Penril wrote:StormX2 wrote:Why is it not okay to introduce a limit to stacking of kegs in order to reduce the scale issue in keep defenses?
Because there is no issue, until someone can prove that a 10 keg engi WB can beat the destro WB i mentioned.
Why are we even using a 10 Engi WB as an example for a Large Scale issue?
Strictly discussing Keep Defense here and Large number, so Id like to use a more standard setup.
Lets say 2 warbands vs 2 warbands, pretty standard group makeups, with order using 1 engi per individual party.
At the very least it seems that an engi, up tinkerer until keg, has about barely under 300 health per 3 seconds right? If each one of them goes the same way (maybe some up in rifleman, or some up in grenadier for the napalm). Each of those, 8 total Engi;s, can place Kegs at or near the lord room without any real consequence other than having to be in range of potential fire, the AP cost and the time to deploy it.
Now on average, the people in the lord room, would be a mix of Tanks, M/RDPS Single Target and AoE etc. Strictly looking at what the keg can do alone, 8 x Kegs with 9 random targets (sometimes the same, sometimes full health) can heal what, 72 targets? In the Lords Room, How many people out of 48 would actually be in that lord room, in range of the kegs? I cannot guess what the average really would be, so just going to throw out an arbitrary number of 15 people in the Lord Room, attempting to fight and disrupt Destro.
the 8 x Kegs are now healing between only 15 people, in or out of party, with or without damage, that is a potential for a nice and easy 2400 in health, every 3 seconds, regardless of whether that Engi is even in a party or a warband in the first place.
Now since we have standard party builds, at the very least a healer or 2 in each party. Those kegs can be seen as providing additional heals where your healers might not have been able to. It's like a Free HoT, allowing the actual Healers to sit on top floor, cranking out AoE heals (AM with Wild Healing, full Will Power stack anyone?) without even having to LoS team member for a HoT or direct heal, as the only people realistically taking damage are on the lord room, and in range of those kegs. I see the Stackable Kegs as helping promote crap gameplay, of 1 button spamming on 3rd floor, with the rare los st heal being tossed.
This is why I believe that a change to how keg can interact with players can be a good thing. What is the right change? Well I don't really know... I agree that a cap on the number of Stackable Kegs could definitely make it fair. Is this even possible? Can this even be done? Is it either All Kegs can Stack, or No Kegs can stack? Similar to Pit of Shades?
Changing how many kegs can stack on each other in the same area will not effect game play in 6v6 or any other small man situation (while barely changing things in the Pug SC's), but will greatly help when it comes to larger scale fights, especially those in a small area.
With this all being said, I do not see why Engi's are vehemently opposed to a stack cap.
I am at work, ive been writing this on and off while doing many other things and apologize for anything I may have missed. I am writing this as an everyday player who does play both sides. I will as per recommendations (or maybe, a requirement from this Thread?) Be playing Engineer for a little while to see it from the perspective of the Engineer, as I have already seen it from the perspective of the Front Line KOTBS huddled in the Lord room.