Quote:
Originally Posted by mrdbeau
1) Heal party, etc. does not effect everyone (only those who are relatively close to you, i.e. within radar range) in the party.
2) Having a bunch of IWAYers running around is NOT going to help you cap objective points unless they split up, at which point they would become useless and die in a very undignified manner.
3) Having 3-4 support chars is not going to help you out nearly as much as you think it might.
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1) Heal party and orders have range larger than radar radius; two people can easily cover most of the battle grounds.
2) Ignoring the fact that you wouldn't use IWAY, warriors are the most robust (strong, durable) characters in the game. They can run faster, they can snare, they can heal, and they can put out a very large amount of damage in a very short time. You can outright kill targets before they even get a spell off on you if you reach them unnoticed.
So why exactly do warriors become useless when they split up? If your small group of whatever meets a small group of warriors, you usually get owned unless you're heavily anti-warrior or you just run, because you need all the support you can get to work those warriors' health down before they tear you a new one. Warriors are very strong in small encounters, no doubt about it.
Heck, it's like that even now. Warriors in AB are all over the place. I play a warrior and I just run around deciding who dies next. Lone targets are especially juicy because once you get close to them, they're dead.
3) First, heal party is one skill. Meaning you have 7 other skills to throw at the opposing team. You make it sound like these "support chars" just sit there all day spamming heal party, drinking tea and eating crumpets. Water snares, anyone? If you get snared in the vicinity of warriors, kiss your candy arse goodbye. Hell, they even made a new "extinguish" skill that's a weaker, non-elite version of martyr. Good luck with blinds and cripples.
In regards to necros, blood is not only the orders line, it also happens to be the direct damage line.
So, you could argue about how this setup isn't exactly super, or you could've played in the FPE and noticed that nearly every battle happened to have at least one e/mo and usually lots of warriors. I ran orders a few times, and when I happened to score a warrior-heavy team, a steamrolling ensued.
Quote:
Originally Posted by mrdbeau
And splitting up negates the very party-effect spells and "builds" you mention in your first paragraph. On top of it all, when you have 3 separate teams of 4, how do you guarantee that you're going to be playing with other support chars that help out the "team build" you're working towards with your individual team.
But, you're right about one thing; splitting up inevitably has to happen, and that's the whole reason the change sucks horribly. When you split up, you aren't going to necessarily be going with your group of 4, you'll just go with whoever is around you when they start running to a shrine. THAT is the reason you need to be able to at least see everyone; so you know what and who you're going with when you head somewhere to take a shrine. Usually the battles at individual shrines do boil down to 4v4 or 6v6, and in the FPE, that was facilitated by having the entire party in the window. Now, it's just a giant clusterF around any given shrine.
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Once again, it's not difficult to reach most of your team with party effect skills. You can't guarantee an ideal team setup, but that's the beauty of warriors - they are self-sufficient.
Being able to talk to random teammates is nothing too special. I can't even remember a time where a random teammate followed any kind of orders. Drawing on the map can help, but I wouldn't bet on people following orders even half the time. I'd rather have a balanced game where you're not forced to be one of only a handful of viable builds.