Re: Limit ability to chain Rez
Posted: Mon Nov 25, 2019 5:18 pm
As a healer who played during the event, dieAcidic wrote: Mon Nov 25, 2019 10:44 am I would like to suggest a changes based after seeing how the dreaded pumpkins affected the game.
Thank you for the constructive post and clear justification of your position.
Nonsense. Sorry buddy, but don't pull a bombling here. (just kidding.... )Acidic wrote: Mon Nov 25, 2019 10:44 am Following the recent changes to the cap and the problems with breaking sieges , I would like to suggest a changes based after seeing how the dreaded pumpkins affected the game.
Problem
Defenders hidden from the attackers can Rez in peace preventing any “withering down” of the defenders by attackers while attackers can easily be caught behind walls etc so they can not be rezzed. This also is an issue with players dropping onto rams with little to no consequence. They die so often they don’t even give rr to attackers. The existing debuff is too little of downside to affect the players and is not a deterrent for chain rezzing.
Solution: reduce the ability to chain Rez .
The solution I suggest is that on each Rez (release and player Rez) the player gains a debuff which prevents them from releasing or accepting a Rez . This stacks in the following way.
1 stack (Initial debuff ) cant be rezzed 30 secs , lasts 30 secs
2 stacks can’t be rezzed 1 min lasts 1 min
....
Max 4 stacks 2 mins can Rez or release
This means kills and avoiding dieting becomes important and suicide becomes painful
Think maybe I was not clear enough who the debuff went on. The debuff only would stop chain rezzing specific player not the rezzing if the rezzer is trying to Rez different ppl.Alfa1986 wrote: Tue Nov 26, 2019 9:14 am purely theoretically, increasing the cooldown time of rezz spells to at least 1 minute would be good. it can also be added
a new tactic for healers that would return the old conditions, but would take away one tactic's slot. but a complete prohibition on resurrection skills is a bad idea.
Awful suggestion, this is only helpful for the blob, getting even less ppl to presure.Acidic wrote: Mon Nov 25, 2019 10:44 am Following the recent changes to the cap and the problems with breaking sieges , I would like to suggest a changes based after seeing how the dreaded pumpkins affected the game.
Problem
Defenders hidden from the attackers can Rez in peace preventing any “withering down” of the defenders by attackers while attackers can easily be caught behind walls etc so they can not be rezzed. This also is an issue with players dropping onto rams with little to no consequence. They die so often they don’t even give rr to attackers. The existing debuff is too little of downside to affect the players and is not a deterrent for chain Rezzing.
Note: the debuff I describe is on the player being rezzed so only affecting the ability to chain rezzing a specific player , so no affect to DrWho rezzing the destro hordes just has to wait 30 secs between rezzing the same player if they instantly die.
Solution: reduce the ability to chain Rez .
The solution I suggest is that on each Rez (release and player Rez) the player gains a debuff which prevents them from releasing or accepting a Rez . This stacks in the following way.
1 stack (Initial debuff ) cant be rezzed 30 secs , lasts 30 secs
2 stacks can’t be rezzed 1 min lasts 1 min
....
Max 4 stacks 2 mins can Rez or release
This means kills and avoiding dieting becomes important and suicide becomes painful
in this case, I don’t think that it will in any way affect. and it will be a waste of time and effort for developers. just if in a short period of time there is a large number of ress, then that warband is doomed to lose any way.Acidic wrote: Tue Nov 26, 2019 2:59 pmThink maybe I was not clear enough who the debuff went on. The debuff only would stop chain rezzing specific player not the rezzing if the rezzer is trying to Rez different ppl.Alfa1986 wrote: Tue Nov 26, 2019 9:14 am purely theoretically, increasing the cooldown time of rezz spells to at least 1 minute would be good. it can also be added
a new tactic for healers that would return the old conditions, but would take away one tactic's slot. but a complete prohibition on resurrection skills is a bad idea.
So this suggestion is milder than the blanket cool down timer increase as it gives each player ability to be instant rezzed once but if they die in next 30secs they will have to wait before they can go again