2 annoying changes

censi

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Out of all the things that need fixing this is what gets their attention....

a) They changing grapple so that the person being grappled cannot use bow.

b) They changing sabotage so that after you use it you cant stealther for 9 seconds.

*bangs head against wall*

a - I mean how unfair it is for somone who gets caught by a grapple duo to actually be able to do something rather than just die :(

b - sabotage is like nice atm. everywhere is fucking littered with speed warps, pn nodes and shit. it was nice for an assasin to be able to use this ability to move through the mine fields of crap. basically now its unusable unless the area is dead and its just a like old node kicking around. There are FAR FAR to many speed warps kicking around. if you gonna take away the assasin ability to remove them cleanly and safely then put this fucking wank shit node/warp ml's that just annoys people on like 30 minute timers and make it only last for 1 minute.

again it doesnt take a genious to look at this and say these are just stupid changes that are petty but they are not needed these are not solving problems they are just creating them.

imo anyway.
 

Mirt

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Erm you sure about that? I had a look on http://www.camelotherald.com/index.shtml and couldn't see anything like that!

Honestly Grapple, along with FZ is one of the cheeseiest abilities out there, and if a someone grapples an archer they deserve to get crit shot - imo!
 

>.< Pooned

Fledgling Freddie
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ehm r u sure u saw that thing writen in coming patch notes?

if u did no bow leech from now on grapple inc xDD

givf battlemaster to sorcs i can enjoy him while he stays still :):):):)
 

Goku

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are you sure it's going to stay like this, it might just be an after patch bug.
 

Aiteal

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Mirt said:
Erm you sure about that? I had a look on http://www.camelotherald.com/index.shtml and couldn't see anything like that!

Honestly Grapple, along with FZ is one of the cheeseiest abilities out there, and if a someone grapples an archer they deserve to get crit shot - imo!

It's been reported on VN boards, like alot of things recently, you can find out about them quicker on VN than from any patch notes or grab bags.

I think it was because an assassin used sabotage and like killed a sorc and his ML'ed templar pet or something.
And then an archer who was being grappled, crit shot a warlocks chambers, and they exploded and killed almost as many people as that reaver bomb at bolg keep tonite did :D
Obviously a well deserved nerf
 

illu

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They should change it so that grapple does not work on an ungrouped person, i.e. a soloer, and being unstealthed for 9 seconds for using sabotage is a bit crap. Enough times, the stealthers are doing visibles a favour taking down all the Fop's, Det fields, Health Regens and the 1000's of Speedwarps, and usually you can remain stealthed :/ Ah well, will have to learn and adapt.

Oli - Illu
 

Tallen

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The idea of grapple should imo be for one player to remove another player from the equation. Neither grappler, nor grapplee should be able to do anything while its in effect.

My personal opinion is that grappled players should be immune to all attacks, while the grappler should be vulnerable to all attacks, giving his group mates a chance to free him. Anything else leaves it way overpowered.

Face facts, ML abilities are a helluva long way from being balanced, ML9 pets are an example. Everytime i go rvr and have a fg v fg fight the enemy has a minimum 2 ml9 pets, fought a group of albs near berk last night, 4 ml9 pets. No way in hell a pet should be so devastating in rvr, especially those that originate from baseline abilities.

So we have two options, join em or leave, my guild rvr's for fun, we dont run opted groups, we dont dictate setups, ml abilities, specs or templates and for a long time i have loved rvr with my guild more than anything else in my 4 years here. We have a great laugh, but you can only get slaughtered so many times before even the most patient of us get annoyed. Recently the more i play, the more im tempted to call it a day. What can we do? Killing soloers is not something we enjoy, we cant beat groups that use op'd ML's en-masse to win and we simply cant compete with the high rr uber opted setups. There is nothing inbetween anymore im afraid.

Compromise our morals and restrict our players to set groups, force them to play specs and classes they may not enjoy? That would ruin everything we stand for.

I got owned, i admit it, but this happens every night, virtually every run in rvr and after a while you just shrug and resign yourself to your fate and accept it may be time to move on.

Apologies for the rant, didn't mean to hijack your thread Censi but i feel grapple is an example of what is wrong with rvr at the moment.
 

illu

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Tallen said:
The idea of grapple should imo be for one player to remove another player from the equation. Neither grappler, nor grapplee should be able to do anything while its in effect.

My personal opinion is that grappled players should be immune to all attacks, while the grappler should be vulnerable to all attacks, giving his group mates a chance to free him. Anything else leaves it way overpowered.

Face facts, ML abilities are a helluva long way from being balanced, ML9 pets are an example. Everytime i go rvr and have a fg v fg fight the enemy has a minimum 2 ml9 pets, fought a group of albs near berk last night, 4 ml9 pets. No way in hell a pet should be so devastating in rvr, especially those that originate from baseline abilities.

So we have two options, join em or leave, my guild rvr's for fun, we dont run opted groups, we dont dictate setups, ml abilities, specs or templates and for a long time i have loved rvr with my guild more than anything else in my 4 years here. We have a great laugh, but you can only get slaughtered so many times before even the most patient of us get annoyed. Recently the more i play, the more im tempted to call it a day. What can we do? Killing soloers is not something we enjoy, we cant beat groups that use op'd ML's en-masse to win and we simply cant compete with the high rr uber opted setups. There is nothing inbetween anymore im afraid.

Compromise our morals and restrict our players to set groups, force them to play specs and classes they may not enjoy? That would ruin everything we stand for.

I got owned, i admit it, but this happens every night, virtually every run in rvr and after a while you just shrug and resign yourself to your fate and accept it may be time to move on.

Apologies for the rant, didn't mean to hijack your thread Censi but i feel grapple is an example of what is wrong with rvr at the moment.

Sounds like it might be time to send in some feedback about ML9 and grapple

http://www.camelotherald.com/feedback.php

(I hope they listen to us Euro people)

It's crap if people who just want to RvR for fun can't have some level of fun :/

Oli - Illu
 

pip

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I think its great we hunters can shot you from a distance mwhaaa
come to daddy fz few more arrows

ps whats the grass taste like

n1 mythic
:cheers:
:drink:
 

Mirt

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I sent some feedback last week about ML9 pets.

I think they hit a bit too hard, and in rvr zones they should not have insane abs.

If you agree with me (or if you don't), send something short and polite to http://www.camelotherald.com/feedback.php
 

pip

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there lot like warlock but don't kill as fast but i thing for sure you end up kissing the grass
 

Puppet

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Mirt said:
Erm you sure about that? I had a look on http://www.camelotherald.com/index.shtml and couldn't see anything like that!

Honestly Grapple, along with FZ is one of the cheeseiest abilities out there, and if a someone grapples an archer they deserve to get crit shot - imo!


AFAIK u can't shoot when grappled already. Remember something like that happening on my Ranger eons ago
 

Fenderon

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I thought sabotage was all about sneaking in, messing up something and then sneaking out again without getting caught (cought? hm.. damn spelling) ..

oh well.. we can always sneak in now and.. uhm.. well.. die
 

censi

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thats what i mean.

like speed warps have to be the most annoying shit out there, all they do is annoy players. I mean what on earth was wrong with an assasin being able to remove them cleanly. Even as it is a lot of the warps and nodes got DD storms put on them to pop the stealthers and other stealthers tend to camp them in the hope someone will come to remove it.

basically they have made a change to a completly harmless but ofc usable ability and made it completly unusable (in the same way reveal and disarm crystal thing is unusable, its quicker and safer to run over a DD storm, restealth and CL heal, than it is to stand there for like 10 seconds casting a spell to reveal and then to remove).. and once again its slipped the oh so tight mythic dragnet that theres other abilities out there that are grossly fucked up but are apparently fine (hello ml9 conv 5min dur 10 min re-use GJ)

nothing major really but its just like they are a tad clueless, work on the important stuff stop fucking around with things like this that dont even need to be changed.
 

Lick

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I always thought that sabotage should disable not destroy nodes/fops etc - so the person who cast it wouldn't know any better untill it was too late. Atm its an ok ability in a shit ML line. The only useful active ability is the spike, which has major drawbacks if you leave them lying around.
 

Nuxtobatns

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If they really gonna change Sabotage like that ( the 9 secs thingie...) ... they might as well change its name to .... K A M I K A Z E !!!!!!!
 

TheBinarySurfer

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This is my opinion of the way the changes are going at the moment with the game as a whole - the ML lines were grossly overpowered when they first came in and now most of them have been nerfed down a lot (few exceptions ill grant you that), next DR is the "must have" for extra character power - they slowly nerf down the powers from the older patches/expansions so you need the powers from the new patches/expansions on top to compete on an even basis.

Grapple should be on a 5 min timer or more like most offensively useable ml abilities - that way duos wouldnt spam it in case they needed it badly. Tbh i dont think (except moc which should be on a sodding 30 min timer imo) that many abilities now (especially with rvr pitched at a faster rate with the teleport into keeps etc), should have a timer longer than 5 mins - that would make the game less about "whos got RA's/Artis up" and more about playing smart.
 

Corran

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TheBinarySurfer said:
Tbh i dont think (except moc which should be on a sodding 30 min timer imo) that many abilities now (especially with rvr pitched at a faster rate with the teleport into keeps etc), should have a timer longer than 5 mins - that would make the game less about "whos got RA's/Artis up" and more about playing smart.

So, it OK for a tank to have an "IWin" timer on 5minutes but a caster wouldnt be allowed?

Would mean every caster vs tank fight.... caster attacks tank, tank IP3's, tank is on the caster and the caster cant do a thing! Can see how this is fair oO

TBH, i prefered all ra's on a 30minute timer. Meant it took more skill to actually win fights instead of waiting 5-10minutes for an ability making a couple kills then heading to a keep and waiting 5-10minutes, going back out etc like some people currently do
 

Raven

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TheBinarySurfer said:
This is my opinion of the way the changes are going at the moment with the game as a whole - the ML lines were grossly overpowered when they first came in and now most of them have been nerfed down a lot (few exceptions ill grant you that), next DR is the "must have" for extra character power - they slowly nerf down the powers from the older patches/expansions so you need the powers from the new patches/expansions on top to compete on an even basis.

Grapple should be on a 5 min timer or more like most offensively useable ml abilities - that way duos wouldnt spam it in case they needed it badly. Tbh i dont think (except moc which should be on a sodding 30 min timer imo) that many abilities now (especially with rvr pitched at a faster rate with the teleport into keeps etc), should have a timer longer than 5 mins - that would make the game less about "whos got RA's/Artis up" and more about playing smart.

have to agree
 

Flimgoblin

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grapple should be on a timer twice it's duration (i.e. so if you chain grapple someone you only get them for half the time) and they need to fix the bug that lets you grapple and still do stuff if it's not fixed already.


that said CL nukes have a point when grappled ;)
Change A seems a bit daft since you can nuke if grappled - you sure that's in the changes (stealth nerf? don't remember seeing it in the patches)
It might be that fumble abilities were meant to apply to bows and didn't but a fix for that had a knockon effect on grapple?

Siegewrecker change makes sense - run up, smash a bit of siege to pieces and then immediately stealth? nah - you should need vanish for that.

I'd rather see speedwarps made longer cast time so they're a "set up here for any inc" ability rather than a "drop this so we can kite them" ability.
 

Fenderon

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Flimgoblin said:
Siegewrecker change makes sense - run up, smash a bit of siege to pieces and then immediately stealth? nah - you should need vanish for that.

I'd rather see speedwarps made longer cast time so they're a "set up here for any inc" ability rather than a "drop this so we can kite them" ability.


siegewrecker != sabotage :)

speedwarps are just silly.. should in no way be instacast.
 

Celestino

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Corran said:
So, it OK for a tank to have an "IWin" timer on 5minutes but a caster wouldnt be allowed?

Would mean every caster vs tank fight.... caster attacks tank, tank IP3's, tank is on the caster and the caster cant do a thing! Can see how this is fair oO

caster attacks tank, tank can't do a thing till he reaches caster with low life, tank IP3s, tank is on the caster and the caster can't do a thing!, caster Mocs and rapes the tank's ass

Hey look at me ! Just like you I can forget most abilities and make it look like iam right ! But i guess you weren't even aware of the bs your telling...

@ speedwarps
speedwarps are ok as instacasts, as they basically give you a chance to negate speed effects of an enemy grp, the problem is the insane range and duration of the effect and the ward ...
15 seconds effects, 1-2 min ward on a 2-5 min reuse wouldn't do any bad, 90% of the time I run into a ward all it does is annoy me coz the caster is long gone ...

sabotage wasn't a big deal before the change, so I fail to see the reasoning of this change
 

Andrilyn

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Corran said:
TBH, i prefered all ra's on a 30minute timer. Meant it took more skill to actually win fights instead of waiting 5-10minutes for an ability making a couple kills then heading to a keep and waiting 5-10minutes, going back out etc like some people currently do

Then people will just wait 30 minutes, happend in OF some people used to always say something like "Let's go back to APK and wait for BoF/SoS/MoC timer to pop again" which will result into less people being out.
I'd just wish they let all timers be 10 min max seeing as insta's heals have been on a 20 minute timer which was fine in Classic(before SI not the server type) though way too much at the current state of RvR.
 

Docs

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On what planet is a speedwarp instant cast?
I often get quite a few rows of "you move and interrupt your spell.." when I try to cast one. This is after facing the enemy.

It might be a low cast time, but believe me, its not instant. And the entire point of the speedwarp is to kite an enemy, no more, no less.
How are you to escape a FG if you have a long casttime on it?

I even prefer the way it works in water now that it slows things down a bit giving non perma sprint people a chance to kite enemy tanks as well.
 

Corran

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Celestino said:
caster attacks tank, tank can't do a thing till he reaches caster with low life, tank IP3s, tank is on the caster and the caster can't do a thing!, caster Mocs and rapes the tank's ass

Hey look at me ! Just like you I can forget most abilities and make it look like iam right ! But i guess you weren't even aware of the bs your telling...

Hey look at me, Im an arse that didnt read what it in reference too...

Binary basically implied that MoC should be on a 30minute timer, and IP3 on a 5minute timer.... so basically once every 30minutes you could moc on the IP3 tank who could IP3 basically every fight. So if you met every 5minutes, the tank culd IP3 6 times while the caster can only moc once.. so 5/6 times the tank should win unless he a clueless and skill-less idiot

Docs said:
On what planet is a speedwarp instant cast?
I often get quite a few rows of "you move and interrupt your spell.." when I try to cast one. This is after facing the enemy.

It might be a low cast time, but believe me, its not instant. And the entire point of the speedwarp is to kite an enemy, no more, no less.
How are you to escape a FG if you have a long casttime on it?

I even prefer the way it works in water now that it slows things down a bit giving non perma sprint people a chance to kite enemy tanks as well.

Aye, cast time is around the 1second mark, give or take a couple hundredths, and often get "You cant cast whilst moving" and "You cant cast while under attack" with it. And to make it longer to cast would be a bitch as i use it to get away from the people trying to zerg me all the time :D

As for the water, slos you down extra compared to a non warped person because it removes teh bonus speed you get from waterbreaths. Very handy that i find because if you can warp and get into water you should get away most the time if you got somewhere you can run too
 

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