resist buffs

censi

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Do you thinks its a good idea if they changed the way resist buffs worked.

It works for FG RVR i think. You have the option of taking the classes that can give one half of the sets of resists as its an essential thing to have.

But for players buffing resists the current timer systems makes it advantagous to RVR near you local keep and return for rebuffs every ten minutes. Which is not a level playing field for players who got hunting in enemy zones... (who already have to content with a larger concentration of opponents in the area)

Is there any sensible way of changing the system to make it consistent and standard accross the board? Does it need to change in your opinion?

perhaps the new central RVR island is a solution?
perhaps conc based resists?
 

duact

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loose resists if u disband the caster would solve it. Soloers dont wanna share rp with bb and fgs are allways grpd with resistbuffer.
 

Kagato

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I don't mind the current system, I just think of it as the price you pay for invading the enemy frontiers.

If you start kicking about near enemy keeps you have to face the fact that the enemy will be buffed to the teeth.

If you start making 1 set of buffs group only then before long people will start whining about damage adds and haste buffs and then it'll be end buffs etc.

Line has to be drawn somewhere and personally I think theres much more pressing issues in terms of balance right now.
 

Nomans Land

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Kagato said:
If you start making 1 set of buffs group only then before long people will start whining about damage adds and haste buffs and then it'll be end buffs etc.

We whine about Damage add alrdy ;)

Tbh best way is said before if youre disbanded from group you loose the resists, since if they were made into conc points then clerics (and other such healing classes) and gonna lose valuable conc to buff people with when they die (since we know everyone alrdy has BB buffs when they start and not group clerics ;))
 

censi

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yer but does this then promote players to park near beno or bleed or crauch...

this is what im saying is wrong.

I mean as a hib when I go to bleed or beno is a mine field of enemies and its a dangerous place to RVR. Same for when a alb goes to crauch...

So the natural geographics and logistics make it hard enough to hunt enemies.... but it should not be such that for the people staying in home territory that as well as the numerical advantage they have an actual physical advantage.

promotes like a camping mentality rather than going out and invading which is what RVR should be about.

its worth noting that in a normal keep stalemate situation emain is empty :)
 

Castus

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When you go bled or Beno go ina FG to make it safer..............:p
 

censi

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u should try this hunting thing shrew. theres this dockmaster dude and you can buy tickets off him that will get u a boat trip to the other realms.

hunter by name camper by nature :)
 

Flimgoblin

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censi said:
its worth noting that in a normal keep stalemate situation emain is empty :)

that's coz DC docks are on the same side of the river as the keep/towers :)

oh and watch out for camperfrogs :)
 

RS|Phil

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Make them maintained like speed chants etc so that they only drop off if the seer type dies or leaves the group.

Simplest and best solution all round really.
 

PhiCa

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duact said:
loose resists if u disband the caster would solve it. Soloers dont wanna share rp with bb and fgs are allways grpd with resistbuffer.

Best idea imo...
 

Andrilyn

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duact said:
loose resists if u disband the caster would solve it. Soloers dont wanna share rp with bb and fgs are allways grpd with resistbuffer.

Stealthers don't mind being grouped with Buffbots seeing as the Buffbot also provides them with DI and with that it doesn't matter if you get only 1/2 RPs on one char and the other 1/2 on your buffbot as you will hardly die anyway with a DI3 bot in a tower/keep near your "hunting" area.
 

Mazzaca

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Andrilyn said:
Stealthers don't mind being grouped with Buffbots seeing as the Buffbot also provides them with DI and with that it doesn't matter if you get only 1/2 RPs on one char and the other 1/2 on your buffbot as you will hardly die anyway with a DI3 bot in a tower/keep near your "hunting" area.

midgard players don't get DI from their main buffbot, so yes we will mind.
 

Castus

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censi said:
u should try this hunting thing shrew. theres this dockmaster dude and you can buy tickets off him that will get u a boat trip to the other realms.

hunter by name camper by nature :)

That a 8 man boat by anychance Censi?.............. :sex:
 

Spetsnaz

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RS|Phil said:
Make them maintained like speed chants etc so that they only drop off if the seer type dies or leaves the group.

Simplest and best solution all round really.

than it will be no groups for wardens ..... nonono
 

Mas

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Just best to leave them as they are, if they were made conc based make them ranged and have to be in grp (pref not main buffing char), and some melee resist buff would be nice, alb mercs atm with the relics are hitting for more than my rm per hit.
 

Spetsnaz

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Mas said:
Just best to leave them as they are, if they were made conc based make them ranged and have to be in grp (pref not main buffing char), and some melee resist buff would be nice, alb mercs atm with the relics are hitting for more than my rm per hit.

grapple ftw here ... hehe

and melee resists would be overpowered imho (PD is enough on some classes)
 

Pohjan Poika

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just implement the classic rules on buffs imo. range + grp only
and it should go for all buffs.
 

Theseus

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censi said:
u should try this hunting thing shrew. theres this dockmaster dude and you can buy tickets off him that will get u a boat trip to the other realms.

hunter by name camper by nature :)

haha lovely :touch:
 

Ekydus

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Pohjan Poika said:
just implement the classic rules on buffs imo. range + grp only
and it should go for all buffs.
How would that fix things? If that were the case there would definately be some who would keep the bot grouped to keep that extra advantage, whilst hunting around their insta-port bridge. As Censi was saying, you'd have the pain of travelling to get RvR, dodging around adders to find a decent kill, only to compete not only against resists now, but possibly whilst they are buffed and you are not. Standard buffs have a lot more effect than resists.

Unless, you're talking about a seriously short range, which wouldn't exactly work for FG RvR either. Come to think of it, it gives the FGs extra advantage when steamrolling anyone. |:
 

Castus

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Theseus said:
haha lovely :touch:
Haha dont know what your laughing at i hear u make them random 8 to see who has to buy the tickets:) :cheers:
 

Mirt

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Leather is 15% weak to heat, which is huge. Consideing I have a bot, I would be stupid not to use heat resists...

I don't really see this as being a problem, since it's your choice what damage type to use - it's very unlikely that any soloer will have more than 3 resist buffs up (since that would require 2 bots, and you can't tripple log on one PC).

Besides there are no realm castable melee resist buffs...
 

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