This. All of this.
RE: Dormant PvP Abilities that hinders your movement
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- Use common sense and be respectful towards each other at all times, even when disagreeing.
- Do not reveal sensitive game information. Guild secrets, player seconds are examples of things not allowed.
Re: Dormant PvP Abilities.
Which guilds are likely to benefit and don't want them? The rebalanced movement hindering abilities restored to both melee and casters has the net effect of making casters easier to be killed, especially in the current environment.Cherek wrote: ↑02 Jun 2021 17:13Now, since the reaction when these abilities were disabled was negative from many players, I thought re-enabling them (but rebalanced) would be a welcome fix. I am just as surprised as Carnak about the reaction, because it seems like several players, on both sides of the current conflict, and of different align, are unhappy with enabling them again. Even some players in guilds who are likely to benefit the most seem to not want their abilities back.
Kelrhys
Re: RE: Dormant PvP Abilities that hinders your movement
The spice must flow...
Re: RE: Dormant PvP Abilities that hinders your movement
I think thief/ranger guilds should be able to counter such abilities so they are not an I win button.
Re: RE: Dormant PvP Abilities that hinders your movement
Oh, the casters lost their "I win"-buttons through an act of balance and now the cries can be heard far and wide.
The game needs danger.
The game needs danger.
Nil Mortifi Sine Lucre
Re: RE: Dormant PvP Abilities that hinders your movement
Danger is one thing, but as Tor pointed out very well in his post, the pain of death as it stands is too harsh. PVP can be fun, and the adrenaline rush is great...but two months to recover from a death is too much. Make it a time-based thing or a lesser penalty or double xp while you recover from a pvp death...and you'll see a lot more people engaging.
Re: RE: Dormant PvP Abilities that hinders your movement
Many of us would be very pleased with a two-month recovery period -Rache wrote: ↑03 Jun 2021 23:25Danger is one thing, but as Tor pointed out very well in his post, the pain of death as it stands is too harsh. PVP can be fun, and the adrenaline rush is great...but two months to recover from a death is too much. Make it a time-based thing or a lesser penalty or double xp while you recover from a pvp death...and you'll see a lot more people engaging.
Nice and quick!
Re: RE: Dormant PvP Abilities.
Two thumbs up! ThanksCherek wrote: ↑02 Jun 2021 17:57Very well, I took the liberty and changed the header of Carnak's post and the poll header. Hopefully it's more clear now?Redblade wrote: ↑02 Jun 2021 17:42Maybe I am just dense... but...
So, you're solely speaking about movement-preventing PvP abilities? Better be clear than vote on something I didn't understand well (same as my note about annoying questions on the rules nextdoor thread)
Well yes, but then the post says "PvP abilities" and normally I would interpret that as all PvP abilities.
Auta i lómë, Aurë entuluva!
The Night is passing, Day shall come again!
The Night is passing, Day shall come again!
Re: RE: Dormant PvP Abilities that hinders your movement
I think hindering abilities is the only thing that so far makes it possible to actually get a pkill on a sizeable foe that can outrun you or run far away enough to lose you (remember, autohunt is now officially forbidden) - otherwise your foe just runs. Unless you win in a realm change and kill an entire area at seconds per room rate, but those don't happen that often, do they? They were also the reason that the hinderings were disabled, to allow those, who are weaker (relatively to others) after the change to escape from a 5-second death sentence.
Has this been solved? No, so far it hasn't. We're still waiting for the caster recode/patch. Therefore, I voted "disable them for now".
Some would argue that in the time I wrote this, first part of the patch is already out - well, it's still only for a selected cough cough guild of casters and will likely need adjustments. Renew hindering *after* you're done with the patch completely, for everyone and fully working.
Has this been solved? No, so far it hasn't. We're still waiting for the caster recode/patch. Therefore, I voted "disable them for now".
Some would argue that in the time I wrote this, first part of the patch is already out - well, it's still only for a selected cough cough guild of casters and will likely need adjustments. Renew hindering *after* you're done with the patch completely, for everyone and fully working.
Auta i lómë, Aurë entuluva!
The Night is passing, Day shall come again!
The Night is passing, Day shall come again!
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