Shattered Kingdoms

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Stop auto-assist in PK?
Yes 46%  46%  [ 21 ]
No 54%  54%  [ 25 ]
Total votes : 46
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PostPosted: Mon Nov 16, 2009 11:12 am 
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Joined: Sat Dec 27, 2008 12:48 pm
Posts: 1725
Location: Rockin' your world
SK Character: Snuffles
Uh.. auto-assist double rounds! Whee!


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PostPosted: Mon Nov 16, 2009 11:12 am 
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Joined: Mon May 02, 2005 12:50 pm
Posts: 400
Im2old4u wrote:
im sorry ur so terribad at pk that u need autoassist u nub lolololol I AM A PLAYa KILLAN VET PLEASE WORSHIP ME

There's no point to this thread at all. There's no argument for it, just that guy trying to say he's the only one pulling his own weight in a group.

Removing auto assist doesn't add anything to the game except your e-penis. Just go back to posting logs on DA's site.


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PostPosted: Mon Nov 16, 2009 11:14 am 
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Joined: Tue May 20, 2003 1:19 pm
Posts: 1896
Skill already matters a lot. With or without auto assist.


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PostPosted: Mon Nov 16, 2009 11:17 am 
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Joined: Sat Dec 27, 2008 12:48 pm
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Location: Rockin' your world
SK Character: Snuffles
Actually, something like this was proposed before as well. It isn't so unreasonable, on the other hand things aren't as black&white as the poster of this idea seems to suggest. If I'm a merc leading a healer and a scout in pvp, I sure as hell expect them to do something to enable us to win, regardless of the fact that the scout and his pet are going to auto assist. The scout can skill skirmish, dirt kick, order the pet to bash, rescue, and let's not forget the healer who better be healing me or we're <I hate the idiotic word filter>.

Just as a simple example. Most pvp isn't about one guy leading a bunch of mindless drones to victory, but there is an argument to be made that at times very little player intervention is needed to win.

Besides, everyone knows that PvP is all about preparation in SK.


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PostPosted: Mon Nov 16, 2009 11:25 am 
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Joined: Sat Jul 16, 2005 7:50 pm
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world of warcraft got more and more players because it gets made easier and easier, delear

just kidding!

i've always wondered how auto assisting in sk doesn't break sanctuary


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PostPosted: Mon Nov 16, 2009 11:27 am 
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Joined: Thu Jan 15, 2004 1:21 am
Posts: 688
SK Character: Delear - Maridosen
Sakhul wrote:
Uh.. auto-assist double rounds! Whee!


I think D said that double rounds are a bug of some sort.


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PostPosted: Mon Nov 16, 2009 11:33 am 
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Joined: Thu Jan 22, 2009 4:41 am
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Location: Witness Protection
SK Character: Cyndane - Talys
Those got fixed. You only get 1 extra attack in auto-assist rounds now.


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PostPosted: Mon Nov 16, 2009 11:37 am 
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Joined: Sat Dec 27, 2008 12:48 pm
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Location: Rockin' your world
SK Character: Snuffles
That's somethin!

I miss the days of old haste and double assist rounds.


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PostPosted: Mon Nov 16, 2009 11:49 am 
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SK Character: Delear - Maridosen
WickedWitch wrote:
Those got fixed. You only get 1 extra attack in auto-assist rounds now.


Still buggy.
eg. The one who logs in last doesn't get extra attack on his assist.

But that's not the issue. The question is, WHY to get an extra attackin PK? For being a nice pet?


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PostPosted: Mon Nov 16, 2009 12:13 pm 
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Joined: Sun Dec 07, 2003 1:51 am
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Location: Denmark!
I don't like it, frankly. Yes, melee characters can be played by drones, but more often than not, their actions can make or break a fight (a proper dirt kick on the healer, disarm etc.)

Not to mention that this would weaken sanctuary quite a lot in large-scale pvp (which is the only kind of pvp this change would influence).


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