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View Full Version : Ganak and Runspeed


Oatheac
03-04-2010, 06:52 AM
<p>This is kinda humorous when it's your team, but it does get annoying since it requires almost no effort.</p><p><strong>It is probably for the better that flag bearer can't have in-combat run-speed, nor glide.</strong></p><p>This is including windwalker while carrying flag.</p><p>Not exactly fun when an arasai/fae speeds past you and gets out of range before you can kill them (thank you, toughness)  or slow them down enough. And ~100% runspeed because of trouby can make it worse. Usually it's arasai/fae bards (~100% runspeed) or arasai shadowknights (hp/defense). They just speed through the crowd and are gone before anyone can anything on them. Worse when there's enough tanks taunting that it's impossible to target them in time (although that kind of cooperation isn't the issue.). And the fae glide makes it easy to steer around the castle and shake anyone nearby. Also works at hills.</p><p>And I get to hear/see raid members whining, thinking there's hacking going on. After losing more often than winning in Ganak (due to it moslty consisting of nagafen players who are aware of this and exploiting it for what it's worth), guild members or players I'm grouped/raided with just quit because their impression of battlegrounds isn't that fun. A lot of times people just exit the battlegrounds (though that's just dumb since it'll end fast anyway, and you'll lose the AA/token reward), making it worse for the losing team.</p><p>It just doesn't seem like it should be allowed. It saps a bit of the fun out of the game, making it only last a few minutes. To me, this is not intended.</p><p>In short, the flag bearer should pobably be slower, requiring help of others to make it through. At least to have no more than 40 or 50% run speed, and 15-20% or none when in combat.</p><p>I know there are some, maybe a lot, who disagree for various reasons. If you disagree with what I'm saying, please provide support as to why.</p><p>/puts on flameshield</p><p>Discuss!</p>

Piccolo
03-04-2010, 08:22 AM
<p>or wardens with thier -%50 to snares and immunity to roots. . . .</p>

Tanna
03-04-2010, 08:59 AM
<p>Yeah I noticed this too, everytime I mention it people say "they're not in combat!" I'm not sure how they aren't, when they got people beating on them. I get put in combat right away when someone casts on me, if I'm doing something wrong would love to know what it is.</p><p>I would agree though, if you have the flag, you should be at 0% run speed, combat or not. It should be a challenge to get the flag back to your base.</p>

Silverzx
03-04-2010, 09:05 AM
<p>totally agree!  what happened to destorying the other team and taking home the flag?  There can be a whole group guarding that flag and my fae warden can get it and run past everyone no problem even though no one on my team is there to support me. </p><p>Another irritating thing is we need to address is the jumping to roof tops.   please disable featherfall/glide/far jump whatever while carrying a flag.  Its ridiculous that you can grab the flag and jump all the way to the roof of the building so that you can't get back your teams flag.</p>

Neihn
03-04-2010, 01:48 PM
<p>I fully agree that something needs to be done about the run speed. Theres several times i have been in there and the match is over in less then 3 minutes because no one can stun or root/snare the uber speed flag carrier enough to stop them.</p><p>And i also agree about the jumping on the roof tops. Theres places now on the roof that people are finding that if you stand no one can touch you because you get a "Can not see target" message.</p>

Taldier
03-04-2010, 02:08 PM
<p>It seemed like when I first played this instance on test-copy that I dropped the flag every time someone hit me.  Instead of nerfing everyone's runspeed I think making the flag carrier stop and pick the flag back up when they are hit would curb the easymode ability to grab the flag while still allowing the possibility for a single carrier to get the flag out of a poorly defended base.</p><p>I would also suggest that pve players buy some jumpy boots and practice because many of them dont seem to know how to move around in a 3d game.  Possibly as a result of standing stacked up in corners so much <img src="/eq2/images/smilies/908627bbe5e9f6a080977db8c365caff.gif" border="0" /></p>

Oatheac
03-04-2010, 02:25 PM
<p>Dropping the flag in test-copy was because of anti-cheating methods or something that couldn't reason the player's change in speed.</p><p>I think dropping the flag is a bad idea.</p>

bryan4171
03-04-2010, 04:41 PM
<p>Maybee im stupid but don't both sides normally have scouts on them?</p><p>Have your tank pick up your lazy faye scout and throw there butt across the map. (they have wings it wont hurt much)</p><p>Problem solved.</p><p>Point is we both have scouts its fair enough for me.</p><p>I get dropped a lot with windwalker up at 100% run speed.  Either I suck or your mages need to root.</p>

Taldier
03-04-2010, 07:06 PM
<p><cite>bryan4171 wrote:</cite></p><blockquote><p>Maybee im stupid but don't both sides normally have scouts on them?</p><p>Have your tank pick up your lazy faye scout and throw there butt across the map. (they have wings it wont hurt much)</p><p>Problem solved.</p><p>Point is we both have scouts its fair enough for me.</p><p>I get dropped a lot with windwalker up at 100% run speed.  Either I suck or your mages need to root.</p></blockquote><p>It does feel a bit too easy right now.  If my temps are all up and there arent 5+ attentive sorcerers sitting on the flag Im going to get it and Im going to score unless my teams flag is taken as well.</p><p>Of course both sides can do the same thing, which happens a lot, and then the game often just gets decided by pure kill count.  Even so it seems a little too easy to get out of the enemy base using temp buffs.</p><p>I still think there has to be a better balancing solution then just nerfing run speed.  Really everyone can run fast so its not an issue of unfair runspeed.  I still think somehow making the carrier drop the flag without actually having to kill them could add an interesting element.</p><p>Just as a hint for the people really getting annoyed by individual flag runners...the best defense is just to post guards at the doors into the base rather than all humping the flag.  Its much harder to time the run if you are already getting attacked before you jump down on the flag.  You can have 12 people on that flag and it probably wont slow me down, put two guys at the entrance that Im going in and Im not going to make it out of the building.</p>