Foefire and Lord Mechanics

Foefire and Lord Mechanics

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Posted by: Acandis.3250

Acandis.3250

It is currently * way too easy to kill the Lord* giving teams that are very behind, but just in range of a lord rush, a very easy way out.

I suggest we buff the Lord statically, and dynamically based on who holds each home point.
Full details:

  • Lord is immune to transformation effects.
  • Give Lord 100% more HP and 50% more damage.
  • Give Soldiers 200% more HP and 50% more damage.
  • If your team holds homepoint: Lord takes 50% less damage, all CC is reduced by 50%.
  • If enemy team holds your homepoint: Lord takes 25% increased damage.

With these changes, Lord isn’t as easy to kill. Specially when you just send your theif or your warrior to solo it.
Additionally, it puts more importance on actually holding each respective’s side homepoint.

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Posted by: Coulter.2315

Coulter.2315

If you make the lord harder to kill you may as well remove it. Its only purpose atm is a comeback mechanic and thats usually very tight and fails most of the time anyway.

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Posted by: EverythingEnds.4261

EverythingEnds.4261

If some good player attack lords in a group, he rly gets killed very easy.

However, you shoulnd’t make solo-lord-kills harder.

My suggestion:

Give the Mages / Guards some AoEs (but plz no fields).

—> Solo players wont take more damage
—> In groups, everybody gets damage.

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Posted by: CMstorm.8679

CMstorm.8679

I just want to say, that even if you are tanky, the soldiers and casters still do a decent amount of damage and making them do 50% more damage is just a bit much and giving them 200% more health? really? i can understand giving Lord more health, but maybe 50%-75% more hp

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Posted by: CMstorm.8679

CMstorm.8679

and I think there should be 2 archers on each of the bases’ gates too

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Posted by: candlecan.9827

candlecan.9827

I agree completely that something needs to change with Lord mechanics. I think making the lord immune to transform effects is a great Idea.

I don’t think I would go down the path of making the lord statistically more powerful.

Instead I would like to see some kind of active way for a team to help defend the lord and keep him alive. Maybe have a channel effect for the defending team that can be triggered once every 5 minutes that does an AOE stun to all attackers. Good teams could line up the stun activation with the lords heal allowing him to heal up instead of getting interrupted every time.

This might not be the best idea but what I am advocating is an active play a team can make to help defend the lord instead of just having to watch helplessly as the lord goes down with nothing they can do to counter. Currently if a team does a full lord rush, it really doesn’t matter what the defending team does, the lord will be killed.

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Posted by: Archaon.6245

Archaon.6245

Just make lord not killable by ANY solo spec (Like high regen and condition removal..) and it’s fine..rushing lord with many players always leads to an high risk\high reward leaving points freecap and it’s ok how it is imo…some ranged classes above gates would be nice too (For the same anti-solo reason..pets bringing gates down? Come on..)

(edited by Archaon.6245)

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Posted by: Lux.7169

Lux.7169

Make it so you can’t pull any single guard the lord has. Also make it so that the lord revives any fallen guards when he is out of combat or the enemy is stealthed.

[SoF]

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Posted by: Writetyper.1985

Writetyper.1985

Make it so you can’t pull any single guard the lord has. Also make it so that the lord revives any fallen guards when he is out of combat or the enemy is stealthed.

This is coming from you who lord rushes every game

But yeah, definitely make it so that if you pull one guard they all pull. The guards are quite strong and it’s hard to beat them down but if you just take an extra 30 seconds killing them slowly then the lord is cake.

Mortryde/Cold/Thugmentalist Bara
really bad engineer

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Posted by: Lux.7169

Lux.7169

Make it so you can’t pull any single guard the lord has. Also make it so that the lord revives any fallen guards when he is out of combat or the enemy is stealthed.

This is coming from you who lord rushes every game

But yeah, definitely make it so that if you pull one guard they all pull. The guards are quite strong and it’s hard to beat them down but if you just take an extra 30 seconds killing them slowly then the lord is cake.

I don’t know why people hassle me about this constantly. My win percent on foefire is outrageous, literally my best map. For me it’s a numbers game. Pressure far so they don’t get a free home cap, if I can’t kill whoever goes far I disengage and pressure base. Far can either choose to pursue me into their base or go mid. If they go mid I decap far. If they go into base I stealth and let them commit to either home or defending lord. Idiots defend lord and I get a decap.

If I’m uncontested I just cap far, clear the room and save lord for later. Who doesn’t want a free 150 points for ~30s of work?

But yeah, I honestly wouldn’t care if they buffed the lord’s sustain. At least make him immune to blind, or have blind be only ~10% effective.

While I understand that not many people support my strategy on that map, I ask that you reserve judgment until you’re the player who is against me at that far point. When that player faces the decisions and realizes the counterplay to every decision he makes, then I feel that you can tell me it’s a bad strategy.

[SoF]

(edited by Lux.7169)

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Posted by: Writetyper.1985

Writetyper.1985

-snip-

I never dissed the strategy at all, I was merely commenting that you rush lord successfully every game I see you on foefire.

Mortryde/Cold/Thugmentalist Bara
really bad engineer

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Posted by: Lux.7169

Lux.7169

-snip-

I never dissed the strategy at all, I was merely commenting that you rush lord successfully every game I see you on foefire.

Yeah I was just projecting my supressed emotions on the recent hate I got during a stream recently. It seems that I’m notorious for this XD I do apologize for going on an unnecessarily long spiel about it in here :b

[SoF]