TreefAM wrote: ↑Sat Jul 25, 2020 2:56 pm
Do people only play this game to get the gear and then start an alt?
I keep seeing nonsense like "No one has reason to play their main in orvr" "Waste of time to play main no rewards" "Why would i play main if i get no gear"
What do you even do with your mains when you are full sov (lol), do you store them for winter?
Order have some full sov people whose impact is a forming non guild wb with at least 1-2 2\2\2 and run oRvR. I don't know what drives them, may be they so much love to be in situation where all against you. Gear metter a lot, if only skill metter - just remove(leave that slot empty) 2-3 pieces of your sov and play in that setup, and be ready to surprice. If high level gear don't give such advantage - just a little cup of people will farm it. But when you reach top of progression(ok you can get 2 sets of sov) - play week or two with "find challenging fights" mode on(when you are a part of winning side it require some work) - start new other char(not every one love to spend hours by killing under level'd\equip'q enemies) to try another heal\tank\dd because it seems to be more fun from play.
Part of classes(tanks\heals - less, dd - more) have some issues with current 24v24 fights, default pop spread in mmo with tank\heal\dd roles dd>heal>tank, 3 from 5 dd have heavy aoe control abilities on destro side(40ft aoe pool without count condition and without saving throw, 25ft aoe 2sec knok, leap+40ft front of you cd inc(heavy with leap)) and 0 from 5 by order side, aoe heavy control is a main feature of tanks and magus\engi.
All abilities with aoe around self must be max 30ft, all arc effects max 25ft for melee/40ft max for range, all in front effects 40ft max for melee/65ft for range. All melee cleave abilities must have selected target in 5ft in front of character(like every single target melee ability) and calc arc not in front of self but by direction from self to target, and yes - saving throw proc - no additional targets at all. Without it - all melee will always have advantage against range, on equal people numbers. Or just nerf hold the line from all tanks to 15% max on 3 stack, or add parry to it, or make all range abilities with instant cast, or all melee with cast time, or crop melee aoe damage by ~15-25%