Showing Posts For Trenthor.2563:
Viable defense for a tower or keep needs to account for a small number of players defending against a zerg…because this is what happens the vast majority of the time. Because joining a giant blob and karma training around the maps is so heavily encouraged and incentivized by the game design (most rewards, easiest play, safest play), very few people defend. In order for defense to be viable, the defender needs to be able to hit the enemy without being hit themselves. Very basic…but it’s the central design of all defenses since tribes started building huts thousands of years ago. I have to be able to hit you without you hitting me.
Why not add a factor/buff that grants the defenders inside the towers a chance to evade ranged and aoe attacks? Make it so it only happens when you are in some strategic places inside the structres, and only if the gate/walls are still intact. I believe this can bring more options to people defeding, and can be adjustable, (50% chance, 33% chance, etc), so it can be balanced further depending on the initial feedbacks. This seems logical to me, since its harder to hit someone from down below. Currently we already have the obstruction factor, but it doesnt really matter for a blob casting everything in those walls, so I believe some sort of mechanic like this one I mentioned can help solve those problems.