Showing Posts For Kranis.7591:
Hmmm…..dragon hunter is missing ..oh wait that’s the OP main
Nerf everybody except my main , if you die to my main it’s a L2P issue
Because ofc you won’t except normal people to believe that a 6s CD on true shot is a nerf?!!
Nothing new to see here gents, move along..just another “nerf rock, paper is fine, signed scissor” thread, the only ones who will agree are the usual trolls and those who play DH
Here true balance changes for Guardian
-True shot – dmg decreased by 33% – CD increased to 15s from 4
-Wings of Resolve CD increased to 50s from 30s- Base heal decreased by 70% and healing coefficient increased by 50%
-Spear of Justice CD increased to 35s from 20s
-Symbol of energy CD increased to 25s from 15sTraits
-Monk Focus- Base heal decreased from 1900 to 860 – 50% healing coefficient increase
-Heavy Light – CD increased to 30s from 10s
-Hunter Fortification CD increased from 1s to 3sThese are fair changes for Guardian especially because now guards can fully spec into dmg while having above cleric healing level of skills and that’s ridiculous
33% decrease and 15 sec cooldown? No… that sounds terrible considering how easily other classes can avoid true shot with passive and caster reflects. Most others can block and evade easily too. Only time it’s very strong is when you don’t notice the dh sniping you due to you being in middle of combat, or you get interrupted/dazed.
Wings of resolve is already clunky and easily interrupted, so decreasing anything there would be unnecessary.
Anyways, I’m hoping for a discussion on camps and their overall defense structure, and not crap talk between players.
“A lone player should honestly not be allowed to take a camp themselves by stacking behind a house and pulling the guards there to kill them within 15-30 seconds”
why not? O_O
Because he cant defend it himself and needs to call his entire server blob to def a camp probably….
No, I don’t scout camps. There’s no rewards in it, it’s boring, etc…
I regularly solo towers and if given the chance keeps as well. Walls won’t stop a good roamer. Which is beside the fact that that’s basically our purpose, to stop supplies from flowing and to be a pain in the enemy’s behind.
That just sounds like nobody is defending.
“A lone player should honestly not be allowed to take a camp themselves by stacking behind a house and pulling the guards there to kill them within 15-30 seconds”
why not? O_O
A camp is a very important objective and shouldn’t appear that feeble to succumb to the invasion of just one roamer. It is very easy for a roamer to take the camp before even swords pop up on it… If you have no scouts (which make up for the easiness), set at every camp. Like I said earlier, I can see roamers disrupting supply, but it shouldn’t be that pathetically easy to take a camp.
A party taking the camp would still be viable. A lone player should honestly not be allowed to take a camp themselves by stacking behind a house and pulling the guards there to kill them within 15-30 seconds. Lone roamers can still be useful by disrupting the supply. And I think that is fair.
http://i.imgur.com/0AJIQn8.jpg
What if camps could have upgraded walls? Not extremely strong walls, but walls that can give it a bit of extra defense, like the wall I linked, with a gate made of same material. What do you guys think of that?
I would love to see some Cannons with range of a Treb.
An EMP bomb to disable mechanized suits for a short period of time.
Charr tanks.
MORE TRAPS: Like the ones in the jungle fractal would be lovely.
Maybe some mine fields?
What would you guys want?