If you can't defend it, give up the gates. The rules of strongerNoticed Europe 1 has the best enemies currentlyHaving fun?? Time to introduce a percentage damage tech maybe
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Don't blame your ally inactivity on the oppositionNoticed Europe 1 has the best enemies currentlyHaving fun?? Time to introduce a percentage damage tech maybe
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When a 2000 lb person is sitting on your chest and you can't get up, is he stronger?If you can't defend it, give up the gates. The rules of stronger
Nobody can defend his gate from this setupDon't blame your ally inactivity on the opposition
That's the whole point of the game. Who's stronger takes the gateWhen a 2000 lb person is sitting on your chest and you can't get up, is he stronger?
Europe 1 was fun ages ago but every time I see a war going on it's 90% tanks running around![]()
It's a competition ur enemy knows how to win a fight better, if your enemy's equipment is better than yours and if you can't stay online as much as the opposition can, the opposition side is going to win. The game did all to make it more difficult for attackers anyways, this is just the bare minimum which u shouldn't complainNobody can defend his gate from this setupI guess they use the "Who can sit at there desk the longest" rule.
Everyone has everything level 55 I could assume, it's not about the better equipment. It's about the boring setup they all use in Europe 1 to win any fight. A PM with range tech can beat a SS easy if he just runs and keep his distanceIf your enemy's equipment is better than yours.
Please explain, this couldn't be serious? It's the easiest thing to do right nowā no cost, just press 'Attack' and grab a coffee and hope they don't push you out of the gate with rexThe game did all to make it more difficult for attackers anyways
The server, game generally became more boring, more slow due to more time to do anything, I give u on that oneEveryone has everything level 55 I could assume, it's not about the better equipment. It's about the boring setup they all use in Europe 1 to win any fight. A PM with range tech can beat a SS easy if he just runs and keep his distance
Care to explain? It's the easiest thing to do right nowā no cost, just press 'Attack' and grab a coffee and hope they don't push you out of the gate with rex
Think Europe 1 is dead anyway, previously all topic were about Europe 1 and now you don't see anyone anymore writing on forum. Time to get some free gates.
There is no "abuse" of tanks, there are fast dinos, high damage dinos and tank dinos in this game. It's your choice which dino you take, if you don't like the fact that there are tanks with much hp, u re playing the wrong game.Letās talk about a serious issue affecting site fights: the abuse of tank builds combined with the attacker vs. defender buff system.
Right now, players are stacking heavy tank buildsātons of health, regen, and defenseāand just sitting on the sites. Theyāre not actively engaging or playing smart, just holding on until the system does the rest. The buff gives them a huge edge, not by making them unkillable, but by dragging out fights long enough for the site to drain in their favor.
Itās not that they canāt be killed. They canāit just takes far longer than it reasonably should. And in that time, the siteās been drained halfway if not fully. Thatās not skillful gameplay, thatās passive exploitation.
Whatās wrong with the system:
- The defender/attacker buff is too generous, especially for tank builds.
- It lets players win by delay, not by outplaying.
- The site mechanics reward presence over performance.
This makes actual PvP feel pointless. You push, you fight, you land solid playsābut they still win because they sat there long enough with a tank shield build. It undermines fair competition by favoring idle play.
Suggestions:
- Make buffs scale with activity, not just presence.
- Reduce defender/attacker bonus over time or based on how many defenders/attackers are on site.
- Add diminishing returns for passive healing while contesting.
If the goal is to reward smart, coordinated play, this system is doing the opposite.
Record me a video of yourself and your clan mates draining together and taking 15 minutes to take a single gate from any clan holding on eu1, considering that all maps are open with hardly any dv gates, and each clan holds 8-9 sites and 2 clans holding 6 sites, and according to the table of the drain rates calculations it only proves to us all that you're bluffing on this thread, againThere is no "abuse" of tanks, there are fast dinos, high damage dinos and tank dinos in this game. It's your choice which dino you take, if you don't like the fact that there are tanks with much hp, u re playing the wrong game.
The "sitting on gate" problem is not a problem of a tank, it's a problem of the drain rate being too low, that u even need more than 15 minutes to take one gate. If the game was more dynamic, there wouldn't be "sitting on gate" but if an attacker needs 5-10 or 15 minutes to take a gate, what else is there to do, than just "sitting" on gate. Fighting 1vs15 or 5vs 15 also doesn't make much sense, so might as well stay passive, since it doesn't charge extra power, which makes the defenders defend slower, increasing the chance of taking a gate.
the game handled your system by removing the buff from the attacker, if 2 defenders from other clan also attack the gate, the defenders will get buff and the attacker is going to lose it, that way u can effectively kill the attacker without an issue.
your ally inactivity isn't the problem of the game, it's the problem of your ally and maybe the fact you are split in so many clans, that you have more clans than active players.
change urself, invest into your equipment, and if you can't handle the pressure of defending your gates, then you should give up on ur gates
travel sick is also a thing that is against the attacker, making it even more difficult for the attacker to take gates, considering that you have to wait 40 seconds in order to even start draining, you you teleport 4 times during the phase, you don't even have 15 minutes to drain, you only have 11.
I understand that you as the gate holder are trying to turn things into the way that's even easier for u to defend your gates, but as from perspective of an attacker and a holder of gates, the game is fair to the defenders, maybe even unfair to the attackers, because the attackers are mostly less than the gate holders and they need to manage with short phases, travel sick, being "out buffed", the slow dynamic of the game which makes u just stand in place for 5-10 or 15 minutes to take a gate as previously mentioned
let's do some quick simple math,Record me a video of yourself and your clan mates draining together and taking 15 minutes to take a single gate from any clan holding on eu1, considering that all maps are open with hardly any dv gates, and each clan holds 8-9 sites and 2 clans holding 6 sites, and according to the table of the drain rates calculations it only proves to us all that you're bluffing on this thread, again
And nobody said anything about the system being unfair to the attackers or the other way around, I gave my concerns about something in the game and gave suggestions with it as a solution because you can't say there's a problem without suggesting solutions either, but you don't know anything about it clearly
Aces holds 6, and their gates are at max level 2 (on a lucky day)let's do some quick simple math,
aces gates in gf, 5 gates, at 5/5 players 104 drain rate per second. Gate HP 78.000
78.000/104=750seconds /60=12.5 minutes if 5 players drain.
Simple maths, if you went to school u should understand too.
6 gates at 104 drain rate is even worse then. But as I said, takes 12.5 minutes to drain with 5/5 drain rate. That shows how easily people can manipulate the draining system.Aces holds 6, and their gates are at max level 2 (on a lucky day)
Maybe you need to go to school if you choose to drain a clan holding 6 gates instead of my clan which holds 10 gates for example, quit with the excuses
Both you and me are gonna be ignored whatever you suggest or I suggest it's going nowhere![]()
Speaking of other servers, I saw eu4 gv map completely white with nothing to drain for a phase6 gates at 104 drain rate is even worse then. But as I said, takes 12.5 minutes to drain with 5/5 drain rate. That shows how easily people can manipulate the draining system.
About your clan with 10 gates, I am not only talking about eu1. I am talking generally, also about servers with 10 gates in total server, draining those gates is even slower, which makes the game dynamic even worse.
Another thing is, if my clan takes 7 or 8 gates. The whole server "runs out of gates" and the drain rate falls anyways, making every clan in the server have low drain rate. With that, u have nothing else, but to take a dino which will survive the longest and drain without giving the opponents extra power, so u can drain at least a bit more
Eu2 no kos, eu3 2-3 max, eu4 2-3 max. Everyone stopped attacking bc of low drain rate, its basically impossible to take gatesSpeaking of other servers, I saw eu4 gv map completely white with nothing to drain for a phase
Eu2 eu3 same thing 2 gates in each map (if they're lucky) but no idea if these servers even have any kos draining at this point anymore, considering that draining a server which has 10 gates in total and shared to more than 2 clans will be frustrating for attackers
How 3 players can play smart against 8 clans?Letās talk about a serious issue affecting site fights: the abuse of tank builds combined with the attacker vs. defender buff system.
Right now, players are stacking heavy tank buildsātons of health, regen, and defenseāand just sitting on the sites. Theyāre not actively engaging or playing smart, just holding on until the system does the rest. The buff gives them a huge edge, not by making them unkillable, but by dragging out fights long enough for the site to drain in their favor.
Itās not that they canāt be killed. They canāit just takes far longer than it reasonably should. And in that time, the siteās been drained halfway if not fully. Thatās not skillful gameplay, thatās passive exploitation.
Whatās wrong with the system:
- The defender/attacker buff is too generous, especially for tank builds.
- It lets players win by delay, not by outplaying.
- The site mechanics reward presence over performance.
This makes actual PvP feel pointless. You push, you fight, you land solid playsābut they still win because they sat there long enough with a tank shield build. It undermines fair competition by favoring idle play.
Suggestions:
- Make buffs scale with activity, not just presence.
- Reduce defender/attacker bonus over time or based on how many defenders/attackers are on site.
- Add diminishing returns for passive healing while contesting.
If the goal is to reward smart, coordinated play, this system is doing the opposite.
You know it's used on both sides, right? Good luck attacking a gate defended by a 1.2 million HP tank that can use any weapon, just because you want to stay inside the circle. Even Anky and Brachio WITHOUT vitality implant have 800k+, what is more health then a strength-dinosaur + they can use another implant because they don't need to use vitality.The "sitting on gate" problem is not a problem of a tank, it's a problem of the drain rate being too low.
Q10 vita set gives max 150k health. That's basically two skills difference. Vita is already nerfed enough, if you don't do enough damage, invest in vios and damage set. Vios and damage set allow you to deal 17-20k damage. For skills it goes over 100k as well.In addition to the pros and cons of the method, it shouldn't be the case that one class or combination in the game cannot be countered.
And so on.
Against fast dinosaurs, you have Freezer. Against slow, you have Heat. Against stuns, you have Stability. Against ranged damage, you have Weapon Reflection. Against close-range damage, you have Dino Reflection.
But when it comes to vitality, we have nothing. In some other games, there are percentage health items that counter players who build full HP. For example, in League of Legends, you have Lord Dominikās Regards and Divine Sunderer, which deal percentage or increased damage against healthy opponents.
I don't care about the drain or holding gates of both alliances in Europe 1. It shouldn't be the case that defenders can park a full HP tank at their gate and attackers can't kill it, or can only do so very, very slowly. The same goes for the other side.
You know it's used on both sides, right? Good luck attacking a gate defended by a 1.2 million HP tank that can use any weapon, just because you want to stay inside the circle. Even Anky and Brachio WITHOUT vitality implant have 800k+, what is more health then a strength-dinosaur + they can use another implant because they don't need to use vitality.
I think this vitality counter should really get looked into. It's getting abused on both sides of the servers and there is not much you can do against it. @Narokath can you look into this?
You know that isn't true. There's a chance you'll miss due to Agility, they use a shield which reduces your damage, and there's a chance that weapon reflection is active.Q10 vita set gives max 150k health. That's basically two skills difference.
You missed the topicYou know that isn't true. There's a chance you'll miss due to Agility, they use a shield which reduces your damage, and there's a chance that weapon reflection is active.
And before you say "then go close range", there is the same problem. Agility implant and Dino defence + reflection and the use of Supreme colt that adds more dino defence.
With all the reflections you already lose atleast 30/40% of your own health without them attacking back. And because the fight goes on for so long this normally means atleast someone of the defending clan is coming already or one of the 100.000 allies.
You can't be that surprised, because everyone is using this combo to either attack or defend. If it weren't such a significant issue as you're claiming, you wouldn't see the combo used so frequently. A tech that deals percentage-based damage counters heavy HP tanks but isn't as effective against fast or strength-based dinos. That's the purpose of a counter tech. Stability isn't effective against a Packy either, so you should equip accordingly against the defenders.
Smart?If the goal is to reward smart, coordinated play, this system is doing the opposite.
If you think numbers automatically mean victory, you're underestimating coordination and timing. 5 players can outplay a disorganized zerg. It's not about crying, it's about pointing out balance issues that ruin competitive play.How 3 players can play smart against 8 clans?
How 8 clans cant defend 3 brachios q10 vitality
Why other servers doesnt complain about it and just eu1 its here on forum always complaining? Instead of fight in forum go defend in game no?
I think the goal was to make an update where lazy players got everything for free and stopped playing the victim, but in the end, the consequence was a more boring game overall, and full of mechanics that are subject to abuse.If the goal is to reward smart, coordinated play, this system is doing the opposite.
You're missing the core issue. This isnāt about going in āblindā or failing to check gearāI do, and I fight accordingly. The real problem is that tank builds are being used to AFK drain sites, and the buff system rewards that passive behavior, even when the player is barely participating in the fight.Smart?
You only need to check equipment your opponent is using and check whether you can remove the buff(a.k.a do you have more than just yourself going to defend attacked gate).
We have vios available in store and no longer need to fight for them in sales you can make sets to counter tank(provided more than just you use correct set).
Are you saying you are going blind when you defend gate without checking what equipment you put without checking whom attacks and what attacker uses?
Another way the game is rewarding the "lazy" and slow gameplay is by keeping the drain rate so low, even by high amount of gates. I'm not saying I am a big fan of the buff, as a defender of gates too. But I can definitely confirm that it's not that much of a big deal since it's really easy to "outbuff" someoneYou're missing the core issue. This isnāt about going in āblindā or failing to check gearāI do, and I fight accordingly. The real problem is that tank builds are being used to AFK drain sites, and the buff system rewards that passive behavior, even when the player is barely participating in the fight.
In many cases, they just park their tanky dino on a site, press nothing but E to heal, and the system starts handing them progress. Thatās not smart playāitās AFK draining, and the current system enables it. Sure it always was a thing, but now with the buff, we have ability to introduce a new mechanic which doesn't allow AFK draining in someway as I suggested solutions above in my first post.
Sure, you can counter it with the right sets and enough players. But no system should require perfect coordination just to stop someone from abusing passivity. If someone is barely fighting and still progressing the site, the mechanics are brokenāfull stop.
This isnāt about lacking awarenessāitās about mechanics that reward inaction over engagement.
I know you probably wonāt agree, since your clan is the ones benefiting from draining our sites this way. But that doesnāt change the fact that this playstyle is ruining the gameās balance and fun for everyone else.