I wasn't bothered enough to quote. When I was referring to ignorant assumptions that's what I was talking about.Ninja caps only come in to play when it's closely contested, when guilds are fighting for the mids. No guild that's being crushed and lost every tower ever wins by a last second ninja cap.
+1 to both of you're guys comments as the are the same damn thing said differently lol. I'm not even in PPK and I haven't been for a while. You still don't get it. Idc about ninja caps, most people don't. If it's an even fight and you get ninjacapped at the end and you're mad you're just butthurt. I care about the fact that guilds are able to drag sieges that should last 20- minutes for a whole hour, when they shouldn't be able to with their manpower, by spamming alts on gates BECAUSE they have a chance to win at the very end.
I've been at both ends. I've done it. Still think it shouldn't be possible. We don't allow it, dw. All I do is log in P/R's and it's game over. What I'm arguing is, there should be no need. It's alts vs alts... please tell me you get it now.
that removing fearless capping and/or making the requirement of killing the guards before capping a tower, are REALLY REALLY TERRIBLE HORRIBLE suggestions and should be ignored. The better solution is to just increase the cooldown on fearless to 15 or 20 minutes, that will stop what some might consider to be out of control fearless capping but also still maintain some last second drama that often occurs in close contests. I'm not even in PPK and I haven't been for a while. You still don't get it. Idc about ninja caps, most people don't. If it's an even fight and you get ninjacapped at the end and you're mad you're just butthurt. I care about the fact that guilds are able to drag sieges that should last 20- minutes for a whole hour, when they shouldn't be able to with their manpower, by spamming alts on gates BECAUSE they have a chance to win at the very end.
I've been at both ends. I've done it. Still think it shouldn't be possible. We don't allow it, dw. All I do is log in P/R's and it's game over. What I'm arguing is, there should be no need. It's alts vs alts... please tell me you get it now.
I'm not sure if your view goes this far, but I personally would like it if no alts of any kind were allowed in siege, whether buff alts or crystal farmers. The only problem of course is how would they control that? Perhaps only allow one connection from each IP address idk. Also, maybe they should consider nerfing high energy barrier just for siege, only on the grounds that it will add another aspect to make siege more interesting.
But getting back to the thread topic, I just want to remind anyone from ROM once again just in case they actually read these threadsthat removing fearless capping and/or making the requirement of killing the guards before capping a tower, are REALLY REALLY TERRIBLE HORRIBLE suggestions and should be ignored. The better solution is to just increase the cooldown on fearless to 15 or 20 minutes, that will stop what some might consider to be out of control fearless capping but also still maintain some last second drama that often occurs in close contests.
). the guilds that have no business surviving still last full hour with stupid alts and save fearless for the end
nothing changes
Is it such a difficult concept?...
When guards were literally just a source of merits you could easily cap them, now not so much because of the main guard having WAY TOO much in one package, I can understand the damage, but the amount of damage mixed in with millions of HP makes it worse to deal with, in the long run perhaps there could be a way to give the guard a nerf for lower end guilds to do something in siege other than having to rely on fearless capping each other, perhaps there could be a way to have buff towers give the main tower guard more HP, attack power, and defense based on what levels those are and decrease the bonus amount by 25% if they are taken out then there you go, some direction rather than having every main tower guard in existence having 25mil HP, might not be the best thing to happen but instead of saying "here's a problem, but I don't have any direction as to how to fix the problem
It does prevent most of tornado from doing damage to gates though, and I think it'd return to popularity if they prevented C/M on gates, since its the second best when it comes to gate immunes.I think defense net is fine, its not very abusive as high energy barrier and has a long cool down. But yet again.... they can just make multiple warlocks.....![]()
This post has been edited 2 times, last edit by "ruisen2000" (Jul 21st 2015, 9:01pm)
You think I'd upload boring sieges where all I get to do is sit around bashing their main gate while they spam alts on the gate? This is not American Football. The scoring system is not the same. If towers gave points for how long you kept them, then yeah it wouldn't matter. But they can just take 3-4 at the end and they win. I know it's been done before. After they were holed up in their castle when people just didn't feel like logging P/R alts that day. Why is it necessary?
What part of ninja capping only affects the outcome of competitive sieges do you not understand? If I didn't see some of your siege videos on youtube Magio, I would suspect that you don't even siege because some of you can't seem to get this simple point. I don't know if you guys watch American football, when a team is losing by a touchdown, they throw a last second desperate pass into the endzone to get a touchdown, what's called a 'hail mary'. Ninja capping at the end is the same hail mary, but understand it can only affect the outcome when the game is still close and not a blowout.
As far as "guilds that have no business surviving last a full hour," this is a completely separate issue from fearless capping. If you want to QQ about high energy barrier, then maybe make another suggestion thread about it, but stop lumping these two separate issues together like they're related when they're not.
I agree high energy barrier should be reduced to make siege more fun, but I don't really understand why anyone is so upset about it anyway. First, it never changes the outcome of any siege since it only comes into play when one side is already winning. Second, if you have something else to do and can't stay the whole hour, then just leave siege and go do it. You signed up to siege for an hour, so why complain about it if it goes a full hour.
Guards are not difficult to tank. They're nowhere near Hardmode level. They just have too much HP for the amount of defense they got. Keep their atk the same, slice the HP.It would be nice if there was some way to scale the guards to fit every siege contest, but we all know that's not possible. That's why I'm so against the suggestion to lower the guards strength and requiring them to be killed in order to cap the tower. This would be great for guilds with many elite players because siege would be turned into a hardmode instance dps contest, but it would totally ruin siege for everyone else.