Re: Patch Notes 22/07/2020
Posted: Wed Jul 22, 2020 4:14 pm
Ok, thought a bit about this on my way home...
Doesn't this make some zone-keep combinations ridiculously easy to attack?
Imagine Destro having the keep closer to DW in Caledor. If Order has numbers, it makes it ridiculously easy to tag the keep before the main zerg starts rolling through the center and afterwards, if they choke the narrow point at SV, Destro just can't get in at all? Comparatively, if Order has that keep, they can just easily port to the DW warcamp, bunch up and roll through to the closest postern?
Goes same for the keep right next to Destro WC in Kadrins, just worse for the Order side there? At least there you can port to the Skaven, but a single group of players can easily kill the porting players before they can even do anything.
In the end this really just makes it even harder for the side with smaller numbers to defend a keep and even easier for the side with larger numbers to take a keep. I'm not really sure this is what people meant when they were complaining about the suicide ram jumps. Something less drastic like reses taking resources would probably work much better.
But I always forget devs only like the easy, "we don't have to work", fixes.
Doesn't this make some zone-keep combinations ridiculously easy to attack?
Imagine Destro having the keep closer to DW in Caledor. If Order has numbers, it makes it ridiculously easy to tag the keep before the main zerg starts rolling through the center and afterwards, if they choke the narrow point at SV, Destro just can't get in at all? Comparatively, if Order has that keep, they can just easily port to the DW warcamp, bunch up and roll through to the closest postern?
Goes same for the keep right next to Destro WC in Kadrins, just worse for the Order side there? At least there you can port to the Skaven, but a single group of players can easily kill the porting players before they can even do anything.
In the end this really just makes it even harder for the side with smaller numbers to defend a keep and even easier for the side with larger numbers to take a keep. I'm not really sure this is what people meant when they were complaining about the suicide ram jumps. Something less drastic like reses taking resources would probably work much better.
But I always forget devs only like the easy, "we don't have to work", fixes.