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01-17-2008, 03:21 PM
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Trouby Botting FTW!
Character: Notsovilepriest
Guild: Exalted
Server: Venekor
Posts: 119
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Re: Viable exile faction, PvP writs, and Raid/Dynamic PvP (warning: long)
No like, On Prince when he stuns you every cant remember. Qeynos can't just cure through it like a defiler or Inq can. Come again Dip Shit
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01-17-2008, 03:25 PM
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Nobody
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Re: Viable exile faction, PvP writs, and Raid/Dynamic PvP (warning: long)
Quote:
Originally Posted by Notsovilepriest
No like, On Prince when he stuns you every cant remember. Qeynos can't just cure through it like a defiler or Inq can. Come again Dip Shit
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Nope, they can't just cast Sanctuary and go POW, or better yet, learn to time their cure so that ae is casting, cure starts casting, ae hits, cure interrupt/restarts cast time, cure lands, POW ae is cured!
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01-17-2008, 03:25 PM
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Regular
Character: Jayn
Server: Nagafen
Posts: 296
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Re: Viable exile faction, PvP writs, and Raid/Dynamic PvP (warning: long)
This just in, warden has tortoise shell to block every other AE, templar can self ae immune the ones that tortoise isn't up for as well as give sanctuary....so unless your healers have their heads up their asses Qeynos is fine too.
Edit: Pinski beat me to it
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01-17-2008, 03:53 PM
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sarcasm > you
Guild: Darkhand
Server: Deathwhisper
Posts: 1,806
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Re: Viable exile faction, PvP writs, and Raid/Dynamic PvP (warning: long)
Then you have Stifle and AE immune signets, which are easy to get if people PvP (as they claim) for easy guild status.
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01-17-2008, 09:48 PM
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Trouby Botting FTW!
Character: Notsovilepriest
Guild: Exalted
Server: Venekor
Posts: 119
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Re: Viable exile faction, PvP writs, and Raid/Dynamic PvP (warning: long)
The fact is, Having all the classes gives you a bigger margin of error compared to that of a city raid.
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01-18-2008, 09:12 AM
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second worst brigand on Nagafen
Character: Become
Guild: Vae Victis
Server: Nagafen
Posts: 2,000
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Re: Viable exile faction, PvP writs, and Raid/Dynamic PvP (warning: long)
Quote:
Originally Posted by Notsovilepriest
The fact is, Having all the classes gives you a bigger margin of error compared to that of a city raid.
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no one's denying that, we're simply trying to put that fact in some real perspective against the factors that are really causing city factions to lag behind. the margin of error granted is much, much larger by simply having 24 people who are absolutely competent with their class, understand raid/encounter dynamics, and have situational awareness at all times. hell, most of the time when Kraken does something dumb and wipes it's not because of a specific class issue, it's because someone wasn't paying attention and either pulled adds, completely missed heals on someone, ignored cures, didn't know which mob to be on, etc.
and btw, last night we did kor-sha (including Overking) with a FP-only MT group. no templars online all night, and we finally had our inquisitor log in towards the end for the Overking fight. outside of the 2 illusionists and 1 swash we had in raid, there were no Q classes of significance... and those could have been replaced with FP equivalents with little loss to the raid (in fact, thought snap is often more useful in RoK than what the illusionist brings to the table, which is essentially just more DPS for their group).
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01-18-2008, 09:31 AM
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Regular
Character: Daimyo
Server: Nagafen
Posts: 146
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Re: Viable exile faction, PvP writs, and Raid/Dynamic PvP (warning: long)
Quote:
Originally Posted by irad
Some noob swash asked a question : Why should they have: - easy raids
- access to pvp armor
- more targets to farm tokens for pvp armor
1/ Because being an exile doesn't imply raiding. Most exile raid because they are bored and because they don't think pvp is attractive enough. Without raiding you can hardly get a proper gear.
2/ Because they should have an incentive to pvp too.
3/ Because they fight at 1v3+ most of the time, which is hard enough. Being an exile you cannot just stick together in a sort of raid of little groups as Q do most of the time. We cannot aoe without wiping the other exiled around. I never saw an x2 of Kraken + a full group of onyx and a full group of tribunal camping TG hand in hand.
4/ Because the server needs some guys pvping out of group/raid instances to stay alive.
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I'm an assassin u nub.. if that comment was aimed at me..
Exile = ez-mode for raiding on the pvp servers. That is the only advantage you have and SHOULD have in a faction which was never intended to be a stable faction! Anyone that exiles for pvp is a nub lol..
I see full grps of tribunal roaming all the time tbh..
Join a grp if you don't want to wipe other exiles.. lol.. u nub!
There is litterally hundreds of solo players in nagafen roaming daily.. your just talking smack TBH..
Join a city if you don't like exile.. and STFU FFS pls..
~Daimyo the last shogun
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The daimyo (大名, daimyō) were the most powerful feudal rulers from the 10th century to the 19th century in Japan. From the shugo of the muromachi period through the sengoku to the daimyo of the Edo period, the rank had a long and varied history. It was usually, though not exclusively, from these warlords that a shogun arose.
Last edited by Daimyo; 01-18-2008 at 09:32 AM.
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01-18-2008, 09:34 AM
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Regular
Character: Daimyo
Server: Nagafen
Posts: 146
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Re: Viable exile faction, PvP writs, and Raid/Dynamic PvP (warning: long)
Quote:
Originally Posted by firamas
no one's denying that, we're simply trying to put that fact in some real perspective against the factors that are really causing city factions to lag behind. the margin of error granted is much, much larger by simply having 24 people who are absolutely competent with their class, understand raid/encounter dynamics, and have situational awareness at all times. hell, most of the time when Kraken does something dumb and wipes it's not because of a specific class issue, it's because someone wasn't paying attention and either pulled adds, completely missed heals on someone, ignored cures, didn't know which mob to be on, etc.
and btw, last night we did kor-sha (including Overking) with a FP-only MT group. no templars online all night, and we finally had our inquisitor log in towards the end for the Overking fight. outside of the 2 illusionists and 1 swash we had in raid, there were no Q classes of significance... and those could have been replaced with FP equivalents with little loss to the raid (in fact, thought snap is often more useful in RoK than what the illusionist brings to the table, which is essentially just more DPS for their group).
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You get a significant raid advantage whether you choose to use that advantage or not..
Enuf said TBH..
~Daimyo the last shogun
__________________
The daimyo (大名, daimyō) were the most powerful feudal rulers from the 10th century to the 19th century in Japan. From the shugo of the muromachi period through the sengoku to the daimyo of the Edo period, the rank had a long and varied history. It was usually, though not exclusively, from these warlords that a shogun arose.
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01-18-2008, 09:46 AM
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Token Donator
Character: Fibs
Guild: Purity
Server: Nagafen
Posts: 156
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Re: Viable exile faction, PvP writs, and Raid/Dynamic PvP (warning: long)
Listen mate...
We all know that most exiles are there to raid. That includes you. A very low number can also be considered as active PvP'ers, but most players that exile are never seen again unless on on their way to a raid or when they have to go outside Haven to level up or some other PvE related reason.
Is there anything wrong with that? No. Do whatever you want to, it's your $15 after all. But please try to remember that one of the reasons city guilds "lag behind" raidwise is that the current city guilds are generally more casually orientated towards this particular activity in EQ2 than your guild is, and frankly - a lot of people on Nagafen don't give two fucks about killing internet dragons. They are here to PvP, because this is a PvP server. The PvP rewards are meant for them. They do what they enjoy, just like you do.
So what is the problem here? You get what you want down there, don't you? You get to raid, and your guild has been very successful. Congratulations. So now you want exile to become a faction that is equal to the cities? There is just one problem with that, who the hell would stay behind if Haven suddenly had everything the cities have - including all classes available for raiding?
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Yeah, I post because I suck at PvP. What's your excuse?
Last edited by Fibs; 01-18-2008 at 09:47 AM.
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01-18-2008, 10:14 AM
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second worst brigand on Nagafen
Character: Become
Guild: Vae Victis
Server: Nagafen
Posts: 2,000
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Re: Viable exile faction, PvP writs, and Raid/Dynamic PvP (warning: long)
Quote:
Originally Posted by Fibs
So what is the problem here? You get what you want down there, don't you? You get to raid, and your guild has been very successful. Congratulations. So now you want exile to become a faction that is equal to the cities? There is just one problem with that, who the hell would stay behind if Haven suddenly had everything the cities have - including all classes available for raiding?
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You posted very coherently, and I respect that. But I am afraid I'm on the verge of screaming at you too here. READ MY ORIGINAL POST. Really READ it, try to understand it, don't just skim it and then start making comments. I will re-quote and re-emphasize the relevent (and extremely important) part here, for the umpteenth time, with suitable bold/extra large font for those too lazy to have read for comprehension in the first place:
(quoted from my opening post here...)
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It would of course follow that the rewards (PvP gear) from doing writs should still in no way exceed the quality of fabled gear obtainable by PVE raiding, and should take a commensurate amount of time, effort, and coordination that a raid guild has to bear when clearing Veeshan's Peak, for instance. The T8 PvP stuff is already fantastic for the amount of effort required, and some of the pieces of jewelry have sickeningly powerful effects on them. I'd ask the designers to keep this in mind as we close in on GU42 and the implementation of new PvP armor. I don't think it's viable to have people obtain full suits of PvP armor, weapons, and jewelery as quickly as they could in T7. Raid guilds take entire expansions of constant raiding to fully gear up their members, a single PvP group shouldn't be able to do it (with gear that is only very slightly worse) in 1-2 months. With the expected increase in group PvP that these changes will bring, the devs need to be mindful of how fast this gear is going to be entering the game.
The PvP itemization available to exiles (yes, I said it, available to exiles... if it's a viable third faction it has to have at least some incentives) should be balanced against the fact that exiles have a slightly easier time raiding the hardest of the PVE content. ***There doesn't need to be full sets of PvP armor available to exile, we wouldn't wear most of it over raid gear anyway***. The rewards for turning in their tokens could be put to other uses... weapons, jewelry (perhaps even PVE/raid related... hmm?!) or itemized like the "general" PvP merchants have been in the cities... random potions, clickie items, and other interesting effects that would be deemed a worthwhile reward for a L80 exiled PvPer en lieu of the full suits of PvP armor that the cities would get.
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Now I want you to bear in mind that all I wanted was to establish a 3 faction system on PvP servers. There are advantages to being in each of those factions. I in no way want exile to become the "one true path", that's not fun for anyone when one faction is massively overpopulated.
In essence I asked for 2 things in my first post here:
1) Introduce a mechanic that would cause the population to naturally move towards 3 relatively balanced levels within each faction. (i.e. writs requiring equal # of kills from the other 2 factions)
2) And then give people a small reason to go exile for PvP other than the fact that writs require a certain % of the population to be exile. I.e. a general PvP vendor with potions, cool clickie items, etc so exiles could redeem tokens for something at least.
Last edited by firamas; 01-18-2008 at 10:20 AM.
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