KannaWhoopass
05-28-2007, 11:02 AM
<p>Im at work bored so im going to take the time to write about something bothering me with the new PvP no zone rules.</p><p>In the past there were alot of zone huggers and 1 shot artists who would attack and run. This could get quite annoying chasing a person to a zone line and having them poof to safety. There was much moaning about this which is why i assume the new rules were put in place. I can see many thought the new rules would be a good idea however, after a few days of play im not sure i like them . </p><p> <b>The wrong classes can get away</b></p><p>One of the reasons i am not liking the new system is that the wrong classes are equiped to escape. im sure some see where this is going. THe scout classes can evac.. and the scout classes have track. with totems nothing is hidden from them. The scouts also have increased in combat run speed, available thru AA. The combination of these gave a large advantage before the changes, now however it is a HUGE advantage. I play a healer most of the time. When i engage in combat now its a big gamble, i have been killed fighting near spires by groups zoning down. Killed in dungons as groups zone in while im fighting. Killed near griffon towers , heck i have been killed all over the place. Mostly i get killed now because i get surprised by groups or extra peeps joingin into a fight. As a scout however with a tracking window open .. while fighting a scout can see the add group or individuals comming before they get there and start to run away ... </p><p>Also the class advantage of picking fights is greater now as knowing that there is only 1 person in the tracking radius is a huge advantage when choosing to engage in a fight. Also once in a fight a scout classes are better equiped to get out of town faster with run speed increase .. stealth on the run .. snare and run .. etc. The changes benefit trackers. </p><p>I can add furies to this list. They cant see the people comming but when the time comes to run away .. 35% in combat run speed. plus cheetah.. that is the new in combat evac right there. This would not be soo bad except that these classes dominate PvP as it is now .. the benefit of being a scout or furry class just went up.</p><p> <b>Healers dont fight.</b> </p><p>It was not the most common thing in the world to see but it did happen. 2 Healers choosing to go at eachother. These fights are always mana duels .. with the winner having 5% more power than his foe at the end of the fight. They were fun .. flowing thought and manastones for the win. You are never going to see healers fight EVER. The risk is too high. No class can afford to stay in combat fo more than min at most. With no way to leave combat unless you run out of range having a 10 - 15 min healer fight is suicide. It was sad yesterday. I was taking a portal to TT. 2 healers ran up to me warden and mystic. We stood on the platform looking at eachother for 3 min. None of us attacked, we all knew the fight would last at least 5 min even with 2 healers beating on one, and none of us was going to take the chnance. before the patch there was always the chance that if things went bad a sprint to wailing caves, stormhold may have been possible.. not likely .. but possible. But now none of us were willing to fight. </p><p><b>The fast kill is the safe kill.</b> This is even more important now. Getting in and out of combat in as little time as possible is important. If you are going to fight near a zone line. Killing an opponent and being able to zone away is key. This favors the DPS spike classes, the one hit wonders. Wizard SK assasin rangers brgand swashie. They can kill and zone. in under 10 seconds. if fighting a 1 v 1 when a grp zones in they can still kill their opponent and zone before the others immunity breaks.</p><p><b>Evacquest</b> That is what i see now. I have never seen so much evac in my life .. groups of 5 evac from groups of 2 because they figgure there must be more!! Everyone and their mother is evac crazy .. people dont run from fights now they just dont fight. </p><p><b>Take the Bait.</b> The style of play is changing. The popular strat-de-jour is get your opponent in combat. Then gank em. Groups are hiding across zone lines and zoning in as 1 player pulls 2 or 3 into combat. in the lower tiers twinks in the 20-30 level range riding nightmares are doing grup fly-by encouraging a few players to take swing at them so the rest of the group on nightmares can come flying in from out of track range to finish a combat locked duo or trio. </p><p>The spires are gank festivals. 4 peeps waiting in KoS for people to engage bait player standing on the spire.. Mostly the bait player is fury or class with high in combat speed and survivability. </p><p>I supose the tactic is valid .. but frustrating to the point of loggin off. when as a healer who cant kill anyone fast enough to aviod this tactic i have been killed for the 5th time by it. I cant fight near a zone line because ill get ganked if im beinbg baited. If i stand too far away from a zone line ill get smoked by groups with chetah or increased run speed. </p><p>Im safe in a grp .. as long as the group isnt near a zone line .. being baited by the x2 who is in 2 groups.. one on one side to bait the other waiting to zone across .. like at spires .. in SS .. BS .. BM .. anyplace group can pop in from out of track range. </p><p>I feel that the game implemented a new rule without compensating players for it. If you cant zone .. then i think the infamy and token drop rewards need to change also . </p><p><u><b>just examples for debate</b></u></p><p>1) if more than one group hits a player , it is a faction only kill . no status .. no token . no infamy loss . So if a 6 v 6 group fight is underway and a leecher comes along and starts to AOE then .. all thet the players get is faction. </p><p>2) If a member of your group is in combat .. you cant zone. That includes zoning in to the zone he is in. </p><p>3) If a player is combat locked in an encounter your group didnt initiate .. if you kill him faction only reward. 4) Tracking windows close in combat.</p><p> 5) devise a new means of escape .. many classes cant escape .. im thinking of mystics defilers coercers tanks etc while many classes benefit too much from other not being able to get away from them .. </p><p> <b>Not totally related to this ... but</b> </p><p>I think immunity should break .. if you move after zoning across a zone .. as long as you stand still you have 30 seconds if you move ..poof you can be attacked or attack. just threw that in there.</p>