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Limited siege gears


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#51 flukeSG2

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Posted 06 February 2015 - 03:19 AM

Let's face the truth: As long as Urgent Recall exists, the only strategy will be to teleport near the emp, to 'zer'g it and then die, just to repeat this over and over again.

 

 

This is not true, recall can be used as a diversionary tactic if timed correctly and if used in tandem with other allied guilds.  I've thought of a few creative ways to use it, that I won't share with everyone :3 if you guys don't mind lol


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#52 Greven79

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Posted 09 February 2015 - 01:11 PM

This is not true, recall can be used as a diversionary tactic if timed correctly and if used in tandem with other allied guilds.  I've thought of a few creative ways to use it, that I won't share with everyone :3 if you guys don't mind lol

 

Well, such an answer doesn't give much room to discuss it. And if your creative idea includes allies, I doubt that it will become a WoE-stable. Instead, Urgent Recall is used for another abuse in that regard: castle swap - If you can't heal the emp, swap castle and it will be renewed instead.
 

Without e-call, you never reach castle.  You think with just 20-30 ppl can defeat a big alliance which consist more than 100+ during woe? a lot of defending guild would camp at the entrance and kill all of you. If half of you manage to survive and manage to reach one of the fortress. the defending guild would simply warp to their fortress and easy to wipe out the remaining of you. 

 

Most of the arguments were already addressed by me.

 

Never reach the castle:

Doesn't change at all. With Urgent Recall, the 100man guild can camp inside the castle 99% of the time, send an invisible lurer to a fort of their choice (even on a different WoE map), teleport there, zerging the emp and respawn at the castle again.

 

If they're clever, they can even do a full rush a few minutes before WoE ends, because it's easier to take a fort than a castle. So they don't risk anything even if they leave the castle unguarded.

 

And the defending guild has no other choice, but do the same... guarding their settlements with all their forces, just in case 100 members could pop out of nowhere.

 

If you remove Urgent Recall, guilds can't be aggressive AND defend the castle with all their men. And this gets even more severe, if the guild owns multiple forts/castles. They have to spread their forces WITHOUT any chance to teleport reinforcements in.

 

Entrance camping:

First of all, forbid castle / fortress owners to use the normal entrances. Second, players should be REALLY untouchable after they enter a map (no debuffs, no CCs, no DoTs). This would guarantee that players could spread safely and only need to fight, if they want to. Last but not least, increase the number of normal entrances to force an entrance-camping guild to separate forces even more.

 

Overall discussion:

Well, we could also limit the number of players teleported by Urgent Recall to 20, adding a high casting time to it as well. This way, guilds could still do all the stuff that's normally used as an argument against a removal, but couldn't abuse it in the way I mention it. And things like entrance-camping and siege weapon effectiveness ought to be addressed anyways...

 

But if you assume such a 'abusal fix', is the rest really worth sticking to it? - For me it isn't! I'd prefer moving over teleportation anytime!


Edited by Greven79, 09 February 2015 - 01:17 PM.

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#53 magpi

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Posted 11 February 2015 - 02:40 PM

If you wanna discuss recall, go make a new thread about recall. This topic is about siege weapons and how to fix it, not recall and overall woe. I'm finding it VERY difficult now to collect the opinions on the matter to share and make a good case to fix it.


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#54 kangsera

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Posted 13 February 2015 - 03:16 AM

Really going off topic, what about make them unstackable and preserve the distance allowed between 2 seize gears as it was intended?

 

To do this, make players unable to build anything for 10 seconds after using recall, NPC to get inside castle/fortress.

 

If you're going to attack a castle/fort you can still have hide class ready nearby to build seize gears, just make the ones warping from recall unable to build anything for 10sec until their map is fully loaded.

 

Could also increase this distance requirement between 2 seize gear to reduce their numbers.


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#55 Greven79

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Posted 16 February 2015 - 07:02 AM

If you wanna discuss recall, go make a new thread about recall. This topic is about siege weapons and how to fix it, not recall and overall woe. I'm finding it VERY difficult now to collect the opinions on the matter to share and make a good case to fix it.

 

Well, Urgent Recall is the main source for stacked siege weapons. There's a lag / delay as soon as you arrive, so you can build new ones.

 

Sure, you could now fix siege weapons by introducing a no-siege-weapon area around the emp or by preventing that skills can be used in close proximity, but to me, it's like curing the symptoms, not the cause. I already gave enough hints how to fix this without touching UR. So go ahead and choose any other way you want, but this still leaves out all the other issues created by Urgent Recall... like wasted/lost consumables, sudden incapability to act as a defender (stucked at aiming a siege weapon, unable to shoot or exit), being a 'useless' guild member if your PC takes too long after a UR, the emp rushes as the only strategy, the castle swaps, the 'all turtle inside forts' issue, only stealth classes as guild leaders, the cross-map teleports, the last second take-overs, etc.

 

OR you could simply remove the skill and focus on the remaining issues. And that's what I propose. Simply a matter of efficiency.


Edited by Greven79, 19 February 2015 - 10:35 AM.

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#56 7843140731162112220

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Posted 11 November 2015 - 05:53 PM

Coz someone still complained about this let revive this thread..
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