Showing Posts For NIEKler.8046:
Second, quitting sPvP and tPvP should have a penalty associated with them. Lower glory gain by 100% for 15 minutes, prevent players from rejoining any PvP matches for 10 minutes, SOMETHING.
The thing with hot join is that it’s made for … hot joining. You can jump in and leave any time you want for testing builds or wasting a bit of time before a tourney. Besides that there is no real ‘honorable’ time to quit the hot join besides the 10 seconds when the map switches. This window is way too short for a proper leave.
And lower glory gain by 100% … 100%… really?
Bump (so I don’t have to make my own topic).
I’ve had a few games now where my team is attacking the npc with 3 people. At the last second everyone unloads their burst, but so does a stealthed thief who we didn’t saw coming. This makes it feel random.
I agree that this is a bit of a Learn2Play thing. “If you are there with 3 people, one could be on the lookout to stun the incoming ninja”. Of course, but this is almost impossible when the other guy comes in cloacked. Especially when traited so the stealth can last up to 6 seconds (Mass Invisibility + Prismatic Understanding or Shadow Trap + Meld with Shadows).
I’d like the mechanic to be changed to “Points and boost awarded to the team that deals most damage in the last second before the kill”. This way a skillfull team can still steal the kill but it’s a lot less random.
As far as I know the respawn is always at 0, 20 and 40 seconds. (Like 5:00, 5:20, 5:40, 6:00, 6:20 etc.)
So when you know that, learn when to stomp when finishing and when to interrupt stomps when downed to maximise / minimise the respawn time.
The gear you get is not random. There is a recipe for every single item.
Guru has a nice topic where you can find a lot of the recipes.
Ok, seeming as there are literally no constructive threads in this sub-forum (And I mean 0, zilch, nada, none, nothing!)
Making a topic called “STRATERGEEZ YO” will probably get you a lot of constructive feedback.
The 4 – 1 split: This is the most common strat used in FoN, and comes into play straight from the get go. The main idea is to have 4 of your team head to the futherest point (Henge for Red, Mine for Blue) Then have one player head to the closest point.
If the enemy is any decent this will put you at a huge disadvantage. If their closest point defender(s) can stall you for a bit, you will be a street length behind after a minute. While you will cap your closest and their closest point, they will cap keep and kill both NPC’s. I’d always pick your 2nd strat over the 4-1 split.
RUSH LORD ZERG TIME LETS GO:
Theorycraft: If you will kill their lord after 2 minutes, this will give you 150 points. They will cap all points after about 30 seconds (averaged, 1 will be a bit slower if they split for 2 points). This will give them 90 seconds with all three points when you will be in their base. 90 seconds, score tick every 2 seconds. 45 scores with 3 points = 135 points.
It’s less than the 150 you get for the lord, but not worth the risk. Before you overcapped any of the points they will be ahead of you at points.
Being it’ll be his first death, his respawn time will be around 15 seconds, this is plenty of time to smash the trebuchet.
What? Your respawn depends on the time. There is a respawn every 20 seconds, this has nothing to do with first/second/third/etc. kill.