sea. Bring on the shifters of the water.
But villagers dont really need more of a challenge do they?
4. It will make Villagers die more. In my mind the epitomy of a well played rager is short lasting bright burning flame. Lots of kills and lots of deaths.
I thought all villagers just die alot, over and over. Have there been any successful villagers in the last three or four years? Maybe a Small handful with good PK records. Its not that impressive to get 200 kills and die 60 times.
At least now, you can always find and kill villagers if you sit near the east road. Id hate to have to work to find them.
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13194, RE: Why battle powers are unfair
Posted by nepenthe on Wed 31-Dec-69 07:00 PM
>What do you think?
I think you probably haven't spent much time playing Battle, especially at hero.
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13197, Okay then, pretend that my post...
Posted by Phaistus on Wed 31-Dec-69 07:00 PM
Is about moving a cabal to the other side of the Aryth and only these points are used.
What I'm proposing is this.
2. Move Scion across the Aryth Ocean. Perhaps South of Seantryn.
Doing this will create these possitive changes.
1. It will make the southern continent a more populated area of the game.
2. It will create more sea traffic which will in turn create more water shifters. Not only to attack ragers with but for good shifters to attack scions with.
3. It will make Seantryn Modan a more fun place to be a tribunal.
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13198, 4.
Posted by Terwin05 on Wed 31-Dec-69 07:00 PM
4. It would significantly lessen the fun and chaos that is the Eastern Road/Hamsah corridor, which currently sees (at least) four cabals come into conflict with each other on a regular basis.
Some of the most interesting PK/RP experiences I have had at hero involved being engaged with one enemy, and having several other parties show up with their own set of roles and intentions. I'd hate to see it all get spread out and watered down.
If CF had twice the players, I'd say maybe.
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13199, Perhaps you are right
Posted by Phaistus on Wed 31-Dec-69 07:00 PM
Though on the opposite side of that coin it would prevent random gankage.
I think we are just kind of seeing an interesting thing happen with CF. The numbers of CF aren't quite what they used to be but the stretch of areas remain the same. I just find it kind of depressing that certain great aspects of the game are getting very little attention (Seantryn, water forms, etc) Maybe more areas need to merge together. Maybe get rid of the whole "continent" thing, I dunno.
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13201, All valid points and would be welcome change. n/t
Posted by Lightmage on Wed 31-Dec-69 07:00 PM
n/t
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13275, Making battle fairer.
Posted by Abernyte on Wed 31-Dec-69 07:00 PM
Make resistance a higher level power, something like 35.
Reasons for this are that the major mismatches happen between ragers and warrior classes at the sub 35 ranks. Protection preps are hard to come by before that rank and have serious disadvantages to the non-rager warrior. The reason ragers win more often than not at sub 35 is because they have instant good protection in resistance so it is rare for any warrior to ware them down. It makes sense for them to have spellbane and truesight at lower levels but the resistance I think should be a higher ranked power.
-----Abernyte
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13276, RE: Making battle fairer.
Posted by Igsoeh on Wed 31-Dec-69 07:00 PM
I would disagree only because there seem to be more gank squads at these lower levels. While ragers do overmatch most characters at the sub-35 levels in one-on-one fights, they often are not fighting against solo fighters. Also, most of the people they do fight solo are the few people who can effectively prep and/or get away at those low ranks.
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13277, Are you saying only ragers get ganged sub-35????
Posted by Aodh on Wed 31-Dec-69 07:00 PM
>Also, most of the people they do fight solo are the few people who can effectively prep
To enhance their massive fighting ability and killer lagging moves? I don't buy it. sub-35 preps on a mage are that scary? And if they're taking on prepped warriors at that level and losing, then maybe they should go kill some mages instead.
>and/or get away at those low ranks.
So if their prey runs away, why do they need resistance?
There seem to be more gank squads because there are more low-level chars than heroes. However, they're not usually organized into big raid groups. If you get your ass pasted by some ranking group, shouldn't you have been watching "where" more often? It's what we puny mages have to do vs the marauding ragers.
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13278, While I mostly agree
Posted by Theerkla on Wed 31-Dec-69 07:00 PM
You have to remember ragers have fewer options. They can't enlarge, reduce, or quaff flight to decrease being lagged and they can't q teleport or q return to just avoid the gang altogether. Once they see a gang coming, they have two choices - stand and fight, or run. Depending on the area, running might not even be an option.
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13279, RE: Are you saying only ragers get ganged sub-35????
Posted by Igsoeh on Wed 31-Dec-69 07:00 PM
By no means am I saying they are the only ones getting ganged. And if that came across as bitching, I didn't mean it at all. I just don't think the powers need to be changed, I think they are fine just the way they are.
>>Also, most of the people they do fight solo are the few people who can effectively prep
>To enhance their massive fighting ability and killer lagging moves? I don't buy it. sub-35 preps on a mage are that scary? And if they're taking on prepped warriors at that level and losing, then maybe they should go kill some mages instead.
I'm definetly not talking about preps and mages, moreso against prepped warriors. Theerkla made a good point, as a non-rager you at least have a lot of options, as a rager you have ONE option, unless there is a bard handy. That option does not keep you from getting lagged, or allow you to get away with extreme ease, it reduces the amount of damage done to you.
I say everything is just fine as it is, powers, cabal locations, everything, ragers just happened to be on a bit of an upswing, which is quickly turning the other way now, so people are doing some complaining. Its going to happen to the Empire/Maran/Scion or whoever is in power next, my bet is on Scion, just like it always does. The thing that amazes me is how is seems that everyone who plays CF KNOWS that the pendulum swings, yet still there are threads like this trying to get changes made because someone is on the other side.
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