Didn't see this earlier so let me give some words to it now, answer in red.
So you demand invincible aura so you can get poke skill then run away? I disagree and I think this is wrong way to play any pvp game.
So you demand to remove the invincible aura so you can just camp whole day and night at your island, no need to move an inch and achieve the victory? I disagree and I think this is wrong way to play any pvp game.
Which kind of PvP is to stick to one island, do nothing than just spam your skills into an empty area and wait until your opponents land on?
Besides, poking and running is a part of PvP in many many games. Let's say in this current situation when having 15s cooldown for island teleporting, after the enemy dies, comes back with invincible aura then "poke" as you said, then they will have to wait for whole 15s to be able to change the island again, within this 15s, it's whole depending on that player's moving/dodging skill to dodge and survive, it's PvP. If the opponent team is not skilled enough to recatch the player and kill, it's not his fault for being skilled. Even after that player change area, the opponent team still has chance to chase him because after he changes the area, he has to wait for 15s again to change the area again, that's IF the opponent dares to chase him, if they don't dare and only stick to their camp area, it's not the general problem of the game, it's the own problem of the team to decide to not chase.
So generally the poking and running like u were thinking about is not that easy like the old time when we had 5s cooldown to change island anymore. Now if you want to poke and run away, you need to be skilled and that's a part of PvP, be skilled and dodge the attack from 10 people. What I call not PvP is when you and your whole team just stay in area and hope for an effortless win.
Also, the respawn time popcorn increase to 5 seconds is the mini island you spawn on after death. You can now just use it longer for buffs and items. I disagree with 5 seconds. I think 10 seconds is better.
The invincible aura was always there so the low strategy "spawn camping" wasn't that powerful and still can be breakable. This change is what exactly destroy the invincible aura and encourage the teams to camp even more. Normally after you die, you respawn at that mini island and receive the invincible aura for 3s, this change makes the player to be forced to stay in the island for 5s and then the duration of the aura is already over. Understand?
People shouldn't be forced to stay in that island just to "have time" to buff. they should be allowed to decide to use buff or not by themselves. If the purpose of this change is only to increase the time the player can be on the small island to use buffs, then it's not necessary to only show the board to choose island after 5s.
Team work in ew is so limited right now to camping and skill poking is so bad. Even BSQ is more balanced with team play. In EW you can heal teamates and use aoe buffs etc that you can’t in bsq. Don’t want your team to die? Heal them and support instead of poking for points and hopping island. It seems over the years many of you have forgotten this.
Are you encouraging players to stick with mage and use it even more? because mages with heal and tankiness but still strong is the main problem of balance right now.
Also, with streamline changes to missions that was posted, many unwanted missions was changed or removed. So you can really get lucky with back to back missions. I think this more than makes up for 1 kill as I expect a lot of players will be using heal items and maxing out resistance and health stats.
I agree with the majority of changes and looking forward to the new challenges that EW will bring.
One more thing- are ew rewards be boosted now? And how about dragon defense?
I believe camping islands seems to be a hot topic. I am supporting one giant ew map if it can be done. Also, i don’t see how hit and run tactic is not possible even with 15 sec cooldown to island hop. It is possible as shown in the last week ew. And breaking through a spawn camp island is not a big issue as previously. Cooldown of skill has increased across the board, magnet range is greatly nerfed and anyone can walk out of it if times right. My suggestion before prevents spawn killing entirely. So no, what you suggest is not fair.
For this I think you should read the things I wrote more before answering. I didn't say hit and run tactic was not possible with the new 15s cooldown, let me quote myself.
Yeah 15 seconds + 5s spawn delay that destroy the 3s invincible aura after dead + 10 points per kill will just encourage the guilds to keep their spawn camp strategy and worse now they will rarely or never change island at all
The spawn delay is totally not necessary, if it's just so people can have more time to use buffs then increase the time they can be at the spawn point is already enough. The invincible aura was the only thing that can break through spawn camp
These points are things that will destroy the tactic and encourage people to camp and not moving an inch more. At last week's EW it was still working because the invincible aura was still there (which will be useless after this patch) and if you were participating in the last EW, you can see it clearly that the kill count was increasing highly compares to the previous weeks due to the 15s cooldown duration, which was still ok and players still cried in chat about they had much more kills than enemy but they lost, sadly what they did was to not moving an inch and spam the skills in the empty space Just an example.
So yeah due to the rise of kill count you can already see that people already get punished for going to enemy's camp, only the skilled ones can survive for 15s vs 10 people. Removing the invincible aura will just make people not wanting to move to enemy's island anymore while there are now only do-able quest + 10 points per kill. I mean, who even wants to go when knowing the enemy will just get 10 point from you and can even do tons of quest on you while killing you and then knowing that there's no more invincible aura that can let you going back to them and at least getting some points back for your team?
You talk like you never played EW recently also, the problem with spawn camp is not magnet, magnet is just a part of it. The dominating one is freezing trap, only 1-2 skilled senti already can place the trap at the right location which will freeze you right away after you land on the area. Wide range cc skills like blizzard or rolling stone is also a problem when they're spammed by few people routinely. 3 invoker can also routinely use magnet to keep it always activated.
I said "is that fair" was also just a sarcasm about letting guild that camping, not moving an inch that much benefit of being able to kill the enemy over and over again by making the invincible aura useless even when they're quite encouraged now already with 10 points per kill + do-able quests.
Generally the spawn camping was so loved because the camper knows where the players will land on so they can spam skills into that spot. Why don't we just let the players to land on any random place from their spawn side to the beginning of the bridge?
Edit: like this for example if player is blue side, there's spawn spot can be anywhere in the red circle.
If they don't know where the player land on, cheap effortless "spawn camping" strategy will be useless, it will require more skill to win a match as popcorn also said emporia war is a place for PvP for big guilds with strong gear, a PvP place shouldn't be somewhere which allows the player to win by just camping at spawn. And since it's their spawn side, they should be landing on different spots around the side, not only limited to one spot.
I also heard an interesting idea to balance the core from a person, he doesn't want to come here to post, so.
The core can have a fixed amount of HP and the damage of players to the core can be limited from 2 to 4 depends on their classes, like fighting the bombers in F7 mode.
-Strong xspammer classes should have lower amount of damage deal, like 2 and increase to 3 and 4 for classes that has slow attack from skill/xspam.
Edited by easykill1215, 17 January 2018 - 04:40 AM.