#51
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Riot offered nothing. | |||
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#52
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__________________
Server 1st <Rustle> Gkick
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#53
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Correct me if I'm wrong. My understanding was that the dragon root mechanics were used as a way to move away from the zone in pulls which frequently caused petitions and also as a way to make guilds prioritize targets- since the time taken would increase, which in theory would allow the possibility of another guild a opportunity to work toward a target if it was up.
The first earthquake after the change when there were more guilds in ToV than now and the change in theory allowed those smaller guilds to work toward a target while those bigger guilds were working toward a target. Now, however the mechanics benefit a zerg or more players. More players allow you to leapfrog, set up quicker and ultimately get targets more easily at varied times. If you were to end the root and go back to old mechanics the problem is the raid scene still greatly benefits those bigger guilds. When you have 5+ members going for the FTE in a large guild vs 1 or 2 FTE'ers of a small guild, it still benefits the large guild. Anyway you cut it, the end raid scene benefits larger guilds. Not saying that's wrong or unfair, it's just what it is. The question I think to satisfy all parties is how to have a healthy playing environment, competition and opportunities for different playing styles/schedules an enjoyable experience. Could be wrong. I don't pretend to know the answer to this riddle of where we are at. However it seems the majority of the server are unhappy with what has become. Some do not mind the zerg others find it a unenjoyable experience. Granted if you are getting the majority of the targets of course you would be happy compared to not getting targets | ||
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#54
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more earthquakes is the best solution.
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#55
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Could be. From what I can make of it, the earthquakes makes guilds prioritize a target and allow other guilds a chance at a target. Pretty much a reactive strategy to large guilds dominating the majority of the content and smaller guilds looking to enjoy more targets with their status quo. | |||
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#58
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__________________
I keep meaning to put a signature on, then I forget to...
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#59
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In the old meta having giant numbers didn’t give you an advantage because you could only have a **maximum** of two players in North ToV or be DQ’d on a spawn. You’d have to prioritize where to place those two CoTH mages, group then with an FTE’r, have a guy on hub tag, and that’s it. Anybody from the raid could hall tag. Four. People. | |||
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#60
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Inbefore people complain I didn’t mention a possible backup/secondary and trainup bringing the total to a zerg of six people.
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