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 Post subject: Re: OA's CRS Solutions Thread
PostPosted: Fri Feb 21, 2014 12:41 pm 
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Minette wrote:
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Auctoritas non veritas facit legem.
what this mean


It means you should ignore grep.


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 Post subject: Re: OA's CRS Solutions Thread
PostPosted: Fri Feb 21, 2014 3:12 pm 
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ObjectivistActivist wrote:
I disagree. Being without your cabal's relic of power for so long should essentially invalidate your right to be called a member of that faction. After all, you've not been able to muster the force or diplomacy necessary to have your relic returned one way or the other.


This seems a poor solution for a game with player count problems. If people don't enjoy playing the losing side, SK won't long have a losing side.

I see no reason why PK success should be the determining factor in cabal relations. If the winners can't build a favorable story despite all their mechanical advantages, that's their failure as a cabal. Cabals are supposed to be strong RP groups, not just PK factions.

CRS serves a good purpose. Some cabals used to be highly elitist RP organizations, with little interest in new players. Giving cabals a PK obligation successfully changed that. So it's not obvious that further emphasizing PK is the right direction. If the complaint is that cabal diplomacy fails regardless of story, we should encourage more story-driven players to join and lead cabals.


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 Post subject: Re: OA's CRS Solutions Thread
PostPosted: Fri Feb 21, 2014 3:39 pm 
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I think you overlooked the "or diplomacy" part of my post.


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 Post subject: Re: OA's CRS Solutions Thread
PostPosted: Fri Feb 21, 2014 4:04 pm 
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the truth is cabals and Tribunals are all about PK, if you don't want to get involved do NOT join. I can tell you right now if a cabal or tribunal is mostly RP and do not do anything but sit around and RP the whole time, i usually will not be interested in it. When you lose your relic though it does suck. I like a few of these idea's though. Making it harder for offline raiding (which is cake and you dont really need that many people to do it.) Also when defenders are online to make it easier so that means people have to get involved. The gating inside and outside is a good idea, brings in more tactics to it.


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 Post subject: Re: OA's CRS Solutions Thread
PostPosted: Fri Feb 21, 2014 6:25 pm 
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ObjectivistActivist wrote:
1) Remove murder holes from above and to the sides of the outer guardian. Leave the one facing out down the path. Remove Siegecraft from cabal skill list.
Siegecraft is essentially pointless in cabal defense, as siege weapons aren't effective deterrents nor do they provide enough DPS to be effective weapons. The bolts are unwieldy, and depending on race/class can't properly be carried anyways. Siegecraft will be replaced with a more pertinent cabal skill.

If you dont remove all the murder holes then you havent really changed anything. Seriously how often are you Oh if only they where not near by where I can not attack them rather than further away. This is going to make it harder for the cants and leave it the same for the cans. Siegecraft is almost exclusively for barbarians. I would like to see it modified making it a group attack rather than just a single target that might be interesting (and the damage decreased most likely if it is hitting everyone). I do not believe your change has done anything to change how hard it is for a single defender to defend the keep at the outer guardian

ObjectivistActivist wrote:
2) Insert a maze-like pathway to the inner guardian. Add several "choke points" in this path with cooldown timers before you can move on to the next section. Guard groups spawn at entry of these choke rooms, and lacking PCs to reduce the cooldown timer with the lockpicking skill, at the end of the timer. PCs with lockpicking learned, and grouped with attacking forces, reduce timers by X amount for each one present. Defenders can use these to mount skirmishes and defensive engagements, as well as set up Stations (detailed later.) Random encounters have a chance to be generated on-move inside the non-choke rooms. The REs should probably be themed for the cabal in question, but should be miniboss-style engagements. REs spawn only on forward movement; retreating attackers have a clear path out as they've already "cleared the way."

Cool down timers do little to actually change the issue with relic ganking other than make it take a little longer. A maze like lay out is going to make it harder for cants as soon as you have done it once it will either become public knowledge or just be kept to the cans. pick lock skill is rather limited distribution, there is little logical reason for a door opening faster from it. Perhaps an alternate path for pick lock might make things interesting but it seems very and probably balance out useless or power powered.

ObjectivistActivist wrote:
3) Replace Siegecraft with a new skill: Station. Station is used to place a single, stationary guard group at a specified position in the maze. Two minute cooldown on use, spawning the guard group costs the cabal coffers the same as if they'd been spawned at the inner, and no more than one can be called to any one room in the HQ at a time. I'm up in the air as to whether this command should be allowed at the choke points, as those already spawn guard groups, but it probably wouldn't imbalance the PvP raids to allow that.
Sounds like a tribunal member ... not a bad idea if you have an alliance with the tribunal. Having said that this new skill is going to be a lot lot stronger in the hands of a can than can not. Which arnt we trying to balance out here.

ObjectivistActivist wrote:
4) Severely reduce frequency and damage of inner guardian gas blast when any defenders are present. At three defenders present, guardian breath becomes deactivated.

Reasoning: Given the other challenges and tactical considerations in this new model, gas breath is unnecessary except in the highest "PvE challenge mode" version of it. Solo and duo defenders still could use the slight edge it provides if it comes down to the final fight, but should not be able to count on it being as powerful as it is now.

Result: PvP CRS engagements become more attractive, PvE challenge level is reduced as appropriate. More parity between the two kinds of raid is achieved by balancing defensive measures available.

Having not been a part of a CRS with people online for a long time I cant really comment on the balance here but I thought the gas blast already went down for members online. Perhaps I am just remembering an old thread where everyone thought it was a good idea.

ObjectivistActivist wrote:
5) Increase cabal bank account maximums to 75 obsidian, random encounter spawns cost the same as guard group spawns, reduce the cost of guardian spawns by 33% to 50%.

Reasoning: Guardians cost a lot to repop, guard groups can end up costing a lot over time, and extended engagements should have a fair chance of being eventful all the way through.

Result: Slightly more front-loaded coin farming to ensure maximum protection. Harder for attackers to just spam kill the outer when preparing for an offline raid.

Not against the idea of of reduction of the cost of warfare, however it seems like you are increasing the cost of it ... I dont get the logic here. Perhaps if there was actually a cost for breaking down the door as an attacker with the cost going higher with less defenders ... but Money means nothing to the cans and something to the can nots. Also the drain of warfare is meant to change your diplomacy because you get sick of gathering coins.

ObjectivistActivist wrote:
6) Disable room-affecting cabal spells for attackers, except at choke point rooms.

Reasoning: Defenders should have the upper hand in this regard, thematically and tactically. Choke point rooms can still be used tactically by attackers with room-affecting spells, but between them they should have a disadvantage. I.E., Druids and Harlies can't use that one thing they do to block up the back door, MC can't do that one thing they do room by room to cover themselves throughout the entire maze, Crux can't do that one thing they do to prevent defenders from getting close enough to pose a threat, etc.

Result: When and where considerations and tactics become more important in every raid, adding to the engagement by players of both sides.

Im of two minds about this kind of idea. Those room effecting powers are a little over powered when it comes to relic raiding but they are also a part of the game. I think your right in saying they should not be able to be used in every room of a keep.

ObjectivistActivist wrote:
7) Cabal members cannot access Inner Guardian room or the maze until an attack is underway, or they are in possession of an enemy relic. Remove costs and cooldowns on Cabal Gate, allow Cabal Gate use inside HQ. Add Cabal Door command that only functions in the inner guardian's room, which opens a gate to the entry hall of the HQ.

Reasoning: The maze and guardian rooms would be something of a safe zone for players to hide in, and they shouldn't be used as such. Cabal Gate and Door should be available to defending players for tactical advantage in a raid situation. After all, it makes sense that members of the faction would know "secret passages" to get from one end of the place to the other and slip past attacking forces. Allows more tactical and strategic considerations for both attacking and defending parties.

Result: Broader range of tactical and strategic considerations required and available on both sides of the equation. Maintains the ability for solo and low-numbered defenders to be competitive against large forces. Removes inner guardian "safe room camping" from the game entirely.
I agree such safe zones should not be used as camp grounds for people, inability to access and learn about the maze in your own base is going to hurt the can nots a lot.

ObjectivistActivist wrote:
8 ) Increase rewards and incentives for PvP relic raids. Increased risk associated with raiding should come with increased reward. Participation in PvP relic raids should net at least one LP, with victories gaining up to 5 (depending on group sizes involved). Victory bonuses to HP should be increased by 25-50%, add a randomly selected bonus to Will, Fort or Ref.

Reasoning: With risk should come reward. As it stands now, the rewards for engaging in PvP relic raids don't meet the risk, and the changes I'm suggesting actually increase the risk to some degree and so the rewards should scale accordingly.

Result: Greater incentive to engage in online relic raids combined with heightened challenge/risk on the PvE raiding side will increase the likelihood of people raiding defended keeps.

Havent we just spent 7 points trying to change the risk to make it higher when people are off line and lower when people are online, you still think the rewards need to go up perhaps we need more adjustments in the last 7 points.

ObjectivistActivist wrote:
9) Increase benefits to cabals holding enemy relics. These could include reduced guard spawn costs, innate save bonuses, access to resources inside the HQ (fountains only work when holding one relic, food available at two relics, etc). Scale/time-delay drawbacks to having your relic captured. At relic loss, a faction's top level ability is disabled. For each week the relic is held by an enemy faction, another ability is disabled until they're all shut off. Add win-loss state. After two weeks at no cabal abilities, cabal diplomacy status is set to "defeated" automatically, the relic is returned, and various drawbacks are assigned for a predetermined length of time. Victory bonuses are given to members of the victorious faction.

Reasoning: Finney was right in saying that there's not a lot of benefit from holding enemy relics aside from buffing your own guardian. At the same time, penalizing weaker factions so harshly is probably not ideal. The time frames I've listed above are rough, and could probably be adjusted downward, but I figured I'd give factions enough time between each stage to prepare and gather resources for recovery/defense attempts. Victory and defeat statuses provide clear winners to conflicts (something the CRS system was meant to do in the first place and thus far has failed to achieve in the main), and allows defeated factions a chance to rebuild/resupply until they're in a position to be a threat again to their enemies. It also provides a built-in cooldown timer on CRS in general, which is something that's needed to keep the system from being overused or repetitive. Penalties and incentives are more effective sticks and carrots when they're paired together, and currently the CRS system really only provides the stick.

Result: Increased CRS PvP activity, more clearly defined victory states between factions, less burnout from constant conflict and CRS activity, and incentivized participation in CRS as opposed to punitive action for failure to participate. Reduced/scaling penalties provide factions with captured relics more opportunity and ability to engage in recovery efforts against opponents, with thematically appropriate increased difficulty as their separation from their relic intensifies. More "back and forth" action accomplished in the CRS arena since it becomes desirable to have enemy relics and to defend your own.

Wait half the benefits you just talked about make people want to camp in a "safe zone" Didnt we have a point where we mentioned this was a really bad idea.
I agree relic powers bleeding seems to be a better way to handle relics being stolen as it enables more of a to and fro in battle rather than you got your relic stolen now your likely to all get junk looted. I am not sure I agree with all cable abilities being lost and or auto loss conditions. Although the "auto loss" condition might be better done with echos in relic less keeps to make people realize how they should be RPing the loss of their relic. Also your thoughts on giving the enemy a chance to rebuild and such just are not alined with how the player base behaves. I see this going down a lot more like X loses a relic, players of X try to get it back and fail and keep slipping in power so future attempts are put off. X's players stop logging on and play alts until auto loss conditions are meet. They get their relic back and all their players log back on and go on a rampage as if nothing happened until their relic is taken again.
Perhaps a sliding scale for victory would be a better idea. Kill the outer guardian get some boon, defenders get less of one. However this idea would work better with more steps in the process of relic raiding.

As stated on the other post I think having a third guardian would basically achieve your maze idea. Well leaving the mechanics to cable raiding simple to understand. Also the spiting of relics held and your own relic helps undo the they did us we need to do them back. OA said you dont like the idea because it is nanny code to try and alter player behavior, isnt that already what CRS is all about player driven altering of others behavior. I believe if correctly implemented it will give the "can not's" a place to cut their teeth well learning the raiding system. Well at the same time making so if you hold a relic your own relic is better defended.

Short version of the post. I dont agree with a lot of your ideas because they seem to go against what you are saying you are trying to achieve. There are a few things I am on board with however I might disagree with your idea of how it should be implemented or the extent of which. However these are likely things that need to played with to see how they actually work. They are a third challenge between outer and inner guardian. Relic powers being lost over time. Gas blast changes make sense. Room affecting cabal power being limited. Safe zones being harder to stay in. Change in cost of warfare perhaps.


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 Post subject: Re: OA's CRS Solutions Thread
PostPosted: Fri Feb 21, 2014 8:27 pm 
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I really don't think you understand fully what you're reading, or have read in the other thread where you mentioned third guardians. I'm just going to go through each of your points that are either misunderstandings or misinterpretations and clarify for you.

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If you dont remove all the murder holes then you havent really changed anything. Seriously how often are you Oh if only they where not near by where I can not attack them rather than further away. This is going to make it harder for the cants and leave it the same for the cans. Siegecraft is almost exclusively for barbarians. I would like to see it modified making it a group attack rather than just a single target that might be interesting (and the damage decreased most likely if it is hitting everyone). I do not believe your change has done anything to change how hard it is for a single defender to defend the keep at the outer guardian


I don't think you really understand the set up of the murder holes at cabal HQs. Currently, there are three that look directly onto the outer guardian room. Those, in my new model, would be removed. There is also, currently, one that looks down the path. This one, in my new model, would remain. This allows defenders the opportunity to spot and/or delay and attack groups of raiders as they approach. This prevents groups from camping at the path, just outside of where the outer would report their presence, and prepare/regroup. It leaves them vulnerable. The path should not be a free and clear walkway to the keep.

It doesn't matter what siegecraft is predominantly for. It's broken, ineffective, and should be replaced with something more conducive to actually defending the keep. Not to mention, if the murder holes are removed from the outer's room, it's also pointless to have ballistas in the keep at all. You can't shoot them at anything.

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Cool down timers do little to actually change the issue with relic ganking other than make it take a little longer. A maze like lay out is going to make it harder for cants as soon as you have done it once it will either become public knowledge or just be kept to the cans. pick lock skill is rather limited distribution, there is little logical reason for a door opening faster from it. Perhaps an alternate path for pick lock might make things interesting but it seems very and probably balance out useless or power powered.


I said maze-like, not maze. I envision a series of short hallways that turn every three or four rooms, with possibly a side room to either side of one of the rooms on each path to allow defenders to set up ambushes against attackers. This is actually just a path, not a maze.

The timers are not meant to do anything other than extend the duration of CRS engagements and mark "waypoints" where guard groups will spawn (the same groups that spawn now, but instead of just constant wave-after-wave of them they will have set spawn points.) One of the problems with PvE relic raids now is they go too fast. PvP raids happen very fast as well, often leaving defenders without enough time to organize and prepare an adequate defense. The timers and pathways, as well as the Random Encounters and guard spawns are meant to delay.

As to your comment about there being "little logical reason" for a complex locking mechanism to be disabled faster by someone possessing knowledge of locksmithing... Well, I'm just going to assume you misspoke, because that's a bit nonsensical. The skill used to disable locks would literally be the only realistic skill used to disable a complex locking mechanism.

Yes, lockpick skill is rare. Yes, those classes that are in possession of it are squishier than an extra DPS, and of less utility than an extra priest/mage/warlock/necro. That's the point. Force tactical decisions. Both options are viable, but which would the raid leader prefer? It opens options for strategy, and will be more important for PvP raids than PvE ones.

Quote:
Sounds like a tribunal member ... not a bad idea if you have an alliance with the tribunal. Having said that this new skill is going to be a lot lot stronger in the hands of a can than can not. Which arnt we trying to balance out here.


It sounds nothing like a tribunal member. Tribunal members can invite a single guard per member into their groups, and issue orders to them. This command spawns a stationary group of the same kinds of guards that currently spawn in CRS raids. They cannot issue orders, they cannot group with them. They cannot do anything except set them up as a road block.

Understand, there is only one thing that will balance cans and cannots in CRS: practice on an equal playing field. You cannot implement a system that will provide weaker players with an advantage while hamstringing stronger players. First, there's little to no way to determine which is which and how many of each are on either side of a relic raid. Second, it's a nonsensical way to approach the problem in the first place because it's impossible to systemize something like that in this context. Or any context, really. You can't legislate ability. The goal (as I stated in the introduction paragraph of my post) is to bring parity (or equality if parity is eluding your understanding) to the challenge level of PvE and PvP relic raids, and to incentivize PvP relic raids to make them preferable to the PvE variety.

Quote:
Having not been a part of a CRS with people online for a long time I cant really comment on the balance here but I thought the gas blast already went down for members online. Perhaps I am just remembering an old thread where everyone thought it was a good idea.


It does. It doesn't go down enough. In my new model, I envision a 50% reduction in strength at 1 defender present, and an 80% reduction at 2 defenders, with 100% at 3+.

Quote:
Not against the idea of of reduction of the cost of warfare, however it seems like you are increasing the cost of it ... I dont get the logic here. Perhaps if there was actually a cost for breaking down the door as an attacker with the cost going higher with less defenders ... but Money means nothing to the cans and something to the can nots. Also the drain of warfare is meant to change your diplomacy because you get sick of gathering coins.


Ultimately the cost of warfare will remain roughly the same. Instead of spam spawning guards groups with each costing a set amount for calling, and then another amount for dying, they will spawn in limited, predictable numbers at the same cost they do now. What will vary is the cost of the RE spawns in the path, which will be lower for defended runs and higher for undefended runs. The drain of warfare will remain roughly the same as it is now. What will change is how easily and quickly a group can completely gimp the end stages of the encounter with camping at the outer and killing it over and over until the cabal coffers are empty (assuming the members and leadership have filled them to the new maximum.)

The cost changes, as I stated in the original post, are meant to be a buffer against the later stages of the raid not being triggered due to guardian spawn ganking outside the danger area.

Quote:
Im of two minds about this kind of idea. Those room effecting powers are a little over powered when it comes to relic raiding but they are also a part of the game. I think your right in saying they should not be able to be used in every room of a keep.


They are a part of the game, but you shouldn't be able to walk into the seat of someone else's power and expect that your own is not going to be hampered. If you've read Terry Goodkind, think of it like the spell form on the Palace of the Prophets that amplifies a Rahl's magic and weakens any other wizard' or sorceress's that enters it. Same kind of concept.

Weakens, but not nullifies. The abilities should still be able to be used, but in limited fashion.

Quote:
I agree such safe zones should not be used as camp grounds for people, inability to access and learn about the maze in your own base is going to hurt the can nots a lot.


There's nothing to learn. It's a path with locked doors at X, Y, Z points. You'll learn it pretty fast the first time someone knocks on your front door.

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Havent we just spent 7 points trying to change the risk to make it higher when people are off line and lower when people are online, you still think the rewards need to go up perhaps we need more adjustments in the last 7 points.


I'm not trying to make the risk lower when people are online. I'm trying to make it balanced. The risk, minus the invincible perches of murderous raining death, should remain about the same as it is now. The difference is strategy, tactics, group composition and preparation can mitigate it better.

Yes, I think the current rewards for PvP CRS are as laughably low as the current challenge level of PvE CRS. It's another major reason people don't engage in raids with defenders; the reward does not meet or exceed the risk. Besides, with my new model even losing sides get SOMETHING for actually growing a pair and making the effort, regardless of what side they're on.

Quote:
Wait half the benefits you just talked about make people want to camp in a "safe zone" Didnt we have a point where we mentioned this was a really bad idea.
I agree relic powers bleeding seems to be a better way to handle relics being stolen as it enables more of a to and fro in battle rather than you got your relic stolen now your likely to all get junk looted. I am not sure I agree with all cable abilities being lost and or auto loss conditions. Although the "auto loss" condition might be better done with echos in relic less keeps to make people realize how they should be RPing the loss of their relic. Also your thoughts on giving the enemy a chance to rebuild and such just are not alined with how the player base behaves. I see this going down a lot more like X loses a relic, players of X try to get it back and fail and keep slipping in power so future attempts are put off. X's players stop logging on and play alts until auto loss conditions are meet. They get their relic back and all their players log back on and go on a rampage as if nothing happened until their relic is taken again.
Perhaps a sliding scale for victory would be a better idea. Kill the outer guardian get some boon, defenders get less of one. However this idea would work better with more steps in the process of relic raiding.


The HQ is not a safezone. It isn't one now. The current safezone is the inner guardian's room. The outer and the spawned guards are not enough to prevent someone from taking you out if you're going to hang around idling in your HQ somewhere other than the inner's room. Which is where most people are going to farm afk hours if they're going to do that.

Also, again as I said in the original post, the benefits I listed as far as resource availability were not hard and fast. There is room to figure out something better. Those were rough suggestions to detail the general level of benefit I think holding enemy relics should provide.

As to systemized echoes telling people how to RP loss... That's such a terrible idea on so many levels. It's the kind of thing someone would suggest that enjoys playing other people's characters by proxy instead of inventing ideas of their own. Loss is a broad topic and open to many interpretations of how it will affect characters. Some will be bitter and hardened against their enemies. Others might be contemplative, taking it as a harsh but valuable learning experience. Others yet might be devastated emotionally and seek various balms or crutches to carry them through. The game system should not be telling people how to decide how their character feels about losing, but losing is something that apparently must be enforced. The old Thuban once posted on one of my particularly disturbing character's afterlife thread: "Art need not be beautiful to be compelling." Loss happens. The art comes from how the characters deal with it. You, again, can't legislate or systemize that.

The system I envision doesn't allow others to continuously curb stomp losing factions into the ground. Defeated diplomatic state comes with a few safeguards to ensure the cooldown of CRS that I've been talking about. And there are also heavy penalties associated with it; it's not all a walk in the park. Are there going to be people that just won't log in until the system handles their defeat for them? Sure, but that happens now and it always will. You can't put a gun to someone's head and force them to play. Are there going to be those who delete and re-roll into another faction? Sure, but that happens now and it always will. You can't put a gun to someone's head and force them to play a specific character any more than you can force them to play in general. It's nonsense to plan around that type of player; anything that isn't exactly to their liking will have them doing the same thing. You can't please everyone and you shouldn't be trying to. You should be trying to create a balanced and user-friendly system that provides broad options within certain outlines and criteria. The players always have, always do, and always will determine how they choose to interact with it. I will say this, though. The more balanced and equitable the system, the more kinds of players it will attract.

Quote:
As stated on the other post I think having a third guardian would basically achieve your maze idea. Well leaving the mechanics to cable raiding simple to understand. Also the spiting of relics held and your own relic helps undo the they did us we need to do them back. OA said you dont like the idea because it is nanny code to try and alter player behavior, isnt that already what CRS is all about player driven altering of others behavior. I believe if correctly implemented it will give the "can not's" a place to cut their teeth well learning the raiding system. Well at the same time making so if you hold a relic your own relic is better defended.


Your third guardian idea still completely overlooks the fundamental flaws in the setup and execution of CRS in its current state. It provides no additional incentive for PvP raiding. It does nothing to minimize the effectiveness of a single defender. It does nothing to balance the difficulty between PvE and PvP raids. And worst of all, it only exacerbates some of the existing balance issues between PvP and PvE raids, particularly on the PvP side where people who are at least trying to raid with defenders online now have additional, harder obstacles to overcome while they also fight off defenders. The single defender problem, in fact, gets worse with your third guardian idea.

EDIT: Oh, and about the nanny code I objected to. That was in regards to a system that protects people from making the poor decision of taking an enemy's relic while they are recovering their own if they're not in a position to be able to defend both against the counter attack. It had less to do with the third guardian idea than with ANY idea that would put a "Are you sure?" screen between raid start and raid complete.


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 Post subject: Re: OA's CRS Solutions Thread
PostPosted: Fri Feb 21, 2014 9:45 pm 
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What's the point of removing murder holes? So warlocks cant own you? twice? *cough* venguile *cough*


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 Post subject: Re: OA's CRS Solutions Thread
PostPosted: Fri Feb 21, 2014 9:47 pm 
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Already addressed.


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 Post subject: Re: OA's CRS Solutions Thread
PostPosted: Fri Feb 21, 2014 9:51 pm 
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had to scroll back. was a pretty long post and I hate reading. some classes do well at range. No need to take murder holes out of the game because you were dealt a crappy hand with a warlock on your last 2 relic recoveries.


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 Post subject: Re: OA's CRS Solutions Thread
PostPosted: Fri Feb 21, 2014 9:53 pm 
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One, I addressed the only time I died to a warlock in a relic raid in the last thread, and even detailed the exact prep that would have been needed to negate him.

Two, you fail to grasp even the beginnings of why these changes are suggested, or the overarching premise behind them. Probably because you hate reading.


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