Luka Patajac
Well-known member
- Joined
- Mar 18, 2016
- Messages
- 744
- Reaction score
- 355
- Server
- Europe_1
- Main Char
- Valmort
- Clan
- -NkSF-
As far as im concerned this whole balance only made it as if devs wanted ds servers be warzone more than anything else.
								Exactly atleast u got the point. Earlier we could attack anytime , now fixed time so they waiting for attackers. And the drain rate is too slow for this type of active server who is helping each other.I would really like to know how fun and above all, how balanced it will be, forcing the attackers to face the defenders, who are already prepared and expecting an attack, limiting any type of strategy from the attackers to the extreme?
someone who gives a valid argument
see you neverFinally had to leave the game.
For no reason at all, as I said a few posts ago, you should want to keep your alliances, not try to end them. Putting this at stake is bringing mass disagreement against the communitySome additional rough ideas to throw in to reduce the impact of ally side clans:
Adrenaline rush
Declare War
- Getting Attacker or Defender status grants a buff “Adrenaline” Buff to the player that runs for 5 seconds and gets reapplied automatically as long as the player is in the building radius
- “Adrenaline” Buff grants the ability to always use the skills on max power only in pvp attacker vs defender
- Will not deplete the regular max power bar
- Heal task is not affected as it does not have a target
- This buffs gives ally side clans less power and reduce their influence as they will not get the buff benefits
- Once a clan attacks a building (or even just a player) it will be marked to be in war with the owner clan for 24 hours
- Being in war with a clan means that the clan can not use buildings from the clan in protected state (outside of conflict)
- Having a clear war list should make it better to handle side clans to think before they attack their ally of the to explit the system
- Effects of clan in war can be extended if needed with other elements
This is really just a draft and might help to find better alternatives
waiting for the arguments of those who support this new gameplayI would really like to know how fun and above all, how balanced it will be, forcing the attackers to face the defenders, who are already prepared and expecting an attack, limiting any type of strategy from the attackers to the extreme?
someone who gives a valid argument
Interesting point. But you missed a small detail; Sami already has sheriffThey say they do have enemies. Over the time the players of the enemy clan tend to join the ally as there is no other option for them to make rex and win elections indirectly forcing them to join the ally.
Nkfs too attacked the ally and now the member of nkfs - Sami has join found? Seems there is no answer for it. Enemy clan doesn't have chance to win against these many number of players.

boi that q10 dmg be looking THICCInteresting point. But you missed a small detail; Sami already has sheriffView attachment 47584
They seem like good ideas to me, but I think the RAGE implant should no longer exist if this new “adrenaline” effect is add.Some additional rough ideas to throw in to reduce the impact of ally side clans:
Adrenaline rush
Declare War
- Getting Attacker or Defender status grants a buff “Adrenaline” Buff to the player that runs for 5 seconds and gets reapplied automatically as long as the player is in the building radius
- “Adrenaline” Buff grants the ability to always use the skills on max power only in pvp attacker vs defender
- Will not deplete the regular max power bar
- Heal task is not affected as it does not have a target
- This buffs gives ally side clans less power and reduce their influence as they will not get the buff benefits
- Once a clan attacks a building (or even just a player) it will be marked to be in war with the owner clan for 24 hours
- Being in war with a clan means that the clan can not use buildings from the clan in protected state (outside of conflict)
- Having a clear war list should make it better to handle side clans to think before they attack their ally of the to explit the system
- Effects of clan in war can be extended if needed with other elements
This is really just a draft and might help to find better alternatives
they'd just move to different servers sadlyWhat if they ban all of Europa_1? So they stop fighting and spamming things in the forum XD, (although there are some who do give coherent opinions)
"fair fight" does not exist in eu1.@Highway can we have a fair fight in case if attackers and defenders benefits has to be neutral?
Better way to do it is let's say I attack a clan called found then only the found players can attack me back and other other players. So this way it forces the clan members to protect their buildings than go protect other buildings.
There are certain loopholes in it but can be corrected. Like all active players from other clans join found when we attack found buildings. To prevent this clan can only accept players before attack phase and then have them ready. This can be better and fair attack than bully smaller clans.
For this idea the draining of armor hp doesnt contribute to the overall site drain % sooo it will make alliance not drain one another. Forces people to cherish their building more and prevent map trade......If the idea of different healing rates depending on the no. of gates hold + Higher yield = low HP gates in place i think it's too punishing on the defender/map holder.
The low heal rate is already the risk for their big clan and big rewards in the tower.....
Using manual DD to upgrade yield will be better so if allies wanna trade they will think about the DD they invested in the building before blindly trading with no penalty.....
Idea: HP armor
Upgrading yield also increases armor hp on the tower.
Basic: no armor
Good: +700 armor (vanish after 15 mins)
Very good: +1000 armor (vanish after 30 mins) ---> 1 HR CONFLICT , x2 of duration for 2 hrs conflict
Excellent: +1300 armor (vanish after 45 mins)
With these hopefully people will upgrade their yield... and not see upgrading yield as that punishing......
Ahh that makes it clear. So there is an armor (like additional HP) that gets drained first that can not be repaired? Nice idea.For this idea the draining of armor hp doesnt contribute to the overall site drain % sooo it will make alliance not drain one another. Forces people to cherish their building more and prevent map trade......
But it disseaper after period of timeAhh that makes it clear. So there is an armor (like additional HP) that gets drained first that can not be repaired? Nice idea.
As I see the war nows people aren't even protecting their tower as valuable stuffs they just go about trading and making sure their ally get it. Once tower has its own characteristic people will start to cherish the tower...But it disseaper after period of time
The repair speed on EU1 is also reduced to 1.8 draining speed? Really? With 2 known exploits benefitting defenders who heavily outnumber attackers (hence will win every poll in existence)?
And now even considering the idea of armor for gates...
This is just to rub it in the attackers' face at this point. What a joke.
We yesterday tried and got killed by 40 members atleast. What we got? Lost 20k dd.The repair speed on EU1 is also reduced to 1.
At least give it a try if it works?
