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Gameplay | Topic subject | mitigating the rager kill zone | Topic
URL | https://forums.carrionfields.com/dcboard.php?az=show_topic&forum=6&topic_id=18081 |
18081, mitigating the rager kill zone
Posted by laxman on Wed 31-Dec-69 07:00 PM
It's widely known that villagersdo most of their killing along the east road, summer road, north road, galadon, voralia, and hamsah. Now just like with any cabal a fair amount of this has to do with the location of the rager safety hole a.k.a. the village. But when I play villagers I find it is also due in large part to mv cost. Since villagers have to literally run everywhere they go mv means a lot more to a villager then it does to anyone else in the game. I propose adding a high level skill, like 35ish that reduces mv cost by 25-30%.
arguments as to why.
1.) the primary enemies of the village live across hard terrain, desert and ocean. 2.) a wanted non flying villager raiding scion is more or less foobared if they can't kill off the defenders before making that long desert run home. 3.) This change will allow for more tactical running other then bolt to the village since villager will be able to make longer chases. 4.) I think it reflects the fact that due to a lifetime of relying on their legs for transportation they are stronger runners then others.
I wouldn't make it like pathfinding and reduce mv lag but a little extra move can make the difference when your forced to run from that battle hunting mega gank. PLus it won't increase the lethality of villagers and might lower their death toll a little. Also i hope it would expand the rager patrol route.
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18113, My Thoughts
Posted by Kastellyn on Wed 31-Dec-69 07:00 PM
Sorry, was out of town this weekend, didn't really see this thread until now.
My initial take is: drawback of being a Villager.
I've seen plenty of Villagers hunt and hunt well in some pretty out of the way spots. I've also seen movement draining strategies work well against Villagers, and I'm fine with that.
There's gear in game that can increase your movement regeneration; granted, I wouldn't wear most of it, but that's something we're working to address.
There's also increased movement bonuses you get for exploration which add to your total.
The flip side to that (and there's always a flip side) is that my non-Villager mortals usually rely pretty heavily on town healers and refresh preps, when they don't have the song/supp itself. And by "rely pretty heavily" I mean "use them all the freakin' time". Like I won't walk past a healer if I'm below 75% movement or so. That could just be me.
So, overall, I'm sort of on the fence with this one. I can see how it would help, but I'm not sure this is the way to do it. I'll have to think on it for a while, let it percolate in my head for a bit.
Kastellyn the Devourer of Magic, Lord of Legends
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18112, any input of this kastellyn?
Posted by laxman on Wed 31-Dec-69 07:00 PM
Do you think there truly is a problem with extending the rager zone beyond the road loop. Do you think this is a good way of addressing it or since mv levels off close to hero is it just another tool to help the midrank mages keep clear of level 30 axes specs. Though i must say the changes have made midbie and lowbie mages much more viable then they ever were in the pk arena.
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18103, So you basically want to remove one of the Ragers biggest drawbacks? I vote nay.
Posted by Vladamir on Wed 31-Dec-69 07:00 PM
Not having it easy to get around via magical means is one of the Ragers primary drawbacks. If you want to remove a drawback this large, I think there needs to be an equal something taken away to even it up. Running a rager out of moves is one of the best tactics for fighting them. Negating one of their bigger weaknesses shouldn't be scott free.
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18095, here are my points in this idea.
Posted by Kragathian on Wed 31-Dec-69 07:00 PM
they are simple.
This will implement a idea which might offer more daring villagers *this is a good thing*
This might cause villagers to go hunting where they would not before *this would be a g ood thing*
this might mean there will be other options to consider before mv drain, word heal return.... *this is a good thing for everyone learn new tatics or hang in there long enough for the mv drain to really secure the locations, that means closer fights or more daring on both sides*
villagers have no excuses to "hide" as some say in the village. givin leaders a reason to piss on people for it... *this is a good thing*
Having played villagers, its really gay if you kill mobs and then end up having to thirst on the way home to get back to the village so you dont get left on eastern road. (either that or sit at the spot till malediction wares off and then rest up again for 20mins real time) *this is a great thing*
This might give villagers options for running other directions then down eastern and through the closest entrance to the village in times where they are getting ganked to just rocked straight up... *this is a good thing for villagers, bad for everyone else, this means that your can just assume 90% of the time correctly which way a villager is guna run home from a raid or so forth, thus giving you lest chance to set the pick and rape them as they run*
rp wise I see this as making good sense... Villagers should have good endurance they walk or run everywhere they go all the time... *this is a good thing RP making sense is good for the mud**
I just cant really think of bad things that would come of it...
if villagers still bitch out and sit in the village, then let the imms or the leader or drilly #### with them or something.
As a leader I have had people call out my villagers who were hiding in the village and even when I knew it possiably ment there death, I would order them to get the hell out there and defend the giant.
Not one villager ever denied it, some lived some died, but they all obeyed there code to the village.
*shrug* Give it a shot, if it works leave it if not then remove it... or keep it for scouts only or something
p.s. its gay having everyone just word teleport word teleport, when your a villager who auctually hunts people and runs runs runs finds fights, runs rusn runs to there home town no sign of them runs around more then sleeps for 14 min and repets.
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18092, Nah Screw villagers!
Posted by Abernyte on Wed 31-Dec-69 07:00 PM
There are too many of the cookie cutters about who are Dark-elf warriors who will end up taking STSF and being defenders who will charge on you in raids and sit back for the rest of their log on. They never venture far because they are crap. The best ragers, the best players of ragers go out and look and risk being stranded for the chance to kill the mage. The recent trend is to trash talk a mage you cant catch or kill because they cant be arsed to go look or hunt them. You get the powers on a stick and you have some drawbacks to go with them, live with it.
-----Abernyte
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18091, I remember the fun days of playing a rager.
Posted by Krilcov on Wed 31-Dec-69 07:00 PM
When ####ers in your cabal where not scared to go with you off the continent, to places we could Loose gear, and so fort. Where are the days of Aberynte Long tooth and Minaclar? Thats what happens when assclowns play ragers to fill the gap.
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18089, Definately a good idea.
Posted by ORB on Wed 31-Dec-69 07:00 PM
Ragers need to stay close to the village because any MV malediction and they are totally screwed. This is a fair upgrade I think.
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18088, I like it
Posted by Mekantos on Wed 31-Dec-69 07:00 PM
...And that's hard for me to say, because I generally dislike ragers. However, I think it sucks that they are somewhat hamstrung in that fashion. Afterall, a lot of the ranking spots that they should patrol are hard on the legs to even get to. It sucks that they have to walk all the way to the place and then have to give serious consideration to the fact that if their prey doesn't just recall, and runs, they will probably run out of steam before getting anywhere near them.
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18086, Ragers being able to leave eastern road? I like it. n/t
Posted by crackednotbroke on Wed 31-Dec-69 07:00 PM
nt
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18087, They were able before.
Posted by GinGa on Wed 31-Dec-69 07:00 PM
The reason they sit next to the village isn't even to use the healer. It's mostly so they have a safe place to rest when they get hurt - because 90% aren't imaginitive enough to find a good place to hide.
This is what rangers are good at. It's what gives thieves and assassins an edge. Bards can refresh.
Warriors don't need longer legs, they need bigger balls.
I played one and I had no problems being away from the village and fighting. What I had problems with was 9 on 1 ganks finding me AT the village.
Yhorian
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18084, You're right, this would be great for ragers, but...
Posted by Treebeard on Wed 31-Dec-69 07:00 PM
Killing ragers mv, fleeing, healing, and knowing wher eto find them is a great way to kill them. This would negate that tactic, which I see no reason to do. Unless people feel like ragers need a boost, in which case definitely put it in :)
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18085, RE: You're right, this would be great for ragers, but...
Posted by laxman on Wed 31-Dec-69 07:00 PM
Well your right it would help ragers against those tactics but a 25-30% boost in usefulness of mv won't affect most of those fights. Also its not more mv which could mean more berserk and more flurry. Keep in mind that villagers currently have zero answer to this tactic other then kill them fast and hope others don't catch you stuck and wounded when there are no friendly bards around or they cannot thirst.
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18083, Two thumbs way up on this idea.nt
Posted by Odrirg on Wed 31-Dec-69 07:00 PM
nt
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