(edited by L U X A.9452)
Showing Posts For L U X A.9452:
Tbh it looks to me like most of the roamers and sniper parties became rangers with their 15k dmg and 1500range but I hear your pain about thieves…
You can always have stealth trap in inventory and hope they will pass it :P
I think the guards are there to stop the krait/bat/skelk etc. attacks on the caravan. They can also prevent sentries from killing the yak.
There is not a type of AI enemy in the entire game that will stop a human from killing the dolyak. You could hire 2 G. Lupis to guard the yak and a player could still easily drop it.
Thats the reason why I am suggesting this…
If Dolyaks had this buff, then escorting Dolyaks would have more sense because player will be able to stop attacker because attacker would have to kill 2 guards and then Dolyak but yet again, if there are no escort, attacker would still be able to kill the guards and Dolyak alone (only would need a bit more time to do it)…
And I think skelks/bats/sentries cant even kill the Dolyak alone because they lose aggro faster than they can damage yak…
Only Krait, Hyleks and Ogres can because they are Veterans and there are more than 2 so they can kill Guards as well…
(edited by L U X A.9452)
I think most of the guards are too weak and most of the time upgrading them doesnt effect much and wish all upgraded guards in keep/towers/camps have better buff but I think Dolyaks Guards are most useless of them all…
They are just walking near Dolyak, dont do much damage, just put some a bit useless conditions on you and thats all…
And if you go for Dolyak you will kill it 99% of the time with guards (or even player who escort them) or if there are not guards near…
What I am suggesting is buff on Dolyaks that are coming from upgraded camp that you cannot damage them while there are Guards near them, so if you upgrade Camp, player will first need to kill those two guards near him to be able to kill Dolyak…
If Asura’s Golem is effected by Golem Mastery, does also Siege Disabler works on Asura’s Golem?
You can use it for AC’s/trebs but if they cant use AC and attacker cant use rams, attack will still fail because they can still destroy rams with skills a lot faster than attacker can destroy gate with skills…
Plus if you trow siege desabler on ac, defender can easly place another one using tower/keep supply and use those supply to trow another trap when first one is over, while thats not always the case if you want to build one more ram or throw another trap…
This trap is disaster…
Think they should lower duration of trap to max 20sec, put cooldown on it and think siege with “Siege Disabler” effect should become immune to damage, then it might be playable again….
If they dont change something really fast people will just start running one queue blob and start kitten ing gates down so they have any chance to destroy any gate…
Agree!
Hope they will add Guild Bank back at spawns (personal bank wont be bad idea either)…
And even that wp in LA nearest to guild bank is contested all the time for some reason…
Rata Sum started to be my no1 city…
(edited by L U X A.9452)
A bit dissapointing update imo…
Bannering lord over and over was a bit too much sometimes but think it would be better if they just put cooldown on ressing Lord or death penalty on Lord (like its now with players) that it can rally only number of times and each time has less health…
Welcome guys!
Nice to have you here!
I loved this post when I saw it earlier today and decided to give it a try :P
I hope you like at least some of them
Yesterday while I was playing snowball fight, out of nowhere I just fell through map and end up in water under the map…
http://i41.tinypic.com/286rajb.jpg
Same happened to me today while I was doing story mission “The Steel Tide”, also out of nowhere I fell through map in water under the map and needed to restart the mission…
http://i41.tinypic.com/2z7jyh3.jpg
(edited by L U X A.9452)