RVR Sickness Timer
13 posts
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I just enjoyed doin RVR again, after such a long downtime, even if we were very often killed... but thats another point
As I feel the 5 minutes timer is much too long, this is a forced break where you can do nothing. This makes people leave because they do not want to wait. The Fun faktor falls nearly to zero. I suggest a 2 min timer is much enough to prevent the so called re rush Problem. And I thought about another thing which is combined with this 5 Min timer. When the 5 Mins are gone many RA´s are rdy again and after another 5 Min, which it normally takes to find the other again mostly all RA´s are rdy. I dunno wether this is the sense of the RA´s. In my opinion you have to spend points to lower the recast timer and not get them rdy because other grp needs that long... I really would enjoy a shorter Illness. Let the Flame begin..... Murax |
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could be nice
<img src="http://www.fallenearth.fr/daoc/daoc2.php?player=Panachou">
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I don't see any disadvantages of this suggestion at the moment..
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Ressickness is important to prevent players from rushing into Battle again right after they died and released.
Players should care if they live or die. 5 Minutes of half damage is kinda ok. While we are at this, i would like to say, that i love the RvR Dath Penatly System that is on Live servers since patch 1.70. Its very well thought out and covers everything i could say about it: EDIT: And i think Murax would like it too, go read and find out why ![]() ----- Taken from patch Notes 1.70 (That was the New Frontiers patch if i remember right): RvR Death Penalty System As part of the New Frontiers expansion and based on player feedback, we have decided to change the way our death penalty works in RVR combat. The existing system often results in gameplay with very little strategy, where people mindlessly fling themselves at a target over and over. Enemies are rarely worth realm points after the first few minutes, and all around it’s not very interesting or fun. The new system allows the player to make strategic decisions, gives more value to player resurrection, and provides an incentive to strategize attacks rather than relying on “the zerg rush.” - There is a 20 second timer before a player can release (via the command /release) from an RvR death. - If a player releases from an RvR death, a RvR Death Sickness is applied to the character. This Death Sickness lasts for three minutes and is incurable (with one exception, Restore the Soul). The player will get a 30% decrease in effective power (meaning that everything is affected - healing, spell damage, spell duration, melee damage, etc) and a 20% movement rate reduction for each Death Sickness icon of this type. - Please note that this is a completely separate death sickness from the current PvE death sickness, which will remain in-game for PvE deaths. And, as always, the PvE death sickness will be curable at a Healer. - If a player is resurrected from an RvR death, a different RvR Death Sickness is applied to the character (unless Perfect Recovery was used, in which case there is no Death Sickness). The 30% decrease in effective power still applies, but there is no movement penalty of any kind. This Death Sickness lasts up to three minutes and is incurable (with one exception, Restore the Soul). - The duration of this Sickness can be reduced by the type of resurrection spell used. Currently: Base Line Resurrection/Egg of Youth - 2 minutes, 48 seconds Tier 1 Spec Resurrection - 2 minutes, 31 seconds Tier 2 Spec Resurrection - 2 minutes, 13 seconds Tier 3 Spec Resurrection - 1 minute, 28 seconds Perfect Recovery - 0 seconds (again, using Perfect Recovery means there is no RvR Death Sickness) - Both resurrection Death Sickness and /release Death Sickness can be completely cured by the Master Level 8 Perfector ability, Restore the Soul. - Multiple Death Sicknesses can stack with each other, for cumulative effects. In other words, if the player dies and releases a second time while still bearing the icon for Released Death Sickness, he will have two icons, his movement will be decreased by 40%, and suffer a 60% decrease in effective power - at least until the first icon drops. If a player dies and releases, and then dies and is resurrected while the first icon is still active, he will have a 60% decrease in effective power, but only a 20% movement penalty. - There is a maximum of two of each of the two types of RvR death sicknesses (released and resurrected sickness) which can be on a player at any one time. - The Veil Recovery realm ability will shorten all timers by 20% for each level of the Veil Recovery ability that you have. |
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I think that new system is good, since better Rezz has now some effect beyond some hp more.. But that could also easily be applied to the current system.
Here on Uthgard I don't think, the effect isn't worth the necessary effort to introduce it. We have no instant RvR so it isn't probable you will have 2 Sickness Icons on you (die 2 times in three minutes and being in the battle before one of them drops off is difficult, even when you try it) |
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Agree with gerbald -> I like it
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Oh believe me it IS necessary to avoid spamming. We discussed that topic a few months ago. It was necessary to introduce the sickness back then because attacks came in way to fast.
daoc is not unreal tournament. |
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Ok, I suppose you are right. What about making sickness shorter for better Rezz? |
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Well thats a missing feature. A good Rezz shortens the sickness in general.
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it's not cause it's daoc and not UT that we should have to go toilet and take a drink after every death
<img src="http://www.fallenearth.fr/daoc/daoc2.php?player=Panachou">
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Just dont end up like cartman in the wow South Park Epidose:
"MOM, BATHROOM!" |
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rvr sickness
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Exelent episode (or Episode in Presto mind). [v2] Toxik - Cabalist 50 <Fromage>
[v1] Phenix - Friar 50 <French Keeper> |
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