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Originally Posted by Red Locust
1) Heal party and orders have range larger than radar radius; two people can easily cover most of the battle grounds.
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If it's larger than radar, it isn't much. I did PLENTY of E/mo heal party spamming on Friday. After a few hours of doing it and usually hitting roughly half the group, I gave up on it and went back to regular monking. Four people could probably cover all of the shrines; 2, not even close.
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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.
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I didn't say warriors were weak. I said "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." Warriors are not going to be capping shrines by themselves. They die. If someone faces a war on the open field, then yeah, they should run. If they run to a rez shrine, they should laugh while the war dies. I was not speaking about warriors killing other people 1v1 on the open field, I'm talking about warriors capping shrines. They don't, at least not by themselves.
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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.
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This setup isn't even remotely super, nor was the FPE any more full of "typical builds" than ABs are now. In fact, you just said warriors are all over AB now. I doubt we'd see a huge increase in warriors if the format was changed back, and in fact, things
you have said suggest we would actually see fewer warriors. At least if the FPE setup was brought back, we might see some eles, some necs, whatever else. Being a monk right now is absolutely pointless. No one should EVER bring a monk into AB. Do you really want that? You want ABs to be restricted to basically 2 or 3 professions?
I also find it interesting that you complain about lack of organization right below, but your teams in FPE were organized enough to stay in range of your orders, your E/mo heal party spammer, your martyr monk, and so on. Everyone was just running around in a group of 12? Because I found that running around in a big group was not usually the most effective method. Of course, that's alleviated now, I suppose...
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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.
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Well, your experience with parties was much different from mine during the FPE. I was frequently near a shrine and able to get some support from a war or ranger to help me take the NPCs down and cap it. Perhaps I was simply stuck with good groups or something, but I would say at least half of the groups I played with during FPE were quite good about communicating with one another.
So, we can keep it now and have useless monks and virtually overpowered warriors (your words), or we can switch it back and have eles, monks, warriors, rangers, necros, and so on that are all useful in ABs.
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Originally Posted by Loch
I don't get your issue with splitting. The way it works now, splitting up a team of twelve comes naturally - you split as three groups of four, each of which is already organized.
And if you just run around following random squads on the field, you need to work on your tactics.
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Loch, I don't suppose I need to mention that you don't always rez in the same spot as the rest of your 4, don't always die the same time as the other 4, or even
need to be in a group of 4. 2 people can easily cap one shrine; you don't need 4 to do it. Frequently, a friend and I joined up together and capped shrines while the rest of our party faced off with the opposing team in the middle of the map or at some shrine. The point is, you
do not always need to be running around in a group of 4. Sometimes it is much better to break off with just one or two other people and have everyone else doing something else. With the FPE system, it was easy to "organize on the fly" like that. Now, impossible.