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Resurrect and Gank speed adjustment

Discussion in 'Design Discussions' started by kilrain, 8 June 2019.

?

Set gank and revive to level 1 speeds?

  1. Yes

    34 vote(s)
    85.0%
  2. No

    6 vote(s)
    15.0%
  1. kilrain

    kilrain Shadow Knight
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    This was brought up in a discussion thread. The idea is that gank and revive are too fast as-is and we should consider lowering their speeds to that of level 1 to encourage more tactic when performing either action.

    This also opens the door for other possibilities like new specs that increase their speed at the expense of other drawbacks. The possible introduction of an actual wall or barrier spell that could be used to buy yourself time to get the gank or res off. I'm sure we can think of others as well.

    Let's start with a poll to gauge interest and have a discussion about the possible benefits and drawbacks.

    Remember if you change your mind, change your vote!
     
  2. Scrubby Bear

    Scrubby Bear Eodrin
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    It would make fighting outnumbered harder and zerging even easier. Revives and ganks are one of those things where having even a single extra person in a fight makes them exponentially easier. The longer the cast time is the more you won't be able to do it while getting blobbed on and the more it becomes another reason to make sure you bring more. Decaps were something that made it fighting outnumbered easier, granted a skill based way to do it rather than RNG would have been nice.

    Now if it could be somehow added to city buffs that would be kind of nice to help combat vets over fishing holdings full of worse players.
     
    #2 Scrubby Bear, 8 June 2019
    Last edited: 8 June 2019
  3. chad

    chad Celestial
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    Just one of those things that I think shouldn't have been front loaded or accelerated in skill gain. Level 1 gank is basically level 5 atm. 10% difference, I guess?

    Was cool in DFO if you actually leveled your gank or revive really high. You knew you could get away with some cheeky shit.

    I voted yes, but I would prefer DFO.

    I never get zerg ganked, but I do see a lot of zerg revives.
     
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  4. ArrowExpert

    ArrowExpert Chosen of Khamset
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    I agree with chad. The ganking speed is not an issue but the reviving speed is.
     
  5. propain

    propain Black Knight
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    I think its a tad fast like chad said. Max level stuff being given was a bit overlooked. A lot of times you need to have your knockup loaded with very little leeway to push someone off of a gank/revive. It needs to be almost instant. I don't think it should be level 1, but trying it at like 2 or 3 would be preferred personally, so im just going to vote yes.

    On another note like scrubadub said something about decaps. Would be dope if the finishing blow for power attack decapped the opponent.
     
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  6. Blaze

    Blaze Black Knight

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    good luck stopping an eu from ganking/reviving if they have level 5
     
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  7. Battle Smurf

    Battle Smurf Oak Lord
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    Dude it works both ways

    You put in mad work to put a kid down in a zerg down and he gets revived so quick you don't even have a chance to stop it

    If anything slightly longer rez and gank times give MORE opportunity to out play the "bad zerg" side

    I'd prefer setting them BOTH to level 1 and then adding power attack killing blow= decap

    Putting someone entirely out of a fight or bringing them back in SHOULD be a little more time consuming/ require a bit more effort/skill

    I disagree with those who say to ONLY increase rez time (although admittedly the rez speed is MORE annoying) because you don't HAVE to gank in most scenarios, you just have to prevent the rez. Also the level 1 gank time isn't exactly agonizingly long anyway.


    Darkfall is all about players and COUNTER plays, the current rez and gank aren't quite long enough to allow enough of that.

    The stakes and pvp downtime are too high to have such fast ganks as level 5.
     
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  8. Scrubby Bear

    Scrubby Bear Eodrin
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    True that. Sometimes I can get a knockback off and watch them fly across the fight..... Only for there to be a 4 second delayed gank that still goes off.

    Maybe instead of just changing a number to increase the cast time make it better match up with the animation if that makes sense? It feels like the gank animation is as long as a gank should be but the actual time its 'breakable' is much smaller.
     
  9. Isaac Clarke

    Isaac Clarke Varangian Warthane
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    This is precisely how I feel
     
  10. Scrapnotcrap

    Scrapnotcrap Eodrin
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    It's ridiculous how fast it is to revive. As for gank, i don't really care.
     
  11. JEDIMind

    JEDIMind Black Knight
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    Can we fix whatever is wrong with gank atm too? Think it got messed up when house bind was added to death. You just stand there for a second frozen.
     
  12. kilrain

    kilrain Shadow Knight
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    I'll look at it. It happens when house is selected (I believe) and I'm thinking the normal recall starts or something with no cast time. I didn't put it in so I'm not really sure.
     
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  13. Pink Taco

    Pink Taco Black Knight
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    Unpopular opinion, I'm sure, but rezzing while moving is quite aids. A player should have to sit still to rez, just like the gank.
     
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  14. JEDIMind

    JEDIMind Black Knight
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    Want those old days where you can slide away as the ganks going off :)
     
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  15. Pink Taco

    Pink Taco Black Knight
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    Sitting still rez's or sliding ganks, one or the other. Not what it currently is for sure.
     
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  16. kilrain

    kilrain Shadow Knight
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    I moved the option box to the standard gank mode replacing what use to be the "forgive" box. This removes the bugs from it and people can't stick around longer than they should. We'll go with this for a while and see how it goes.
     
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