The force is strong tonight <3
Rhoxie
Rhoxie
Yes since any grp can invite a MoS bot to wipe out the stealth zerg if it's too muchSepplord wrote: ↑Tue 26 Mar 2019 8:11 AM
because MOS detection will somehow lower stealthzerg-effectiveness??
Doesn't it shoehorn even more solo/duo stealths into the safety of a group/zerg?
Ceen wrote: ↑Tue 26 Mar 2019 8:13 AMYes since any grp can invite a MoS bot to wipe out the stealth zerg if it's too muchSepplord wrote: ↑Tue 26 Mar 2019 8:11 AMCeen wrote: ↑Mon 25 Mar 2019 12:18 PMWell the staff was asking for this stuff ^^
Can't find anyone without MoS RA.
Just reset stealth game to live version.
because MOS detection will somehow lower stealthzerg-effectiveness??
Doesn't it shoehorn even more solo/duo stealths into the safety of a group/zerg?
Right now no one will ever be able to wipe a stealth zerg since you simple won't find them.
Sepplord wrote: ↑Tue 26 Mar 2019 8:28 AMCeen wrote: ↑Tue 26 Mar 2019 8:13 AMYes since any grp can invite a MoS bot to wipe out the stealth zerg if it's too muchSepplord wrote: ↑Tue 26 Mar 2019 8:11 AMbecause MOS detection will somehow lower stealthzerg-effectiveness??
Doesn't it shoehorn even more solo/duo stealths into the safety of a group/zerg?
Right now no one will ever be able to wipe a stealth zerg since you simple won't find them.
but as a solo i get wiped out by grps with mos bots just as much as the stealthzergs...but inside the zerg i at least get a little safety VS other stealthzergs. In stealthzergs it's also possible to have a few MOS-Bots to uncover everyone else, and have the rest with combat-RAs...while the solo is shoehorned into a bit of MOS to stay competitive and loses out on combat-strength.
MOS helps visibles VS stealth-zergs but doesn't overall decrease stealthzerg effectiveness
Tillbeast wrote: ↑Tue 26 Mar 2019 4:10 PMSaid from week 1 that the stealth zerg will happen just 100% to protect archers from assassins. This force assassins to group up so to avoid half a dozen in the backs and it becomes a viscous circle....archers grouping to protect from lone assassin and lone assassins then grouping up to defend from the team of archers. However its not only down to the loss of MoS and an assassin superior detect range its just the nature of how Pheonix works by clumping everyone together. You cant throw a stone in the rvr task zones these days without stone landing on poor stealthers head.
Dariussdars wrote: ↑Thu 28 Mar 2019 9:04 PMI don't seem to ever see or hear about any Mid or Hib stealth zergs running, so what stealth zergs are the Alb's forming up against?
Pretty much every single one of the Alb stealth zerglings absolutely sucks at RvR, hence the need to zerg it up. Strange seeing a RR7 Minstrel with 4-7 other friends
do nothing but camp solos who run from SF to Fens, or camp the snow turn in and repeat the same laughable playstyle.
Keep it up and kill RvR for any other solos or duos who try to come out and play.
Dominus wrote: ↑Tue 26 Mar 2019 2:50 PMwell said Cere2. I think equalizing stealth detection among archers/assassins would go a long way. I'm still trying to figure out why Sins are afford such a huge advantage over archers in this area.
jelzinga_EU wrote: ↑Fri 29 Mar 2019 5:36 AMDominus wrote: ↑Tue 26 Mar 2019 2:50 PMwell said Cere2. I think equalizing stealth detection among archers/assassins would go a long way. I'm still trying to figure out why Sins are afford such a huge advantage over archers in this area.
I think it's pretty optimistic to assume stealth-zergs will vanish when detection is changed. In fact, most of the stealthers who zerg do this for a couple of reasons:
a) Enjoy playing together.
b) Getting frustrated due to getting killed by larger numbers, outskilled, outRR'ed
Players who enjoy playing together will not change their behavior when detection is changed. Players who are simply not good enough to win fights will still get frustrated and will still team up.
Furthermore, in Albion scouts have an option to spec shield and MoBlock to reach 50%+ avoidance. This defense (and lack of melee-offense if you still spec Archery high) almost promotes stealth-zerging. Essentially they spec for doing good damage when not in melee and in melee live long enough for their buddies (who do the same) to kill their enemies. Add a minstrel to the mix and you can take on greater numbers and even if you do eat a perf not die due to high enough defense meaning his buddies will kill the enemy before he dies.
If you increase detection-range for those guys do you honestly think they will solo ? They keep their spec the same, group-composition the same and suddenly they can even avoid perfs and more aggressively seek out other stealthers. It doesn't change the meta for most scouts and it certainly will not change how they think about grouping up with friends and being effective.
Personally I can't blame them, it is effective and if you enjoy playing with friends it's a very viable way to get in some kills.
AngelRose wrote: ↑Fri 29 Mar 2019 5:41 AMYes, there will always be stealthers that group. But, I enjoy playing archers. I only want to solo. Currently, with the bow spec gimped and with the combination of sin stealth detection, there is not a place for me on this server. Though I am a minority, I am probably not the only one.
Druth wrote: ↑Fri 29 Mar 2019 6:40 AM1) lol at people arguing they setalth zerg because their class is weak. People zerg because it's easy/comfortable rps/wins. Even if archers hit for 500+ on rapid fire and could open with crit for 1000+ that bypassed everything, they'd still zerg using the "I play with friends" excuse.
2) Just like in Beta, people zerg saying they do it to counter X (assassins here), and end up mainly killing visible soloers.
This is why keeping stealthers weak is beneficial for the game, because they'll zerg no matter what, so might as well keep them relatively weak so people can at the very least kill one of them. Unless of course more stealth detection is added.
jelzinga_EU wrote: ↑Fri 29 Mar 2019 11:29 AM
While that might suit you (and a lot of other players) it limits people who want to play stealthers tremendously. While I agree that approach might work reasonably well (from a visible PoV) the argument can easily be extended to loads of other classes too.
Archers (and assassins) are classes who are designed to pick on the back-line, quickly taking out a caster while his group is pre-occupied. This "adding" is often considered annoying and frustrating for the victims, but it is how those classes are designed. They are inherently weak compared to group-classes and due to stealth-mechanics do not really group well with visibles. As a result they often end up fighting each other relatively often.
There should be a reasonable trade-off between group-viability and "solo strength". Just make a class extremely weak for the sake of "then at least we can kill 1" is quite a backwards approach. Just lastnight I got caught in an AoE-DoT from a wizard which ticked for 170 + 75 crit. This is with 1 cast 1200+ dmg to me, can be spammed and is AoE. People should consider this before complaining a single crit-shot doing 750 damage on them, comes with an artificial 20 sec CD and is coming from a class who isn't groupfriendly.
cere2 wrote: ↑Fri 29 Mar 2019 3:32 PMWhen they fix this detection range so I can avoid a PA and possibly have a chance to land a snare or side style etc to get some range to use bow, I'll be back.
cere2 wrote: ↑Fri 29 Mar 2019 3:32 PMFor myself, I'm just shelving my ranger for now. Just not the type of game-play I was looking for. My main has been a ranger since the beginning, but I never remember having to deal with this. For myself it's either I go out with purge up and purge after creeping death, or don't even go out until purge is up period. Even after I purge I am typically at 50% or lower health, and haven't even touched my opponent. To myself this is just a ridiculous way to play as an archer. Should I make a new Shar ranger and spec full blades/cd? I could, but wouldn't feel like an archer class to me at that point. When they fix this detection range so I can avoid a PA and possibly have a chance to land a snare or side style etc to get some range to use bow, I'll be back.
Until then I'll be heading to Mid and leveling up a new BD for farming and then maybe a Thane or Skald.
Cere
cere2 wrote: ↑Fri 29 Mar 2019 3:32 PMFor myself, I'm just shelving my ranger for now. Just not the type of game-play I was looking for. My main has been a ranger since the beginning, but I never remember having to deal with this. For myself it's either I go out with purge up and purge after creeping death, or don't even go out until purge is up period. Even after I purge I am typically at 50% or lower health, and haven't even touched my opponent. To myself this is just a ridiculous way to play as an archer. Should I make a new Shar ranger and spec full blades/cd? I could, but wouldn't feel like an archer class to me at that point. When they fix this detection range so I can avoid a PA and possibly have a chance to land a snare or side style etc to get some range to use bow, I'll be back.
Until then I'll be heading to Mid and leveling up a new BD for farming and then maybe a Thane or Skald.
Cere
qq6 wrote: ↑Fri 29 Mar 2019 5:45 PMcere2 wrote: ↑Fri 29 Mar 2019 3:32 PMFor myself, I'm just shelving my ranger for now. Just not the type of game-play I was looking for. My main has been a ranger since the beginning, but I never remember having to deal with this. For myself it's either I go out with purge up and purge after creeping death, or don't even go out until purge is up period. Even after I purge I am typically at 50% or lower health, and haven't even touched my opponent. To myself this is just a ridiculous way to play as an archer. Should I make a new Shar ranger and spec full blades/cd? I could, but wouldn't feel like an archer class to me at that point. When they fix this detection range so I can avoid a PA and possibly have a chance to land a snare or side style etc to get some range to use bow, I'll be back.
Until then I'll be heading to Mid and leveling up a new BD for farming and then maybe a Thane or Skald.
Cere
How are you getting PA'd all the time and i dont? I mean that, when i am in stealth 99% i dont get PA'd, only when i run visi i get hit, and even then not 100%, some do miss. This increased vision range for assassins, doesnt really do that much for them, ye they see you a tiny bit faster, but its measuered in ms... unless u just stand there idle all the time. You are luri, full bow? bow RAs? How do you play, do you stand in 1 spot all the time? In what situations are u getting PAd so much?
Most of my fights vs assassins i end up making the first hit in melee, are you even trying to hit them first, or do you just stand with ur bow?
AngelRose wrote: ↑Fri 29 Mar 2019 8:52 PMWhere you run, what you play, how you play....is just a bunch of yadda yadda yadda.
Bottom line - there is absolutely no reason for sin detection to be 250 vs 150 archer. Until that is fixed, archer vs sin is horribly unbalanced.
Sins who need the crutch...don't bother with replying. Your excuses/justifications mean nothing.
Tillbeast wrote: ↑Sat 30 Mar 2019 6:20 PMA common argument by those in favour of the better stealth detection is....don't hunt in the same areas as assassins and to try avoid high assassin traffic areas.
Its brilliant advice, following this advice your chance to running into a PA is reduced by 100% garaunteed. Your chance of dieing at the hands of an enemy stealther is also drastically reduced as is your chance of dieing by a visible is heavily reduced just don't rvr where other players are. Sarcasm aside the game bunches up everyone into the rvr task zone and the frontier zone with the pks. It does not matter where you go in those zones you cannot avoid assassins as an archer. Now if the tasks were separated over lot bigger areas this spreads the assassins out and the advantage assassins have over archers with regard stealth detection is heavily reduced. Unfortunately assassins and archers prey on similar prey, clothe casters. Assassins like to surprise them in choke points and archers like to restrict the casters ability to manoeuvre out of range. Milegates are the best spot for both classes to get there kills the easiest way. It is much easily for a caster to run out of an archers range in the open field flag areas (not impossible for an archer to get a kill but difficult).
Yes you can move in wider circles to try avoid the assassins near the pks but at some point you have to go through that milegate. Admittedly the traffic is normally high enough to run through with a visible group but sometimes that's not an option and an archer is a sitting duck until someone appears to run through with. However once through the milegate what does the archer hunt? Any solo caster coming through a gate is going to get killed by assassins. Only small gangs, 8 mans and the zerg will be found in the frontier or rvr task zones. An archer has to come into an assassins territory because that is where its rps. An assassin has the option (risky one) of jumping a member of a small man or an 8 man quickly killing them and then vanishing. An archer does not have the burst dps too do that.
It is getting more and more common place to see stealth zergs made of both archers and assassins and they make some styles of play unplayable...try solo caster with all the stealthers about and it is even getting more and more difficult to play a solo assassin. The game needs to be spread out with different tasks in different realms just to spread out the players. Having all the active assassins camping two zones makes it impossible for archers to avoid and to get any kills but if all 3 realms frontier zones and other areas has tasks this will give archers more room to move about. Although the detection disadvantage hurts it will be heavily reduced just by the fact there will be less assassins in each zone.
Tillbeast wrote: ↑Sat 30 Mar 2019 6:20 PMA common argument by those in favour of the better stealth detection is....don't hunt in the same areas as assassins and to try avoid high assassin traffic areas.
Its brilliant advice, following this advice your chance to running into a PA is reduced by 100% garaunteed. Your chance of dieing at the hands of an enemy stealther is also drastically reduced as is your chance of dieing by a visible is heavily reduced just don't rvr where other players are. Sarcasm aside the game bunches up everyone into the rvr task zone and the frontier zone with the pks. It does not matter where you go in those zones you cannot avoid assassins as an archer. Now if the tasks were separated over lot bigger areas this spreads the assassins out and the advantage assassins have over archers with regard stealth detection is heavily reduced. Unfortunately assassins and archers prey on similar prey, clothe casters. Assassins like to surprise them in choke points and archers like to restrict the casters ability to manoeuvre out of range. Milegates are the best spot for both classes to get there kills the easiest way. It is much easily for a caster to run out of an archers range in the open field flag areas (not impossible for an archer to get a kill but difficult).
Yes you can move in wider circles to try avoid the assassins near the pks but at some point you have to go through that milegate. Admittedly the traffic is normally high enough to run through with a visible group but sometimes that's not an option and an archer is a sitting duck until someone appears to run through with. However once through the milegate what does the archer hunt? Any solo caster coming through a gate is going to get killed by assassins. Only small gangs, 8 mans and the zerg will be found in the frontier or rvr task zones. An archer has to come into an assassins territory because that is where its rps. An assassin has the option (risky one) of jumping a member of a small man or an 8 man quickly killing them and then vanishing. An archer does not have the burst dps too do that.
It is getting more and more common place to see stealth zergs made of both archers and assassins and they make some styles of play unplayable...try solo caster with all the stealthers about and it is even getting more and more difficult to play a solo assassin. The game needs to be spread out with different tasks in different realms just to spread out the players. Having all the active assassins camping two zones makes it impossible for archers to avoid and to get any kills but if all 3 realms frontier zones and other areas has tasks this will give archers more room to move about. Although the detection disadvantage hurts it will be heavily reduced just by the fact there will be less assassins in each zone.
jelzinga_EU wrote: ↑Fri 29 Mar 2019 5:36 AMDominus wrote: ↑Tue 26 Mar 2019 2:50 PMwell said Cere2. I think equalizing stealth detection among archers/assassins would go a long way. I'm still trying to figure out why Sins are afford such a huge advantage over archers in this area.
I think it's pretty optimistic to assume stealth-zergs will vanish when detection is changed. In fact, most of the stealthers who zerg do this for a couple of reasons:
a) Enjoy playing together.
b) Getting frustrated due to getting killed by larger numbers, outskilled, outRR'ed
Players who enjoy playing together will not change their behavior when detection is changed. Players who are simply not good enough to win fights will still get frustrated and will still team up.
Furthermore, in Albion scouts have an option to spec shield and MoBlock to reach 50%+ avoidance. This defense (and lack of melee-offense if you still spec Archery high) almost promotes stealth-zerging. Essentially they spec for doing good damage when not in melee and in melee live long enough for their buddies (who do the same) to kill their enemies. Add a minstrel to the mix and you can take on greater numbers and even if you do eat a perf not die due to high enough defense meaning his buddies will kill the enemy before he dies.
If you increase detection-range for those guys do you honestly think they will solo ? They keep their spec the same, group-composition the same and suddenly they can even avoid perfs and more aggressively seek out other stealthers. It doesn't change the meta for most scouts and it certainly will not change how they think about grouping up with friends and being effective.
Personally I can't blame them, it is effective and if you enjoy playing with friends it's a very viable way to get in some kills.
Mauriac wrote: ↑Mon 1 Apr 2019 3:46 PMIn a separate note, yesterday there were a ton of what appeared to be solo infs out. I say appeared because it's impossible to know if they were really solo or just running back to rejoin a zerg but I'm going to with the positive thought that they were solo. All were rr3 and rr4 too which is cool to see.
Shout out to Mcnasty, good to see you taking on two SBs and winning. Now fight me next time
Dariussdars wrote: ↑Mon 1 Apr 2019 3:50 PMMauriac wrote: ↑Mon 1 Apr 2019 3:46 PMIn a separate note, yesterday there were a ton of what appeared to be solo infs out. I say appeared because it's impossible to know if they were really solo or just running back to rejoin a zerg but I'm going to with the positive thought that they were solo. All were rr3 and rr4 too which is cool to see.
Shout out to Mcnasty, good to see you taking on two SBs and winning. Now fight me next time
Still have the one all star Alb stealth crew camping duos and solos. Still looking for that Hib/Mid stealth zerg that these Albs claim they formed a zerg to combat.
They might as well just admit they run 4-8 deep because they absolutely can not RvR without multiple hands to hold on a class that can stealth.
dbeattie71 wrote: ↑Sat 30 Mar 2019 4:35 AMI made a Ranger and will probably play it over my shade. I built it for sin hunting. I got discouraged a bit on the way to 50 but now that he's 50 I'm glad I stuck with it. I used the bow for leveling but won't put any points in it when I respec at RR4. I had higher bow for a while but after having everything blocked or missing, I threw it in the trash. That's probably a problem that needs addressed. Hunters need something, I don't know what but when I fight a hunter I feel like I should remove some armor or something to even it out :O
jelzinga_EU wrote: ↑Sun 28 Apr 2019 8:55 AMdbeattie71 wrote: ↑Sat 30 Mar 2019 4:35 AMI made a Ranger and will probably play it over my shade. I built it for sin hunting. I got discouraged a bit on the way to 50 but now that he's 50 I'm glad I stuck with it. I used the bow for leveling but won't put any points in it when I respec at RR4. I had higher bow for a while but after having everything blocked or missing, I threw it in the trash. That's probably a problem that needs addressed. Hunters need something, I don't know what but when I fight a hunter I feel like I should remove some armor or something to even it out :O
It is because while you feel the Bow is trash most people feel that is the case about the hunter-class, in square.
* Imagine your bow was doing 10-20% less damage and have a little less range. Before it was trash, now it is mega-trash.
* Imagine your melee is evaded 25% more, costed 50% more endurance, swinged 30% slower and had no decent reactionaries.
* Imagine if your Pathfinding buffs suddenly became 20% less effective for spec-AF, your base STR buff was removed and your damage-add was replaced by a dog on 3 legs which can't sprint, bark, bite (but at least it doesn't have rabies!)
* Your armor magically changes so rather being resistant to the most prominent damage-type you fight, it becomes weak to it.
Congratulations! You're a hunter!
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