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villar01

Emp Life Is Too Much

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Posted

GM do something about this can enjoy woe this time . if u big guild sure win . how about small time guild cant be over because to much life .

Posted

You've only had 1 woe to test it out so far. The HP seems a bit much to me as well but I really think it should be tested at least a couple of WoEs before anything can be said about it.

Posted

The emp has retarted high HP. It needs to be reduced (perhaps only triple of the old emp max HP?).

Posted

This needs testing, but the emp's hp shouldn't go back to the way it was. A woe where the Emp breaks every minute is not a fun WoE. With the emp's hp being high enough, guilds should now invest on defenders and not just think about doing a last minute break.

Posted

Cant break less than 3minx and take too much seed to use. cant handle pally even sinx .7 to 9 minx b4 break it

Posted

I think more testing is better. The hostaging and holding is really not cool.

Maybe people will start to organize a bit for woe like this.

Posted

This needs testing, but the emp's hp shouldn't go back to the way it was. A woe where the Emp breaks every minute is not a fun WoE. With the emp's hp being high enough, guilds should now invest on defenders and not just think about doing a last minute break.

+1

Posted

right guys . hmmm we will see next woe .

Posted

Cant break less than 3minx and take too much seed to use. cant handle pally even sinx .7 to 9 minx b4 break it

Isn't that better? that way ORGANIZED guilds will actually hold the castle. Not guilds who just lucked out due to last minute break. This will make people invest into better gear and let other people join the guild because they will need it.

  • Like 1
Posted

Isn't that better? that way ORGANIZED guilds will actually hold the castle. Not guilds who just lucked out due to last minute break. This will make people invest into better gear and let other people join the guild because they will need it.

You make an excellent point, but it seems to be a tad bit much.

Posted (edited)

We are just too used to the emp breaking every now and then. Now that it doesn't, we have to switch our strategies more.

The emp hp isn't too much, especially on euro where we only have one castle.

Look at the bright side. Defending a castle is now worth it since the HP of the emp is high enough that you aren't gonna get rushed in, guilds can setup their defense better.

Less Breaks = Better Econ = Better chance for drops

Look at it at the other side. I'm tired of seeing everyone at Payon castle at the last 2 minutes of WoE. At least now that wouldn't happen.

Organize better defense and strategy, choose your breakers wisely, send them to where you know they can break the castle within one go. Defend a castle once you got it, use wizards and gypsies to slow the breakers and thus ensuring you get the castle longer. invest in trappers, Get a team solely there to kill of breakers, invest in a few Priests to heal the emp and safety wall it, put gunslingers and GC pallies somewhere to defend the entrance to the emp. Change the gear on your breakers so that they last longer and not just go frenzy + dual gloom and get the castle. Use Star Gladiators and Stalkers to break as well. And stop relying on Emergency Calling your whole guild at the last minute and expect to get the castle.

Edited by Rayray
Posted

ray ray hmmm ur truth but how about small guild they no chance to break last minute .

Posted (edited)

Only guild leaders of big guilds will benefit. And if you're one of them +1. Before it was 60m then changed to 600m, then 1b now. But lets try it first. Since our gears had improved or stronger, now with rings, slotted accessories, donated daggers, so with the emp too. But what i just read based on the opinions of others, its a way too much.

Edited by Ichiro
Posted

When its HP this big, the biggest Guild with many defender sure cn win.That bring to better eco. This will make the small guild to disband due tue unable to breaking in woe. Bt if it is,the player should join a better guild in woe that cn def and break rather than join guild for depending on last minutes atk..

Posted

It's simple: if big guilds will have the advantage, then you change your strategies and form larger guilds instead of small guilds to break last minute. The emp is not supposed to break every minute in WoE. Smaller guilds can either a) recruit players b) merge with other smaller guilds.

Posted

It's simple: if big guilds will have the advantage, then you change your strategies and form larger guilds instead of small guilds to break last minute. The emp is not supposed to break every minute in WoE. Smaller guilds can either a) recruit players b) merge with other smaller guilds.

yeah this is wht i mean..btw its hard to merger with other guild since all want take the drops for themselves.

Posted

but also back to old life emp big guild have still big advantage.

@gm veracity yea i know is not supposed to break every minute but that happen only on 3 castle's on 1 castle 1b life of Emp is too much. On 3 castle 1b emp life is still too much is not enjoy full.

Posted

Actually back when Apil Juice was alive, they held a castle for several weeks straight. Thus proving that the emp HP was not a factor in play. Also look at it this way 1 priest spamming safety wall on the emp now will be able to hold the castle for several minutes(5-15) just because of the emp HP. You might say "get a prof to land protector then." but even with that a good prof will counter LP that and then boom same story no solution. You might think it's easy to just "kill the priest" but if the priest is using full gear on top of devo it's going to be a hell of a time trying to kill it simply because of the woe reductions and devo on top of the resist the priest will use. This will cause a lot of people holding castles with just a priest, prof and pally. The saddest part is that there's almost nothing anyone can do if the priest, prof and pally actually know what they are doing.

Posted (edited)

^ invest on breakers that are not melee like sinx a.k.a. triple blow stalkers to counter safety wall at least? The new emp HP isn't even out a full month yet. Give it a little time for the guilds to start making new strategies first.

Edited by Rayray
Posted

Yes give it a try first. I forgot to say, small guilds have the advantage too. Why? Because if you broke early about last 2 mins - 3 mins?( before you can break payon within 1 min) I guess , you will get a higher chance of getting that castle and it wont broke.

Posted

People always resist change and do not like it at first because it's different than what they're used to. That's just how it is. So to people who don't like it, give it some time. If it indeed is problematic we will readjust, but it's very unlikely it would ever go back to what it was.

  • Like 2
Posted

I've not tried WoE with the new emp HP yet, but the idea of higher emp HP sounds good to me. With the old emp HP, WoE is really all about walking for the first 50 minutes, if you are slow graced, you won't even make it to the emp room before the emp breaks. Everyone is counting on last minute, no one bothered with defense, it's basically a breakers' game.

As for countering LP, it's harder than imagined if the opponent prof knows what he's doing. removing is easy, but recasting is easy too, you gonna get a headache if you encounter a prof who does nothing but spamming LP on your emp.

  • Like 1
Posted

that emp hp high good for 3 castle .

Posted

Since Emp's HP is increased, breaking would be a REAL challenge to most. And releasing valk weapons and legendary weapons with breaker-efficient effects balances the thing. but i think the Emp is still too high to break. Since, i've tried SinX before, and always had chances of getting a castle in last minute breking :)
+1



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