Showing Posts For arikdg.5408:
paid token + arcane sliver + gear token + arcane dust
and some praying to RNG gods,
needs to crit since orian has the lowest chance to among the 3 (inquest, guild and orian).
cheers
@ arikdg I would do this only when in battle this to keep a team from standing on their first point just to get the glory easy.
I’ll add this
.
people successfully defending points a and point b from start to finish would have close to identical glory
i can see the worst case here, everyone decides to camp on a single point,
8 people,
red team decides to 8 man camp their close point for points. everyone gets 250 since nobody left the point, lets assume no one attacked since who’d skirmish an 8 man defending.
while blue, wanting to win, decides to split it up, some were on close point, some were on middle point.
close point defenders gets approximately 260 glory
middle defenders gets approximately 245 glory ( traveling and capping )
plus they get win bonus
now with this, since probably everyone wants to have fun and win and get more glory, this would probably get things flowing in pugs, people would be more encouraged to attack a point, to defend a point, to stay on a point.
since the rewards match the objectives of conquest, i think games will be better, more fun and more class diversity among games.
reward glory to people holding a point.
defender gets 1 glory (or whatever formula) point per team team score tick for staying in the node, show some love to our defenders. the glory earned difference between a roamer and defender on tpvp is huge.
ea.
a player successfully defended a point from beginning to end of the match would get atleast 250 glory points.
this will also encourage pug spvp to play “conquest” as it is meant to be and not a rotating zerg from one point to another
(edited by arikdg.5408)
water scepter 2 is just not worth casting,
the casting time, delay for the spell to trigger for damage/condition is not viable.
suggestions :
make it an instant cast (similar to air2), instant will compensate the 2-3 seconds for it to explode, the aoe and damage isnt that remarkable anyway. cooldown is a bit weird considering the spell takes longer to cast and trigger compared to its cooldown.
scepter needs an auto attack that will be viable casting on a close/mid range battle. the damage from air 1 is not noticeable until after channeling it at 2.5 second mark and channeling / long cast time spells while dancing around with classes with more noticeable auto attacks than you.
channeling puts you on risk already. a moving target until he gets to 2.5 second channel mark to get to noticeable damage.
recommendations :
cut down the channel time or make the dps constant/dps tick faster from air 1
or
reward for completing channeling air 1, automatically reset the cooldown of air 2 for a successful air 1 channel
or
slight/decent increase on water’s auto attack.
just my two cents