It is time to start introducing ToA functions to Phoenix.

Started 13 Jun 2020
by armath
in Suggestions
The current greater RvR outline on Phoenix is getting rather predictable, where numbers and realm rank/abilities play a larger role than skill and dedication.

Usually which ever zerg, has the greater numbers, will win 9/10 fights inside a tower or keep. It is all about how much Static Tempests, TWF and not least - GTAOE you can put down. The later mentioned is basicly ruining most tower fights already before the doors are down, since there is not much safe space in there during siege, and when the doors finally go down, healers will be out of power or close to, from healing the GTAOE, catapult and other damage sources that goes through the tower.

But even more obvious is the current meta of "numbers wins", when it comes to open field zerg fights. The smaller zerg will usually begin the extending rather quickly. But as soon as any turn to inflict counter damage to the advancing enemy, tons of them will be flying in on speed 6, trembling all over the smaller or weakened zerg, making any chance of a counter attack, regrouping or last stance completeliy impossible. Its currently a turbo-snowball effect, where the winning side will be decided within 10-20 seconds of the zergs engaging, and from then on, its all about cleaning up RP's.

But also the meta around the 8 man groups, running in to the zergs - both the small guild zergs and larger realm BG zergs, the outcome is usually very predictable. No matter what they do, tons of enemies will come flying in over your guard with speed 6 and quickly overwhelm them. Which to some degree is ok, but looking at the history of DAOC, a smaller number of dedicated players have usually been able to take on large parties of unorganized players. I believe that the current amount of high realm ranks amoungst litterally everyone playing, from doing "passive" RvR content ( Keep takes ), has ruined this balance.

Its time to consider introducing som functions and effects from ToA (Trials of Atlantis).
    Masterlevels - Introduce the respective ML lines in their full, with class restrictions. Speed warp, Font of Power, Group cure disease - these abilities and many others, would completely change dynamic of all RvR, but especially Zerg vs Zerg and 8man vs X. It would at all times give the smaller party a chance of getting away in the open - or providing them enough sustainability and output to stand a better chance in siege. It would make new group dynamics and open up for many new different playstyles.
    Masterlevel encounter/credit - Phoenix has a good following for PVE content, but the original Masterlevel raids will surely result in terrible state. It has to be maximum group based encounters, with a much shorter duration, and also has to be purchasable by credits with BP/Feathers ( Another sink! )
    Artifacts, revamped - Instead of having the original Artifact encounters in ToA, you should consider adding artifacts as drops in the Masterlevel instance/PVE content and/or as BP/Feather sink. No scrolls needed, but it should be levelled up during RvR, also pushing an agenda where you enter RvR with lesser means, to achieve something. Linking together PVE and RVR with Risk/reward. The ToA stats/bonuses should NOT be implemented. But the uses from artifacts would be a great addition, and completely change the RvR meta, for both 8man and zerg action. An example would be Egg of Youth inside towers, penality rezzing up to 8 targets. Or Traitors dagger in 8man, giving oppertunity to proc-summoning an attacking and interupting spirit.

There is much more to be discussed internally, this is just basic ideas for a layout to change the current predictable and stale meta. There is room for a better RvR action dynamic, and more skill based/decision based results, rather than just numbers and amount of GTAOE/TWF/ST you can put down. An 8man would be able to decide if they want to engage - or keep engaging - larger numbers, by extending them with speed warps. And the smaller zergs would stand a better chance of defending vs. a larger zerg. It would be a win/win for both zerg players and 8-man players.
Sat 13 Jun 2020 12:35 PM by Astaa
Nope.
Sat 13 Jun 2020 12:43 PM by borodino1812
Just no. Toa is readily available live, no need to wreck this server...
Sat 13 Jun 2020 1:01 PM by opossum12
So you want to fix the issue with high rank zergs having too many abilities by... Introducing more abilities.

NF RAs are the source of these issues, simply because of the lower cooldowns and active RAs that are available to.multiple classes instead of being more class specific.

OF RAs aren't perfect at all, but they kept a smaller gap between low and high rank characters.

OF RAs were designed around the portal ceremony hence why some of them had 30 minute cooldowns, but having to think twice before dumping all your abilities was a good thing and favored good play. In the back of your mind you would tell yourself that you might need some of them in the next fight.
Sat 13 Jun 2020 2:26 PM by Lollie
It's hard to balance the current state let alone introducing toa stuff
Sat 13 Jun 2020 2:51 PM by armath
opossum12 wrote:
Sat 13 Jun 2020 1:01 PM
So you want to fix the issue with high rank zergs having too many abilities by... Introducing more abilities.

NF RAs are the source of these issues, simply because of the lower cooldowns and active RAs that are available to.multiple classes instead of being more class specific.

OF RAs aren't perfect at all, but they kept a smaller gap between low and high rank characters.

OF RAs were designed around the portal ceremony hence why some of them had 30 minute cooldowns, but having to think twice before dumping all your abilities was a good thing and favored good play. In the back of your mind you would tell yourself that you might need some of them in the next fight.

The problem with the server is not with RA's alone. Its the fact that everyone is getting way too much free RP's for doing PVE content, and there by getting access to the powerful 10 minute timers. I ran with the hib zerg rr1-6 - which took 7 casual evenings - and even at rr6 you could do 25-30k/hour in a decent zerg group - even when losing some of the fights. Not many casual 8 man groups pulls those numbers.

The only way to allow that to massive RP boost to happen while retaining balance, is to release more tools for 8man groups and smaller numbers. Else the result is as we see it every night now, where the zerg with most people wins more or less consistently within 10-20 seconds of every engagement, and where every engagement with a zerg results in an 8-mans death unless you B-line the horizon on inc.

Im not the biggest fan of ToA myself, but at this point I can only see to options to keep Phoenix really relevant: More tools to deal with uneven odds - or a seasonal server reset.
Sat 13 Jun 2020 2:54 PM by armath
Lollie wrote:
Sat 13 Jun 2020 2:26 PM
It's hard to balance the current state let alone introducing toa stuff

I wouldn't say its hard to balance. They just dont think things through. Like HP buff vs minstrels, or Crit change for example.

But the "damage" here is done. Everyone and his mom is high realm rank, many from doing PVE content alone. So average joe and his 100 friends in the alb zerg, all have TWF5, ST and NM5.

RP's keep people going, but too much RP's just shortens the true lifespan of a server. It should not be possible to get RR6 in one week by sticking zerg casually.
Sat 13 Jun 2020 3:59 PM by inoeth
yes to toa!
but without all the silly questing and raiding, that is what really ruined daoc back then. it was just too time consuming, casuals could not keep up. toa itself was great!
Sat 13 Jun 2020 4:07 PM by joshisanonymous
I don't know what's happening in the Hib zerg to yield 25k-30k RPs/hour, but I find it hard to believe that that's what's happening. I /stats people somewhat frequently out of curiosity, and I honestly can't remember ever seeing anyone over 15k/hour. If I have seen it, it was such a freak occurence that it's difficult to remember. I've seen about 10k/hour, though, from zergers, soloers, 8mans, PK even hover around that rate. And personally, I think it's good that basically all playstyles yield a similar reward.

I wouldn't say that you're wrong about your complaint, but I don't think the RP rate is a bad thing still, and I don't think introducing more abilities through ToA will help do anything but lead to the same kind of ability bloat you see on Live.

It seems like what you're kinda after is maybe what RvR was like 15 years ago when the vast majority of players were low RR newbs who didn't know what they were doing and were rarely templated let alone high RR. Under that scenario, of course it was much easier for 8mans to partake in zerg busting, although I'm not sure the ZvZ situation was much different than greater-numbers-wins. I don't think there's a way to get back to that for such an old game, anyway. If you make templating hard again, people will just quit. If you cut down on the RP rate, even zergers are still vastly more knowledgeable on how to play their classes than they were back then.
Sat 13 Jun 2020 4:37 PM by Kurbsen
how about we get rr5 abilities added before we start thinking about anything toa lol
Sat 13 Jun 2020 10:10 PM by Cadebrennus
armath wrote:
Sat 13 Jun 2020 12:20 PM
The current greater RvR outline on Phoenix is getting rather predictable, where numbers and realm rank/abilities play a larger role than skill and dedication.

Usually which ever zerg, has the greater numbers, will win 9/10 fights inside a tower or keep. It is all about how much Static Tempests, TWF and not least - GTAOE you can put down. The later mentioned is basicly ruining most tower fights already before the doors are down, since there is not much safe space in there during siege, and when the doors finally go down, healers will be out of power or close to, from healing the GTAOE, catapult and other damage sources that goes through the tower.

But even more obvious is the current meta of "numbers wins", when it comes to open field zerg fights. The smaller zerg will usually begin the extending rather quickly. But as soon as any turn to inflict counter damage to the advancing enemy, tons of them will be flying in on speed 6, trembling all over the smaller or weakened zerg, making any chance of a counter attack, regrouping or last stance completeliy impossible. Its currently a turbo-snowball effect, where the winning side will be decided within 10-20 seconds of the zergs engaging, and from then on, its all about cleaning up RP's.

But also the meta around the 8 man groups, running in to the zergs - both the small guild zergs and larger realm BG zergs, the outcome is usually very predictable. No matter what they do, tons of enemies will come flying in over your guard with speed 6 and quickly overwhelm them. Which to some degree is ok, but looking at the history of DAOC, a smaller number of dedicated players have usually been able to take on large parties of unorganized players. I believe that the current amount of high realm ranks amoungst litterally everyone playing, from doing "passive" RvR content ( Keep takes ), has ruined this balance.

Its time to consider introducing som functions and effects from ToA (Trials of Atlantis).
    Masterlevels - Introduce the respective ML lines in their full, with class restrictions. Speed warp, Font of Power, Group cure disease - these abilities and many others, would completely change dynamic of all RvR, but especially Zerg vs Zerg and 8man vs X. It would at all times give the smaller party a chance of getting away in the open - or providing them enough sustainability and output to stand a better chance in siege. It would make new group dynamics and open up for many new different playstyles.
    Masterlevel encounter/credit - Phoenix has a good following for PVE content, but the original Masterlevel raids will surely result in terrible state. It has to be maximum group based encounters, with a much shorter duration, and also has to be purchasable by credits with BP/Feathers ( Another sink! )
    Artifacts, revamped - Instead of having the original Artifact encounters in ToA, you should consider adding artifacts as drops in the Masterlevel instance/PVE content and/or as BP/Feather sink. No scrolls needed, but it should be levelled up during RvR, also pushing an agenda where you enter RvR with lesser means, to achieve something. Linking together PVE and RVR with Risk/reward. The ToA stats/bonuses should NOT be implemented. But the uses from artifacts would be a great addition, and completely change the RvR meta, for both 8man and zerg action. An example would be Egg of Youth inside towers, penality rezzing up to 8 targets. Or Traitors dagger in 8man, giving oppertunity to proc-summoning an attacking and interupting spirit.

There is much more to be discussed internally, this is just basic ideas for a layout to change the current predictable and stale meta. There is room for a better RvR action dynamic, and more skill based/decision based results, rather than just numbers and amount of GTAOE/TWF/ST you can put down. An 8man would be able to decide if they want to engage - or keep engaging - larger numbers, by extending them with speed warps. And the smaller zergs would stand a better chance of defending vs. a larger zerg. It would be a win/win for both zerg players and 8-man players.
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Sat 13 Jun 2020 10:16 PM by ExcretusMaximus
Hey Greuns, on the new forum include a thumbs down, please.
Sun 14 Jun 2020 12:02 AM by Ambron
I get the point of the Threadauthor.

And i think speed6 is one problem to point at. There should not be the possibility to permasprint unless you skill your realmpoints in Long Wind 5. Nothing else should give the ability to permasprint. So its a clear yes for old RAs. They would improve the rvr experience a lot. People would not move as fast so they can not add everywhere because a 8v8 fight takes longer then to move through the whole frontier zone. And keep fights are not getting decided by TWF, Static and NM. GTAoE is another problem especially with the help of necromancers moving in the building setting groundtargets. So GTAoE can be discussed in a seperat thread ^^
Sun 14 Jun 2020 1:26 AM by Kurbsen
Ambron wrote:
Sun 14 Jun 2020 12:02 AM
I get the point of the Threadauthor.

And i think speed6 is one problem to point at. There should not be the possibility to permasprint unless you skill your realmpoints in Long Wind 5. Nothing else should give the ability to permasprint. So its a clear yes for old RAs. They would improve the rvr experience a lot. People would not move as fast so they can not add everywhere because a 8v8 fight takes longer then to move through the whole frontier zone. And keep fights are not getting decided by TWF, Static and NM. GTAoE is another problem especially with the help of necromancers moving in the building setting groundtargets. So GTAoE can be discussed in a seperat thread ^^

there has always been speed 6 and always will be.. bards can twist and shamans give a static end.. and a pally in grp is pretty good here too.. so that argument is kinda bad
Sun 14 Jun 2020 5:45 PM by armath
Kurbsen wrote:
Sun 14 Jun 2020 1:26 AM
Ambron wrote:
Sun 14 Jun 2020 12:02 AM
I get the point of the Threadauthor.

And i think speed6 is one problem to point at. There should not be the possibility to permasprint unless you skill your realmpoints in Long Wind 5. Nothing else should give the ability to permasprint. So its a clear yes for old RAs. They would improve the rvr experience a lot. People would not move as fast so they can not add everywhere because a 8v8 fight takes longer then to move through the whole frontier zone. And keep fights are not getting decided by TWF, Static and NM. GTAoE is another problem especially with the help of necromancers moving in the building setting groundtargets. So GTAoE can be discussed in a seperat thread ^^

there has always been speed 6 and always will be.. bards can twist and shamans give a static end.. and a pally in grp is pretty good here too.. so that argument is kinda bad

Agreed. We dont need to tweak basic game mechanic, we just need to introduce a few new ones - like Speed Warp.
Sun 14 Jun 2020 11:33 PM by Gildar
I'll be brief.

NO TOA... at all !!!!

YES to OF RA ....

Too much twf, st and so on around.

And of stop to necro shade placing gt ... necro can place gt ONLY if pet also has LOS to gt, imho.
Mon 15 Jun 2020 9:54 AM by Razur Ur
i vote for ML Abilitys how Banelord or CL Abilit and RR5 abilitys or nerf moc that life train not works with moc.
Tue 16 Jun 2020 1:39 AM by leastofthem
Kurbsen wrote:
Sat 13 Jun 2020 4:37 PM
how about we get rr5 abilities added before we start thinking about anything toa lol

Hell yes to RR5 abilities so we can balance out this tank meta. RR5 abilities allowed casters to survive better.
Tue 16 Jun 2020 10:44 PM by Hector
You introduce TOA and my entire group is quitting
Wed 17 Jun 2020 1:20 AM by Hodge
What about having artifacts that are equivalent to 100% qua ROGs and not the stuff they had in ToA? Like Arun shield has the stats of one of the best shields currently available and the ablative buff proc on it? Can the code be changed to do this?
Wed 17 Jun 2020 7:02 AM by Razur Ur
I want shild with disease proc!!!
Wed 17 Jun 2020 7:06 AM by inoeth
Hector wrote:
Tue 16 Jun 2020 10:44 PM
You introduce TOA and my entire group is quitting

can i have your stuff?
Fri 19 Jun 2020 12:47 AM by daytonchambers
Adding SC gems that can be crafted with some of the ToA stats would be as far as I would take it.

No MLs, No artifacts, encounters or scrolls. People don't want to be forced into more pve content just to stay competitive in RvR. That was one of the big negatives when ToA was added to live.

I also wouldn't mind ToA stats also being added to level 50-51 RoGs, and Cata +pve stats added to lower level rogs to aid in leveling. And I always liked the Champion level content that allowed you to do a little bit of sub-classing to make your character unique, but that's just wishful thinking on my part.
Fri 19 Jun 2020 9:24 AM by Killaloth
It's so funny to read the forum from time to time.

I can't believe people are convinced that patches and changes will change how people play.

Zergers will zerg.

You give the chance to organised grps to trash on zergers with ML?

Zergers will quit.

People want to make rr11 banging on doors and are happy with that. Don't shatter the dream coming true, it's a very fine balance we have here.

Numbers are down coz Covid lockdown has relaxed in most countries.
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