Lockout system is a failure and some people takes advantage of it

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arturziomas
Posts: 58

Re: Lockout system is a failure and some people takes advantage of it

Post#31 » Tue Jun 02, 2026 12:08 pm

lumpi33 wrote: Tue Jun 02, 2026 10:41 am
arturziomas wrote: Mon Jun 01, 2026 10:02 pm Maybe both, what it doesn't mean however is that all destro classes are somehow amazingly op and broken like the other poster tried to suggest.
That's a wrong assumption. It could mean that the organized guilds log to the underdog (order in this case) for AAO and better farming.
It could mean that, it could also mean that blob meta favors the side with better ranged aoe classes. Either way asking for some blanket destro nerfs seems tone deaf to me.
Last edited by arturziomas on Tue Jun 02, 2026 12:47 pm, edited 1 time in total.
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tefnaht
Posts: 162

Re: Lockout system is a failure and some people takes advantage of it

Post#32 » Tue Jun 02, 2026 12:24 pm

kpihuss wrote: Tue Jun 02, 2026 10:36 am The lockout system works as intended, to balance the game when one side is underpopulated. Obviously, it still needs adjustments, and as stated in the roadmap, we need to see it completed with the campaign system to truly understand how it works.
Hard to image how to change campaign system where xrealm do not abuse it. Maybe some sort of LotD rules in oRvR, first side that hit X score - lock zone, no matter what keep and BO state, each kill generate score, each BO generate score, hold enemy keep also generate score, X depends on enemy keep stars. If org wb interested only in kill count - let's campaign progress moves with it. Above it - if lockout debuff on, count kills as opposite side score. Lock reward = some constant*(current score / target score).

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Aisha
Posts: 317

Re: Lockout system is a failure and some people takes advantage of it

Post#33 » Tue Jun 02, 2026 1:19 pm

tefnaht wrote: Tue Jun 02, 2026 12:24 pm
kpihuss wrote: Tue Jun 02, 2026 10:36 am The lockout system works as intended, to balance the game when one side is underpopulated. Obviously, it still needs adjustments, and as stated in the roadmap, we need to see it completed with the campaign system to truly understand how it works.
Hard to image how to change campaign system where xrealm do not abuse it. Maybe some sort of LotD rules in oRvR, first side that hit X score - lock zone, no matter what keep and BO state, each kill generate score, each BO generate score, hold enemy keep also generate score, X depends on enemy keep stars. If org wb interested only in kill count - let's campaign progress moves with it. Above it - if lockout debuff on, count kills as opposite side score. Lock reward = some constant*(current score / target score).
It has been pointed out in this thread, xrealm has been used to have fights and kill enemies, how is that abuse? In a pvp oriented game we should ALL be glad having opponents to play with, or are we loving pvd door that much in order to get our toons geared the easiest way possible?
I respect your opinion but i disagree, those guys shouldn’t be penalised, completely the opposite, they should be rewarded for making this game more enjoyable.

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