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Search results 1-20 of 131.
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Most of my time in albion is spent roaming around with my guildmates to find content in the outland. Every day we yearn for content, but most of the time, we will not have enough numbers, so we choose a time to mass every day. Normally we would aim for an objective like vortexes, cores, and big chests, and when contents come, we will not deny it, even if that is an outnumbered fight. While waiting for content, we are ganker, and most of our profit comes from this activity. We are gankers roaming…
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If we are a smaller zerg and going to take on a fight with larger zerg, the only solution we have is to hit on nearest tanks and run or hold choke point. But if there are 3 behemoths, neither approaches are possible, because we cannot run through that behemoth line or we can wasted a push on them. Why has multiple front line def tanks while behemoth is cheaper, tankier and more value. If you are still not convinced on the power of behemoths, zergs have already stacked on them.
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I just want to point out the problem first. Right now, the only problem i have seen is with behemoths and beetles. Behemoths have that purge W (purge is really powerful mechanic that not many game had). 3 behemoths means that the enemies cannot move further than their position. The new dustweaver armor is powerful but at least Sbi introduce an " anti-abuse" mechanic on them. This is the solution i want to apply on behemoths. Other battlemount I dont really see much problem other than that 5 of t…
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Currently, the price of battle is cheap so large zergs with number advantage have been abusing battlemounts to add up those CC, behemoth (the most effective) particularly. To address this issue, one approach could be applied is that grant players immunity to that ability for some interval, and yet I don't think this would be enough.
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Quote from The_Support_God: “would you like Great arcane E to be purgeable? at the moment its just an AoE cleric cowl which is a super strong defensive which by now you know that is worth its 1 min cooldown if its purgeable by enemies would it be any different? in this senario where even if someone lands the G Arcane on a clump to protect them but if there was a lifecurse on the other side to Purge the G Arcane would it balance out in your opinion? then you would have counters to G arcane which …
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Oh i see your stand point. You think GA has long cd and somehow you can out rotate it? Then have you do small scale which much of the time getting outnumbered maybe just 3 - 5 more man in their team? You decided to take the fight but at the end you realized that there are 2 GA in their team. I see parties has been stacking on GA, and other arcanes are not a option anymore. If you said then dont them but brawl them, but they have more men? If GA doesn't exist then we still have other defensive st…
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Please do something with resource concentration node as well. Right now using clone to scout for resource is inapplicable, so maybe big node can be spawn back in roa. But still players have memorized resource boss location. Please introduce another way to spawn resource boss. For example, random map and tiers.
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1/ Please remove Great Arcane from the game. Despite nerf after nerf, GA is still absolute defend and nothing can replace it. You want to diverse the meta and introduce GA, but then GA is outshining other similar defensive staffs and become a must-have role, then what is the point? 2/ If some weapon has to much kiting potential like badon, war bow, ... then take away their precision. For example, badon & warbow can be nerf with a slower E arrow or a cast time on E.
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Protect static Avalonian camp from rats. Those attractive points suppose to be content for a group of 7 players, but I see those are profit for rats now. Just like you try to protect solo content for solo players. roa is content for a group of 7 players, then protect it for groups and punish ratting. About the resources concentration note, those don't have to be fixed and new artifact bosses can be in ROA too. Some other off-topic suggestions: If the Albion team doesn't want players to abuse the…
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To answer your question, it is not worth doing an island for econ if you can make money from other activities. In my opinion, island is another bad feature of Albion Online. Let's think about island, a passive income that kills all the excitement, but in return, gives us that extra resources & food. There will be people say that they need it, because it is money anyway. But does it really need to be this way? More resources can be spread on OW anyway and so does food. Island is extremely boring.…
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Most role, except dps, abuse omelette because of cooldown reduction. Cooldown as a passive stat, in my opinion, would be abused in some scenarios. For example, kiting builds reply strongly on cdr stat. And everyone know that playing against kiting build is not fun. Cooldown as active skill is reasonable, because it can be counter. There should be food which provides damage, health for bruisers. Poison should not be used on mounts because dismounting someone is so easy even the lately buff on mou…
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Right now I feel like SBI only full their effort on some weapons and the other weapon just to keep the economy going, or some worsen the combat experience. I am not going to choose 1 weapon to remove from the game, because SBI would introduce a new disaster anyway. The way I see SBI working on their weapon system is so clumsy and cumbersome. SBI makes defensive gear like judicator armor, enigmatic but then makes lifecurse to purge them all, so then the required number of role increase by 1, even…
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Currently, Fort Sterling cape provides trivial effects or is even useless in most PvP contents in AO. The most significant effect of this cape is when you are getting gank. But claw can still E after the cleanse, and a lot of gank builds dont care about this cape. In ZvZ, maybe it will cleanse you if you get CC during push phase. But it provides nearly zero protection because of the CC chains nowsaday. (camlann is off meta, people use mace W and ava hammer). Fort Sterling is useless before knock…
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Suggest: How to reduce damage of dagger in ZvZ Recently, when I look at the top kill in battle report, all of which is dagger tree. Suggestion: Change W (Throwing blade): Increase 7% damage when hit a unique enemy. Increase 15% damage when hit a unique enemy whose health is less than 70%