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Optomistic

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1

Monday, April 13th 2015, 5:18am

Can we increase the amount of time it takes to cap a tower to prevent Fearless Capping?

Hello Everyone!

I Had a suggestion to prevent "Last Second" Siege War Caps. Why don't we have an increase to the amount of time it takes to Cap a tower, Rather than Holy Aura to a tower and then hit Fearless to solo cap towers all by yourself. The time "should" be increased to prevent any sort of ninja capping with fearless.

Maybe lose fearless if you cap a tower? Fearless should be used mainly for combat in my opinion.

Please feel free to add or suggest anything else! I'm sure there are other people who hate last second caps. Lol :missilelauncher:
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Monday, April 13th 2015, 5:39am

This suggestion has been suggested on the EN forums and it had a little bite, but lost interest quick.
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3

Monday, April 13th 2015, 6:03am

i do agree siege should be more about fighting then been able to ninja cap. the way things are right now you can dominate in towers all siege, but not been able to get inside their castle because of ch/m then loose to a 3-4 towers ninja cap in the last few seconds to a fearless cap despite putting defenses down and having ppl watching the towers coz speed pots+ holy aura

i like the loose fear if you start capping a tower idea as it would force to win a fight before capping. think it would work great in the lower points bracket, but might cause an issue in the higher point brackets where fights tend to last longer making retaking a tower a near impossible task. although it would only apply in almost even sieges and most hihgher point sieges are pretty one sided and it prob wouldnt matter right now. also thinking putting flammes on the roof would make capping the honor crystal impossible if it were to be applied.

so yeah idk what would work, but it feels like how it is right now is there are a couple of strategies that dont require any pvp skill and have almost no counterplay that can have a high impact on the result of siege. thinking of putting a ch/m to hold a gate and fearless cap. still dont know how purge can remove fearless but not high energy barrier and why no dot/hot are alloud on gates but p/wl can cast a % hot on gates....
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4

Monday, April 13th 2015, 6:10am

Purge does not remove High-Energy Barrier because it is not labeled as a beneficial effect whereas fearless is labeled as a beneficial effect. It's for the same reason that skills that prevent fear only work if the debuff is labeled as Fear, and how cleansee only removes harmful effects, etc.
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Optomistic

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5

Monday, April 13th 2015, 6:31am

I think that it still needs some adjustments.

High Energy Barrier is fine, Just don't make it place-able on other objects or other players. That's the Problem with High Energy Barrier, that it is can be Placed on Gates and Buildings. I can just make three Champion/Mage alts and place them at each gate, When the gate gets hit i can just switch to the alt and spam High Energy Barrier.

Guild Siege War should be a Test of Team Work and Organization. The outcome should be determined by Who has the Better Coordination, Strategies, Offence and Defensive Plays. Not Cheap Shots of Ninja Capping or any of such Sort.
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6

Monday, April 13th 2015, 6:59am

Not Cheap Shots of Ninja Capping

Better Coordination, Strategies, Offence and Defensive Plays
same difference imo.


ninja capping more than 1 tower at once takes serious coordination.



that being said, i would like to see time to cap increased, but also increase the cap speed with multiple people.

for example, default cap speed is 45 seconds, yet each additional player capping increases speed by 100%. (1 player -> 45 sec, 2 players -> 23 sec, 3 players -> 15 sec, 4 players -> 12 sec....)
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Optomistic

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7

Monday, April 13th 2015, 7:07am

That's a great suggestion! Make the Tower Caps Long but The More People On a Tower the faster the Cap.

I Can See That Working. But It still Needs Some Fixing.

:lol:
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8

Monday, April 13th 2015, 7:10am

Not a bad idea Cike, but however. If you elimante the "fearless" cap there could still possibly be a holy aura ninja cap regardless of the time.

Ex. Let's go with cike's Idea. 45 seconds. Let's say I"m capping a tower. 42 seconds in, and at the 43 second mark when enemies are coming, I use Holy aura, still immune capped.

Woudl it elimnate ninja caps at the end? possibly but its not 100%
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Optomistic

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9

Monday, April 13th 2015, 7:15am

Well, Fearless Capping at the End is where it Matters. If Its During the Siege when no defences are placed, Its Like Okay, Whatever we didnt place any defences. However, If a Surprise in the End Occurs where a Single person can Ninja Cap a Tower, There needs to be Changes.

Personally, I Don't Like It Where You Dont Need Gear To Win if All I Have to Do Is Run up to a Towers and Fearless Cap amd Win. But With Cike's Suggestion, It Would Provide a Bigger Effort to Cap The Tower.
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10

Monday, April 13th 2015, 7:18am

not trying to eliminate fearless capping (personally, i don't have a problem with it. if you pull it off, kudos to you).

just trying to make fearless capping(and capping in general) require more coordination.



that being said, this does hurt small guilds. for example, i know in my SW's there are only maybe 3 people even around(if that, normally 2) when we cap tower, and 1 gets guards, 1 defends against players, and 1 caps. it would be nice if the cap speed increase did not require the others to be actively capping, simply present in the vacinity of the tower, so they could be doing other stuff, like defending, while 1 person still caps.


edit @ last response: i'd actually rather see capping(and sw in general) require LESS gear. currently, even decently geared midgame guilds don't bother killing guards to cap. i mean, why kill a 25m HP guard when u can just kite it? that being said, i don't think it should be a cakewalk for OP geared people either (pre-buff). simply put, implement more SW elements to counter the SW elements currently ingame.
my r/p can outdps r/m. your name is stupid.

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Optomistic

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11

Monday, April 13th 2015, 7:28am

I Agree with The Whole Teamwork required to cap a tower. The Middle guard is Declared as Unbeatable. I Cannot Place a Dent on him so we kite him around to cap the tower.

I Am Against The idea of "Winning" by Ninja Capping after a long fought Battle. There Has to be a solution for This Annoyance. :rofl:
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Monday, April 13th 2015, 7:33am

I Am Against The idea of "Winning" by Ninja Capping after a long fought Battle. There Has to be a solution for This Annoyance. :rofl:

if you didn't properly defend against a ninja capping at the 11th hour, why do you deserve to win?
my r/p can outdps r/m. your name is stupid.

mages should stack dex. word.

Optomistic

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Monday, April 13th 2015, 7:40am

I Am Against The idea of "Winning" by Ninja Capping after a long fought Battle. There Has to be a solution for This Annoyance. :rofl:

if you didn't properly defend against a ninja capping at the 11th hour, why do you deserve to win?
The Real Question Here Is, How Do You Defend Against a Ninja Cap If There Are Already Defences In Play? As a Rogue, It is unfair to what it is capable of. Even a r/p is a great ninja capper if all u have to do it Escape + Spellweaver. Then Holy Aura Tower Cap then Fearless. How Do you Protect Yourself from being Ninja Capped?
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Monday, April 13th 2015, 7:51am

How Do you Protect Yourself from being Ninja Capped?
easiest way to prevent ninja cap is prevent the toon from reaching the tower.

don't let the rogue reach the tower. have scouts and eyes out. have actual players defending the tower instead of relying on defenses. focus defenses on the bridges and middle(the bottlenecks are the most defensible locations).

if they can get past all your defenses and players and to the tower, then using a string of ingame items, skills, and abilities, cap it, why shouldn't they get the tower?



the fact that a fearless cap is enough to swing the SW into a win or tie, or even possible in the first, place means that one side is not dominating enough to "deserve" to win. at that point, it's still anybody's game. if they fearless cap more than 2 towers in the last minutes of SW, then i really fail to see why they shouldn't win/tie for the last minute cap alone, as hard as a multiple fearless cap is to pull off.




if your problem is with a single class' ability to be able to ninja cap, then thats not an issue with SW dynamics in general, thats an issue with the class.
my r/p can outdps r/m. your name is stupid.

mages should stack dex. word.

This post has been edited 2 times, last edit by "Cike" (Apr 13th 2015, 8:33am)


15

Monday, April 13th 2015, 1:42pm

personnally i feel like the guards are too strong right now. say the siege is not completly a blowout, but 1 team is clearly stronger then the other. towers with 1 min to go should be 5-1 because honor guard is placed on 1 tower. the other home tower can be ninja cap in full imune from the top of the castle. now, to prevent a tie you need to avoid somone reaching the end of the bridge for both mid towers and about that distance for both home tower. if the other team has a lot of rogues it is almost impossible as they can always sneak by during fear. the entire siege comes down to wether or not a team that only have to be good enough to keep the 1 tower with honor guard can be coordinated enough to fearless cap more then 1 tower. if the guards were weaker, the honor guard tower would be impossible to hold unless you can actually win fights.

another problem with how siege is right now is say the other team is holding a tower and you are pushing for it, you make someone with holy aura run in for the tower then fearless. you now have 15 seconds to kill everyone... wich usually happens unless you are much weaker OR the other team counter fearless and you take the tower with no counter take with fear in wich case you still win the fight because you now have the guards on your side. if the guards were weaker well we fear, you fear ok whoever wins the fight after gets to keep the tower.

as for the 45 seconds cap unless you have more ppl i think it is terrible for sieges where there are few players, specially with how strong the guards are, asking someone to kyte the guards for so long unless it's a warden might prove very painfull.
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16

Monday, April 13th 2015, 1:54pm

Fearless capped a fully defended tower the other night on my level 50 k/p ALT. Preety stupid I think. Another issue ATM is, any physical immune used won't aggro the guards. So any rogue or r/p can cap any tower in hide without even touching the guards. Preety men to get chased around the map at the start to you have crystals and merits for hide and eye towers. Anyway back to fearless capping. Easy way would be to stop casting skis over each other. Usually I see the herald capping by taking tower then casting fearless over the top. This imo is a bug and should be fixed. Maybe make towers take 18 secs to cap. Would at least make it far harder to fearless cap but still enough to not harm smaller guilds. Also if anyone can cap the tower in the time between the aura and fearless then they deserve it :)
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Monday, April 13th 2015, 2:27pm

as for the 45 seconds cap unless you have more ppl i think it is terrible for sieges where there are few players, specially with how strong the guards are, asking someone to kyte the guards for so long unless it's a warden might prove very painfull.

Who needs to kite? I just run up on my p/k and tank the guards while someone else caps ;) (Sometimes I even use one of my alts to cap while my p/k tanks :P)
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18

Monday, April 13th 2015, 4:48pm

as for the 45 seconds cap unless you have more ppl i think it is terrible for sieges where there are few players, specially with how strong the guards are, asking someone to kyte the guards for so long unless it's a warden might prove very painfull.

Who needs to kite? I just run up on my p/k and tank the guards while someone else caps ;) (Sometimes I even use one of my alts to cap while my p/k tanks :P)
45 seconds would give a lot of time for enemies to come and interrupt you repeatedly- which would prevent solo capping imo...

Tho a warden could still solo cap with the oak pet even w/honor guard there if you were to be lucky enough for nobody to come within the 45 seconds
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19

Monday, April 13th 2015, 6:16pm

Remove fearless
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Optomistic

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20

Monday, April 13th 2015, 6:47pm

Personally, Make Capping Take more time Or Interupt Capping a Tower if Fearless Is Activated. I Think Thats an Easier Solution Overall.
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