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Thread: Can't mow down noobs in GW anymore; pyrrhic victories.

  1. #1

    Can't mow down noobs in GW anymore; pyrrhic victories.

    This post is to ask the devs to reconsider their balance meddling with the new GW 5 dura loss rule.

    * First of all, anyone who complained about overpowered players like ExecDude one-shotting everyone should be ignored. Before the dura change, I could slay 15 players my own size due to my superior formation and equipment. Plus, I keep going with full health. It impressed people, and my guild had a chance at beating his guild in GW. We had good matches we enjoyed. Now we're irrelevant. Further, my guildie is also invested heavily in our preferred build. It's simply too late in the game to expect to draw more players in by satisfying whiners. People have already adjusted to the way the game is and, like I've said before, Exec can only be in one place at one time.

    * This change makes alts and inactives 5 times more relevant than they should be. Big guilds all have 20-30+ players stocked in G at any time. My two-man army simply can't win now where we used to, but also larger guilds can no longer win a decisive victory with a single scout. How many GWs do you think are won because one guy outmaneuvered an advancing army? Plenty. The max population of each guild gives a huge incentive to alt now. Is this what you really intended? Four alts are now equivalent to a player with actual skill and time spent playing this game.

    * The prior 1 dura rule motivated players to play smarter and diversify. Superior formations involve class combinations: vampires, multis, tanks, healers, stunners, mages, and morale units. My dual-tank/healer/Lance/Blood formation defeats the brainless Blood/Adam/Rhize clones my size with 80%+ remaining, but a stronger player with pen/herja/adam -- where Pen has lvl 90+ equips -- still KO's me. That's the beauty of the game. Someone could plan to invest in a unit and get massive results. And that signals to other players that they need to try something new. Removing this source of motivation takes away from everyone's incentive to try new things and explore the game content.

    Winning is now half as bad as losing in GW: every kill is a pyrrhic victory.

  2. #2
    Justice Riot's Avatar
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    I am still trying to fully understand the change. I think many people get the change, but the very specifics of the mechanics has not been explained very well.

    If anyone has insight, I would welcome hearing it.

  3. #3
    Ironheart Cuddles_1461020's Avatar
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    Translation:
    "THIS SUCKS THAT I CAN'T SOLO ENTIRE ARMIES NOW! CHANGE IT BACK!"

  4. #4
    No, Cuddles, the enemies are MY size and larger/weaker by like 2-10m power. Thanks for your biased response though.

    And just in case any more noobs are unclear: No it's NOT fair that your 100k alt takes 5 dura off a regular player in GW by simply losing. That's crap, and everyone knows it including you.
    Last edited by GunsMcRoy; 03-15-2014 at 09:59 PM.

  5. #5
    Ironheart Cuddles_1461020's Avatar
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    The whole "Can't mow down noobs" can be a bit misleading. These must be some super-powered noobs?

    Also remember: armies get tired. Even when they win. Some call it called reality. However with your power, your guild should be able to recruit others depending on your reputation with the rest of the server. Hopefully you haven't already burned the bridges that you suddenly need.

  6. #6
    Justice Riot's Avatar
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    So do you lose 5 durability if you win and 10 durability when you lose? That is not what it stated in the notes. It said 5 health points. For me that is what is unclear. What is 5 health points? They are saying durability?

  7. #7
    Cuddles, let's quote something you said elsewhere:

    "The game is designed that you have to **choose** what to do with your stamina."

    If you and your guild get owned in this game by someone your own power, you don't need special rules that make you into~ an equal (or impossible) challenge for that player. How proud can you really be of winning that way? So don't attack me as if I have some kind of unfair advantage over lazy players. You choose~ to buy 10 Myst chests. You choose~ to raise a bunch of Veng instead of Endura.

    In a game where I can mug you for 15,000,000 coins, having EQUALITY OF OUTCOMES in GW is not significant. FD had them for months and still got outGUNned. So even when noobs gather together in the biggest guilds like barnacles on a whale, growing only by the nutrients they can access by being bottom feeders, they still don't (didn't) get the easy win they want. An easy win is never going to make you feel like a turn-based-strategy giant. Just learn how to play.

    @Riot, it means Durability.

  8. #8
    What does game stamina have to do with GWF durability?

  9. #9
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    Quote Originally Posted by GunsMcRoy View Post
    This post is to ask the devs to reconsider their balance meddling with the new GW 5 dura loss rule.

    * First of all, anyone who complained about overpowered players like ExecDude one-shotting everyone should be ignored. Before the dura change, I could slay 15 players my own size due to my superior formation and equipment. Plus, I keep going with full health. It impressed people, and my guild had a chance at beating his guild in GW. We had good matches we enjoyed. Now we're irrelevant. Further, my guildie is also invested heavily in our preferred build. It's simply too late in the game to expect to draw more players in by satisfying whiners. People have already adjusted to the way the game is and, like I've said before, Exec can only be in one place at one time.

    * This change makes alts and inactives 5 times more relevant than they should be. Big guilds all have 20-30+ players stocked in G at any time. My two-man army simply can't win now where we used to, but also larger guilds can no longer win a decisive victory with a single scout. How many GWs do you think are won because one guy outmaneuvered an advancing army? Plenty. The max population of each guild gives a huge incentive to alt now. Is this what you really intended? Four alts are now equivalent to a player with actual skill and time spent playing this game.

    * The prior 1 dura rule motivated players to play smarter and diversify. Superior formations involve class combinations: vampires, multis, tanks, healers, stunners, mages, and morale units. My dual-tank/healer/Lance/Blood formation defeats the brainless Blood/Adam/Rhize clones my size with 80%+ remaining, but a stronger player with pen/herja/adam -- where Pen has lvl 90+ equips -- still KO's me. That's the beauty of the game. Someone could plan to invest in a unit and get massive results. And that signals to other players that they need to try something new. Removing this source of motivation takes away from everyone's incentive to try new things and explore the game content.

    Winning is now half as bad as losing in GW: every kill is a pyrrhic victory.
    I think you have a vision on GW that I lack and enjoyed reading this.
    Can you explain in more detail what the issue is with the extra alt members?
    Do you mean to say that before they did not take any health whereas now they do by default and that numbers are thus more important now?
    If this is the case I do get your point since especially on the newer servers there seems to be a huge amount of alt players.
    In theory I do think it is a good measure - not every guild creates a lot of alts -, but perhaps it isn't working out well.

  10. #10
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    Well, as we just had GW to try out the new patch.. Of course it was pretty jacked up. Half the members couldn't move at all and others moved without clicking anything at all. All we could gather from it was that someone got 105% after claiming one of the camps from an enemy(to my understanding).

    Could anyone explain it better or did we all suffer from the mess up?

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