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Old 11-07-2009, 12:37 AM   #31
Knollie
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Quote:
Originally Posted by Monkeyboyen View Post
true that they were the last line of defence, but I don't want the forts back because on my server, destro drove us back to the fort and then they went away or attacked once and then went away. So we had to defend the fort for a hour just incase destro would come back, that is 1 hour of doing nothing, the only positiv side of that is that I could take a break and get some food or go to the bathroom :P Same on my server

I prefer to fight in the cities were at least I get to fight destro. The rvr experince in the cities differ from time to time, but most of the time I have fun fights agaist destro and get a sweet ammount of renown. You don't have to follow the zerg to the middle. Im geting alot more fun then defending a fort for a hour without any attackers. Problem on my server, Des leaves also when they cant win the PQ.

The last line of defence now should have been the keeps in your last sone, but the experince I have had that to few bother to show up to defend them.
Agree that keeps should mean more in the camapaign but making them esier to take without any possibility of real defense (only at door) to keep the zerg out is not helping a lot. When you have a rank 5 keep and it gets taken in 5 minutes something aint right.

Maybe they should also upgrade the keep lord with the rank of the keep so a rank 7 keep will give a lord like the forts had. (also has to cost a lot of gold to keep him happy)

Scenes during City siege sounds nice but when the enemy is killing your king a scenario win doesnt feel like the same accomplishment
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Old 11-10-2009, 01:46 AM   #32
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Opening up the scenario's for all level is a bit silly. Bolstering and all is fine but toons from t1-t4 that bolstered to level 40 are still made of paper. A level 21's stats end up around 600, when a high rr player only looks at you, you are gone. They should have made it a normal T4 scenario (or bolster higher over 40, the lower level you are).

The forts had a cap in them because the server couldn't handle all the players, now that the forts are removed keeps are being zerged and we have slideshow gameplay again.

That being said, I like that they atleast trying to make it fun.
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Old 11-10-2009, 03:40 AM   #33
Hohum
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I think they missed the biggest glaring problem with the city pq was when the lord appears all it takes is ONE person to pull and you end up with superspeed mobs racing around, winking out of existance and then reappearing in a different location.

In all my time of playing MMO's it has to be the WORST pathing in any game. It's like they gave the coding for the pathing to a 3 year old.

If this was sorted and people actually had a decent chance of tanking the 5 mobs then it would be more interesting.

But the changes in themselves are still good imho.

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Old 11-10-2009, 07:45 AM   #34
Abyssia
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I think the major issue with most ppl leaving the game these days is no scenarios during stage I City Siege..why thats havent been addressed is another major bummer...
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Old 11-11-2009, 07:27 AM   #35
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Quote:
Originally Posted by Abyssia View Post
I think the major issue with most ppl leaving the game these days is no scenarios during stage I City Siege..why thats havent been addressed is another major bummer...
Honestly, Mythics problem isn't that people want to do scenarios during a city siege. The problem is that Mythic has created a mass-PvP game where quite a few people *prefer* to do random scenarios rather than play the campaign and participate in the city sieges.

That means that the campaign and city sieges are broken and need fixing, not that they should slot more people into the small scale scenarios.
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