Re: Nerf GTAE

#21
I personaly think the range or the area is to much with gtae. Its impossible to heal inside a tower that is getting attacked by a zerg.
If you go up on the roof, you get insta killed by all the rangers volleys. They do way to much damage and way to fast. And the Lordroom and Oil area should not be castable with GTAE.. The groundfloor and roof ok.

Or just lower the area effect range.. i think its 350? reduce this to maybe 175 or 200. I am not sure on the exact numbers.

But it should be possible to defend a tower zerg vs zerg. But Inside a tower its really not fun.

Re: Nerf GTAE

#22
It’s pretty much why i stopped playing. You had 5 or more archers locking down the roofs. Catapults and siege as well. Then a crapload of casters gtaeing every floor. There was no spot to sit and med or from which to defend and it was simply a matter of time before doors are down and tower takes are inevitable. So you get counter attackers instead - wait till door is down and bomb the attackers on lord. It’s no longer attack / defend but about out zerging the attacking zerg.

Re: Nerf GTAE

#23
florin wrote:
Thu Nov 14, 2019 10:41 pm
It’s pretty much why i stopped playing. You had 5 or more archers locking down the roofs. Catapults and siege as well. Then a crapload of casters gtaeing every floor. There was no spot to sit and med or from which to defend and it was simply a matter of time before doors are down and tower takes are inevitable. So you get counter attackers instead - wait till door is down and bomb the attackers on lord. It’s no longer attack / defend but about out zerging the attacking zerg.
I don’t think towers should be some massive defensive force. Tower defense should allow a large attacking force to overrun it. Defense should rely greatly on troops on the ground mixed with those inside....it’s not a walled keep.

Re: Nerf GTAE

#25
gotwqqd wrote:
Thu Nov 14, 2019 10:45 pm
florin wrote:
Thu Nov 14, 2019 10:41 pm
It’s pretty much why i stopped playing. You had 5 or more archers locking down the roofs. Catapults and siege as well. Then a crapload of casters gtaeing every floor. There was no spot to sit and med or from which to defend and it was simply a matter of time before doors are down and tower takes are inevitable. So you get counter attackers instead - wait till door is down and bomb the attackers on lord. It’s no longer attack / defend but about out zerging the attacking zerg.
I don’t think towers should be some massive defensive force. Tower defense should allow a large attacking force to overrun it. Defense should rely greatly on troops on the ground mixed with those inside....it’s not a walled keep.
They are defensive structures and defenders should always get a defense bonus. A smaller numbers of defenders should be able to hold off a larger force. Sure it’s a speed bump in many instances but gtaoe completely breaks the point of having walls and doors. It’s not a walled keep, it’s a walled tower ;)

Re: Nerf GTAE

#26
Ploen wrote:
Thu Nov 14, 2019 9:19 pm
And the Lordroom and Oil area should not be castable with GTAE.. The groundfloor and roof ok.
Sorry, but every area, where somebody can stand and Cast GTAE, can recast Shrooms, can Heal and Rebuff, every of these Areas also should be possible to be casted on.
There is no reason to give a total safespot inside the tower for those defending and still actively joining into the fight supporting others.
Else the bombgroups/Animists just will wait in Lordroom for the attackers coming up and attackers won't even have a chance to stop them from farming the stairs!

GTAE is important for supporting an attack and by the way also a defense, don't forget, that you as well can cast GTAE from inside the Tower towards the door-area dealing damage to all those inside or close to the Rams.

Of course i understand, that a good amount of GTAE can be no fun, but honestly, with what right should a smaller force being "caught" inside a tower being able to fend off a bigger force?
Yes you can reason with defensive structures, but if you want to name realism, then lets talk about no food, no water, no healers, no place to seperate dieing people from healthy people, basically nothing, that helps defenders in a small tower to withstand a raid for long.

So no, a tower itself should not be able to hold back a larger opposing force, it just should allow you to deal some damage while being attacked, what it does, due to own GTAE/Shrooms/Rooftop to a certain degree.
But to really fend off a larger attacking force, you always will have to use tactics, like jumping down from behind, waiting for reinforcements attacking the back of the attacking zerg, and things alike.

Edit:
And seriously, you know, what would happen, if you make Towers stronger?
More 8man will go towards waiting out in Towers, hoping to farm a lot of RPs of those attacking, it happens already now, but of course only to a certain degree, thanks to GTAE for example..
Basically strengthening Tower-Defenses would lead to a more stale gameplay for that matter.

Re: Nerf GTAE

#28
Lillebror wrote:
Sat Nov 16, 2019 4:06 pm
How you even get them inside the tower on all levels while doors are up?

Damage on roof and oil area is fine since ppl can climb and give them but inside a closed area i dont understand
Same as I don't understand how group or spread heal works through doors or walls. Healers should have to touch the one they are healing.
And it's not as if those inside the tower can't cast gtae on the ram at the door.
And bomb spells also hit those on stairs not even in LoS of the bomb.
Yes there was sarcasm involved.
It's simply magic😊

Re: Nerf GTAE

#29
gotwqqd wrote:
Thu Nov 14, 2019 10:45 pm
florin wrote:
Thu Nov 14, 2019 10:41 pm
It’s pretty much why i stopped playing. You had 5 or more archers locking down the roofs. Catapults and siege as well. Then a crapload of casters gtaeing every floor. There was no spot to sit and med or from which to defend and it was simply a matter of time before doors are down and tower takes are inevitable. So you get counter attackers instead - wait till door is down and bomb the attackers on lord. It’s no longer attack / defend but about out zerging the attacking zerg.
I don’t think towers should be some massive defensive force. Tower defense should allow a large attacking force to overrun it. Defense should rely greatly on troops on the ground mixed with those inside....it’s not a walled keep.

With the current GT mechanics the defensive structure of a tower is more of a liability than an asset. The meta for tower/keep taking on Phoenix is to coat the roof with catapult shot and cover the insides with gtaoe. This makes defending pointless as you cant move around enough to avoid being hit. So you get chain interrupted until you die. That's stupid, and broken.

The problem really isnt gtaoe but with ground-targetting itself. In later patches on live it was nerfed so that you couldn't place a ground target on a spot you could not see. Once placed however you could GTaoe that spot without line of sight. That made GT spells defensive in nature, and not the BS we are seeing on phoenix today :(
Last edited by daytonchambers on Mon Dec 02, 2019 9:12 pm, edited 2 times in total.
Sheelba 6L3 ranger person
Babymetal, kawaii tanker


Mouser,50ns Ningauble,50ment Advanced,50ani
Upto,50hunter Junoesque noob scout