Glorious Alpha Two Testers!
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Comments
Well that decision was a relatively recent one. If they made it just hard cc immunity and let roots/slows work I think that would fix the problem entirely.
Training would still happen but players could combat it somewhat without being forced to go red.
Steven has mentioned that he will will be implementing changes on how aggro/leashing works and someone asked today in discord if after this implementation if players that pulled mobs and ended up getting people killed would be considered griefing and his answer was no.
If after the changes someone drags mobs over you and you hit them with your aoe or other damage pulling that aggro, you will need to deal with that and this is where exercising good situational awareness, which I have mentioned repeatedly, will come into play.
I'd prefer if mobs themselves had a behavioral pattern, where if several mobs are being pulled away from their preferred location - they start throwing out roots and slows.
The core principal is the same, but it doesn't require the potential victims to go purple (which could be a bait in itself) and also prevents the abuse I mentioned above.
Sorry, but the suggestion is quite ridiculous and I believe you, yourself, know why.
Nope.. I just hear people say "no" without any arguments. I made a great argument as to why its a good thing. It is clearly part of the game design.
Stop being lazy, make your argument or STFU.
Even attacking purples is a risk. They can change white right before your last hit and suddenly you are corrupted. Happened to me early in this phase. Now I'm scared to even attack purples... Pretty lame imo.
If they have removed that and it is a timer, L2 had a solution for this too. In the last ~10s ofthe timer the purple color would start blinking, signifying to both the attacker and the target that the target's flag is about to drop. I fully expect something similar in Ashes, and if it's not there - IT FUCKING BETTER BE, STEVEN!
Seems more like this:
You can mob train on em and win the spot.
You can try and out dps/tag a team to win a spot.
You can PVP challenge a team to win a spot.
OR all else fails, you can ask a team to move from a spot nicely.
I do like your point about the occupying party having more to lose and a weaker position. That is true with or without mob training.
I just want it fixed because the conflict is so much better when its diplomacy ,DPS race, or PvP.
Training is the lease fun option to me.
This is my personal feedback, shared to help the game thrive in its niche.
Only answer, currently, is an active GM.
Big problem right now is that even purple are a risk to attack because they can turn white at any moment and suddenly you go corrupt by accident. Already happened to me.
PVP fighting over spots is non-existent from what i've seen. Too much coordination for both teams to be able to pull it off with half flagging and half not, etc. Or if the dps flags, and the healer heals him and then flags, and then cant heal the tank... Its just a disaster, so most times I don't see direct 8v8 teams fighting over spots. Maybe some tank walls.
So really the only method left is hoping to mob train them out of the spot. This is probably why it is the most popular right now. Doesn't require communication and is effective on teams that aren't experienced enough to know when to run and when to stay.