Battle for Praag
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Re: Battle for Praag
If there is enough outcry for 12v12 and 18v18, could we have two instances of this one scenario?
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Re: Battle for Praag
it's really nice indeed as a 18 vs 18 , just the pop seems relagated in the late evening/ night time.
Maybe until x time EU/US it could have 12/12 then swap to 18/18.
Maybe until x time EU/US it could have 12/12 then swap to 18/18.

Re: Battle for Praag
Part of me likes 18v18 but part of me hates it. But then again it can be pretty one sided like any other SC. But also allows for more farming of the other realm. But i believe its good to change things up, all we need now is a 6v6 SC. To be fair Battle for Praag is a large SC.
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Re: Battle for Praag
Destro seem to have a hard time on Praag :^)
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Re: Battle for Praag
got my magus today and plenty of not guarding tank around make 2+2 ....Scrilian wrote:Destro seem to have a hard time on Praag :^)
:/

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Re: Battle for Praag
Guarding a Magus? Getting guarded in a pug setting is already rare as it is for mdps and healers, it's much less likely that anyone will guard a magus. You shouldn't be getting hit much anyways
Re: Battle for Praag
I don't know about other tiers but 18v18 in BFP is working well in tier 1. The fights have been fairly even with both sides getting plenty of kills. As more toons enter, the side which is dominant frequently changes. The larger pop makes it more difficult for a premade to dominate and it provides for a greater mix of classes. The best illustration that it's working is that there wasn't a spawncamping of either side during the 6 or 7 BfPs that I played over the weekend.
The combination of open squares, winding streets and raised sections provides opportunities for all classes to contribute, with a good balance between melee and ranged damage. This is what RVR should be like - an equal chance for all classes to contribute.
If you think back to the live game, the fights where the greatest number of people gained the greatest enjoyment were the (unfortunately few) evenly balanced stage 3 city fights in the war quarters of both cities during the 36v36 era. A compact map, with open spaces in IC and obstacles (the statues, etc) in Altdorf, provided for a non-stop 30 minute fight where everyone got to take part to the best of their ability. In the 30 minute stage duration, both sides would get 200+ kills, good players could get big numbers, average players also got a chance to get plenty of kills/healing and everyone left happy at the end. You might not want every fight to be like this, but those are the types of fights you should be aiming to see happen more often.
The combination of open squares, winding streets and raised sections provides opportunities for all classes to contribute, with a good balance between melee and ranged damage. This is what RVR should be like - an equal chance for all classes to contribute.
If you think back to the live game, the fights where the greatest number of people gained the greatest enjoyment were the (unfortunately few) evenly balanced stage 3 city fights in the war quarters of both cities during the 36v36 era. A compact map, with open spaces in IC and obstacles (the statues, etc) in Altdorf, provided for a non-stop 30 minute fight where everyone got to take part to the best of their ability. In the 30 minute stage duration, both sides would get 200+ kills, good players could get big numbers, average players also got a chance to get plenty of kills/healing and everyone left happy at the end. You might not want every fight to be like this, but those are the types of fights you should be aiming to see happen more often.
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