Essense and mages..... and the lack of guards....

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    • Essense and mages..... and the lack of guards....

      I understand that the lowering of the amount of guards was to encourage more fighting in the territories... however the fact that a 3 man squad or even a good 2 man squad can run into a territory and kill the mages is total bull as well as makes the whole thing completely pointless.... as soon as we were notified that someone dove the territory I was out there in less then 3 minutes and saw just 3 dudes no healer and the mage die right as I got to them to dismount.....

      This was a good idea that was changed compared to what was discussed pre-release......... so execution... slight failure and pointless.....

      Suggestion: Put more guards, as well as, make the wizards stronger. Another idea is instead of spawning wizards every hour maybe spawn all 4 at once or a certain designation maybe, and if you go kill another territories wizard it puts that kill in a territory of your designation that you own so you could essentially have 5 wizards or 10 whatever..... getting you essence.... the current method is bullock...... after just 1 day of killing mages and defending mages its made the new change completely boring to handle and worthless to bother with.... at one point within like 15 minutes of the first mage spawns all the mages were practically gone in every zone..... that's how easy it was.... and pointless they are to a degree..... the market dove drastically as soon as this was discovered.....
    • Currently the guards are just a slow-down, they do very little damage, have no abilities(except for the crossbow but that's just slight damage), their patrols make it easier then if they just stood still, they aggro only from very close by, they leach very fast and instead of groups of four it's now just groups of 2.

      You don't even slow down people that much with the guards anyway, if you are one zone away and you start running there as soon as the first guard message shows up you can just about see them running away with your energy.
    • how about you place some elite guards around the mages that always fight with the mages. Once they and the mage are dead, a friendly mage appears which you have to protect for ~30minutes. If the mage dies before that time, no energy will be stolen and the territories guards will reappear. this would give guilds enough time to respond and the attackers would have to invest more time.
    • It is things like this that just make me wonder what it is you are trying to do...
      You first of all put all the Tier 8 resources into the territories to make GvG's more important...
      You then make the guards almost pointless.... you stick the bears where they can be pulled from outside the terri...
      You add these mages that can be killed by 2 peeps...
      So now the owning guilds have to kill the bears as soon as they pop, or they are farmed and we are supposed to stand in our terris all day to stop the the mages being killed... you call this content?
      Its boring as hell and after one day I cant be ass'd with it.
    • @Korn

      Not sure it has been reported (haven't checked the threads):

      sometimes the mage-alert does not trigger even though mage gets engaged and dies.

      Had it several times where all we got were Guards-alerts, but eventually the mages died without giving us any heads up.
      (maybe something with the way they get pulled? body-pulled, or far from screen, or group-pulled via some guard)
    • I just wanted to give this *update*........... you balanced them alright..... so now the idea of the mages was to make them the most boring thing in the game? It wasn't bad enough they were easy to kill lets make them easier..... and just take forever by adding the most annoying mechanic of an ice block that's 25 seconds long so that you spend 20 minutes attacking a mage...... Before it took 2 people in certain gear to do..... now I can get a group of guys kill all the guards late at night and each guy have some kind of self heal and leech and the mage 100% has no chance of killing you..... or you can bore yourself to death take 10 people and spend 15 minutes auto attacking it bc it ice blocks every 5 seconds for 25 seconds...... Oh btw don't defend it cause if you do defend it its ends up going into ice block and being that one guy in the back line that never helps you.........

      How one goes from the original mechanic to thinking this was a logical fix is beyond common thought.... like did you guys actually put 5 guys together and attack the mage before you released it to the public? or was this just a piece together last dash of hope at create some kind of entertainment like a really bad movie that breaks into two parts in hopes you will be so annoyed you have to go see the 2nd one now.....

      On a positive note you did make it so you can't leesh all the mages to one center and kill them all... although I'd counter that this made it more boring by taking 40 minutes to kill 4 mages that don' fight back as they are too busy making ice cubes for your now lukewarm mixed drink from all that auto attacking your doing........

      Please all I ask is take 5 random people or whatever it takes and throw them at your content or update before you release an "idea" on the world..... you went from every mage on every continent being killed in the first few days of the patch to when this balance came out to everyone on every continent being so bored and realizing the farfetched idea of the essence is boring and worthless to having 4 mages in all territories now..... In fact the zerge I was in was so bored we decided we'd only do it to resource dive...... that the mages was utterly pointless...

      Also if you do the math no one in the world wants to spend 35 days to get that mammoth off the essence...... and that take the top guild or alliance to even do that within 35 days... rest of the world probably a more practical number is 60+ days.
    • As I look at the world map today, I can't say for sure if the changes to the mages has been for the best or properly balanced yet. Before it was indeed way too easy to raid and the mages could be exploited by aggroing them to the outside of the territory for easy slaughter.

      There were lots of raids going on all over the place. Now today if you look around you will see many territories with a full four mages and no stolen energy. Its possible that raiding has become too hard so now guilds can easily defend everything and thus small groups that want to steal energy can only do so by zerging up or launching a multiple attacks at the same time on various territories.

      While I can say I didn't like that they were too easy at first, I will say it was more interesting seeing lots of small groups roaming around and engaging in open world content. Now it seems we are back to just zerg up or don't bother.
    • Devious schrieb:

      As I look at the world map today, I can't say for sure if the changes to the mages has been for the best or properly balanced yet. Before it was indeed way too easy to raid and the mages could be exploited by aggroing them to the outside of the territory for easy slaughter.

      There were lots of raids going on all over the place. Now today if you look around you will see many territories with a full four mages and no stolen energy. Its possible that raiding has become too hard so now guilds can easily defend everything and thus small groups that want to steal energy can only do so by zerging up or launching a multiple attacks at the same time on various territories.

      While I can say I didn't like that they were too easy at first, I will say it was more interesting seeing lots of small groups roaming around and engaging in open world content. Now it seems we are back to just zerg up or don't bother.
      We are also not quite happy with how the mages play out right now, there will definitely be a review very shortly, however, most likely, after the holidays.

      Also, we will likely be able to make the mages more rewarding *without* making self-killing your own mages a viable strategy. This has to do with the fact that right now, mathematically speaking, killing the last living mage in a territory costs the owning guild around 4 times more points than killing the first one. (due to mages spawning one after the other). Hence, in theory, we could drop more energy on the 2nd, 3rd and 4th mage being killed. Instead of doing that, though, we might also change the respawn rates, i.e. if a territory has 0 mages, it will spawn a new one quickly. If it already has 3, it will take longer. If we balanced this in such a way that the average respawn time stats at 3 hours, we could double the amount of energy dropped (if my math is right). Also, right now, killing a mage only drops 50% of it's value directly, the other 50% goes to the guild in the form of points, and these can also be converted to energy. Now, we'd like to change that such that the guild still gets the points for the sake of rankings, but all of the energy is still dropped directly. Subject to everything checking out, this would mean that we could have mages drop around 4-times as much energy as they do right now.

      This would go hand in hand with a mage rebalancing. While the ice blocks achieve the goal of making the mages slower to kill, and are also effective at stopping zergs from killing them too fast, waiting for an ice block to disappear is not exactly fun.
    • Mage Defense was awesome prior to the change. Because the mages were easy to kill, there was a ton of small groups roaming around to try and poach and there was alot of pvping going around almost constantly and it was fun as hell. Yes it sucks that they can kill the mage quickly but it encourages guilds to not spread themselves thin with conquering so much land that they cannot defend. After the change, the pvp stagnated quickly back to pre-kay. Please return it the way it was. The only change necessary was the short leash range and maybe 1 ice block to give enough time for small response for defense.
    • I've killed mages with a 5 man group before anybody responded, I think they're alright, it should take time so defenders have a chance to respond. Before the iceblock was added nobody could respond even if they were in the zone next door. People want to have fun in a video game not have a 2nd job playing whackamole.

      @Korn you should revisit castles, they pretty much determine winner of season regardless of territories owned. Biggest zerg auto-wins castles, and that's not something where small scale guilds & groups can compete.
    • It's not normal that the energy is transferred to the guild account. It's like if 50% of the T8 resources was extracted automatically and could not be stolen! This breaks the barter style of trading in the game.
      Some players without a guild, but still hunt for energy. It would be normal if the magicians accumulated energy from themselves and the guilds had to manually take energy from the magicians.
      And if you kill such a magician, then you get all the energy of this magician.
      Игровое Инвестиционное Сообщество: инвестируем серебро, получаем прибыль.
      https://forum.albiononline.com/index.php/Thread/87605-Игровое-Инвестиционное-Сообщество/?pageNo=1

      Dieser Beitrag wurde bereits 3 mal editiert, zuletzt von Clu ()

    • Clu schrieb:

      It's not normal that the energy is transferred to the guild account. It's like if 50% of the T8 resources was extracted automatically and could not be stolen! This breaks the barter style of trading in the game.
      Some players without a guild, but still hunt for energy. It would be normal if the magicians accumulated energy from themselves and the guilds had to manually take energy from the magicians.
      And if you kill such a magician, then you get all the energy of this magician.
      We'll change this going forward. All energy will be dropped by the mages.