Nov 19, 2009, 02:06 PM // 14:06
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#41
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Grotto Attendant
Join Date: Mar 2006
Location: Done.
Guild: [JUNK]
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Quote:
Originally Posted by Brother Andicus
Your view of optimal for kurzicks is 8 monks.
In such a scenario luxons wouldn't need healing beyond what Aura of Restoration can provide, and given 8 E/N's with nothing in the world to worry about except nuking then yeah, i'd say its fairly close to optimal.
However we all know that neither 8 healers nor 8 E/N's is actually optimal. A team with no damage output will always struggle to match the un-mitigated offence of the other team. A team with nothing but damage output will always struggle due to lack of flexibility.
BUT, given than I regularly see 2 monks on the kurzick side because they are a strong build choice, i'd expect to see 2 E/N's on the other side because they are also a strong choice.
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Absolutely, the ideal party would be a mix of defence and offence for both sides. The problem is that this means having to rely on a random party grouping system to provide you with that party.
That will not happen each and every time.
So the question then becomes how does one force the best possible party without having to rely on the random grouping party system?
As a Kurzick - you achieve that by going in as a monk.
There is absolutely no single Luxon build that would improve the odds to the same extent.
Which means that the Luxon need to rely on getting the right team build more than the Kurzick.
In a random arena.
With the "quality" of the players found there.
And then the bad quality of players that are present on both sides pushes this even further. The Kurzick players just need to get in the way. And the crappy builds crappy players run work superbly for that. Your average crappy build such as Defy Pain will work.
And the Luxon need to play better than that.
Why?
Because no Defy Pain build will take down a protected ele if the monk protting and healing him is standing behind the closed door. It's not enough for the Luxon to get in the way.
So not only are you not punishing the Kurzick side for running just the best option - which would happen if the Kurzick had an active goal, because then the Kurzick players would need to rely on luck to get the party that they want because they wouldn't be able to win with just defence - you are also demanding a higher level of skill from the players that already depend on getting the right team build because otherwise they will not even fill out all the needed roles.
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Nov 19, 2009, 04:15 PM // 16:15
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#42
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Furnace Stoker
Join Date: Jun 2006
Location: Minnesota
Guild: Black Widows of Death
Profession: W/Mo
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Quote:
Originally Posted by upier
Because no Defy Pain build will take down a protected ele if the monk protting and healing him is standing behind the closed door. It's not enough for the Luxon to get in the way.
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Minor fixes would fix this. Why should someone be able to hide behind a wall and able to prot/heal a NPC from spell range with no fear of damage against themselves? This can easliy be fixed make them step into the fray and monk like the luxons have to. I could care less if an attacker attacked me from behind a wall with a spell. But target heals should not work through closed walls. To balance you can weaken the turtles.
If nothing can change like I suggest then atleast make the turtles smarter then they are have them have a target goal not whoever is in range. One can just stand by the teleport portal and lock a turtle up for the game. /fail
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Nov 19, 2009, 05:20 PM // 17:20
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#43
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Desert Nomad
Join Date: Sep 2006
Location: Officer's Club
Guild: Gameamp Guides [AMP]
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Quote:
Originally Posted by Painbringer
Minor fixes would fix this. Why should someone be able to hide behind a wall and able to prot/heal a NPC from spell range with no fear of damage against themselves? This can easliy be fixed make them step into the fray and monk like the luxons have to. I could care less if an attacker attacked me from behind a wall with a spell. But target heals should not work through closed walls. To balance you can weaken the turtles.
If nothing can change like I suggest then atleast make the turtles smarter then they are have them have a target goal not whoever is in range. One can just stand by the teleport portal and lock a turtle up for the game. /fail
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you can cast offensive spells on the monk thru the wall if he is in range to cast on the gate npc
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Nov 19, 2009, 05:37 PM // 17:37
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#44
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Furnace Stoker
Join Date: Jun 2006
Location: Minnesota
Guild: Black Widows of Death
Profession: W/Mo
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Quote:
Originally Posted by N E D M
you can cast offensive spells on the monk thru the wall if he is in range to cast on the gate npc
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But then you need to be standing with NPC"S to do it. And your melee can do nothing.
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Nov 20, 2009, 10:05 PM // 22:05
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#45
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Jungle Guide
Join Date: May 2007
Guild: Nice But Deadly[nice]
Profession: N/
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Quote:
Originally Posted by N E D M
you can cast offensive spells on the monk thru the wall if he is in range to cast on the gate npc
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Kurzick Mesmers say "lol hi"!
Ok.. dumb brainstorm idea time... You know how in the Ravenpoint mission there's that "asuran gate" you have to attack, or those pillars you have to shoot with the junundu worm's siege skill? What if they made the gates actual "NPCs", but NPCs that only the luxons could target and attack, and kurzicks couldn't heal? Like give it a few thousand HP and a lot of armor, and a special weakness to the siege turtle, but make it unenchantable and unhealable? This would force the kurzicks to run amber and repair the gates. Also, do the same for the weapon gunther's working on, an NPC that's vulnerable to luxon attack, but can't be healed by spells. Give gunther, poltski, and radik a special "claim resource" ability they can use on the "weapon" NPC to heal it, so it's still a good idea to kill them off first, but now, instead of killing them, you can interrupt them or otherwise disable them to prevent them from "healing" the weapon or spike through them without having to kill. In this case, the best defense would be to push attackers out the door....
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