MKaufmann

Nerf flag locks a little

Nerf flag locks a little

For the love of god make those flags immune vs locks for a time after one wears of . Its annoying as hell when you cant get a portal flag back because its CONSTANTLY locked. Plus when there are giants around it pretty much means autowin even when the game was fairly balanced up to this point. This also plays into the often requested tower scaling (make them better towards midgame/endgame). Towers are pretty much useless late midgame/early lategame and all Demigods can pretty much run through the towers get the flag, lock it and run out again without taking significant damage.

139,265 views 87 replies
Reply #76 Top

ZehDon pardon my speculation, but I'm going to wager you didn't have an active valor flag when they defended against your giants cap lock.

Reply #77 Top

I'd figure that a good (fair) nerf would be subtracting 5 seconds from the overall time a flag is locked (or increase the cooldown by 5 seconds), and increasing the cap lock time from 1.5 secs to 3 secs.

Reply #78 Top

Quoting xclavex, reply 77
I'd figure that a good (fair) nerf would be subtracting 5 seconds from the overall time a flag is locked (or increase the cooldown by 5 seconds), and increasing the cap lock time from 1.5 secs to 3 secs.

 

The fast cast is necessary to make it viable to use..

It IS interuptable... but people rarely do that :p

 

 

Reply #79 Top

Quoting Obscenitor, reply 76
ZehDon pardon my speculation, but I'm going to wager you didn't have an active valor flag when they defended against your giants cap lock.

I believe we had map control at that point, minus their portals, however they had just pulled back after grabbing their Artifacts, so the combination was a bit much for us to handle.

Reply #80 Top

Quoting Lugh, reply 78

Quoting xclavex, reply 77I'd figure that a good (fair) nerf would be subtracting 5 seconds from the overall time a flag is locked (or increase the cooldown by 5 seconds), and increasing the cap lock time from 1.5 secs to 3 secs.
 

The fast cast is necessary to make it viable to use..

It IS interuptable... but people rarely do that

 

 

 

It's too difficult to time an interrupt correctly, especially in laggy games. Even having a split second lag can throw your interrupt timing off. Giving it a 3 second cap time would be akin to the 3000+hp potion. It would work fine.

Reply #81 Top

It's too difficult to time an interrupt correctly, especially in laggy games. Even having a split second lag can throw your interrupt timing off. Giving it a 3 second cap time would be akin to the 3000+hp potion. It would work fine.
Expanding on that, they could just reduce the duration of cap locks to 10-15 seconds and add greater cap locks with a 3 second cast time and 45 second duration.

Reply #82 Top

This may have been suggested already (not gonna read the whole thread), but how about they make it so that you can't cast a capture lock on a "contested" (enemy DG in range) flag.  (If an enemy DG runs into range after you start casting, it doesn't cancel it).

I'd also like to see some sort of cooldown (probably not the full cooldown) on cancelled skills (particularly teleports) because it doesn't make sense for someone to be able to fake-cast stuff for free, and because interrupts give the cooldown.

Reply #84 Top

Quoting Wogrim, reply 82
I'd also like to see some sort of cooldown (probably not the full cooldown) on cancelled skills (particularly teleports) because it doesn't make sense for someone to be able to fake-cast stuff for free, and because interrupts give the cooldown.

Well, I think it does - interupting is a counter to just teleporting out of a situation and never dying, and the like. If the interupt didn't activate the cooldown, what would stop the person from just re-using whatever ability they wanted again, safe in knowledge your interupte is on it's own cooldown? Fake-casting, as I like to do with consumables, rewards the player for a little fore-thought and planning.

Reply #85 Top

Quoting Obscenitor, reply 81

It's too difficult to time an interrupt correctly, especially in laggy games. Even having a split second lag can throw your interrupt timing off. Giving it a 3 second cap time would be akin to the 3000+hp potion. It would work fine.Expanding on that, they could just reduce the duration of cap locks to 10-15 seconds and add greater cap locks with a 3 second cast time and 45 second duration.

 

To a certain extent I think this would negate the purpose of a capture lock. In an ideal world rather than a fire and forget method for portal holding the capture lock would be a tool to assist in the holding of a particular flag, facilitating more time for reinforcements to arrive to assist in the defence of it. I favour the time constraint on recasting on a given flag, in its current format specifically when fighting a well organsied team late game (with giants etc) on maps such as cataract, it is too easy to cap lock permenantly both spawn points. I would be surprised if this was the intended use of cap locks, a time constraint would ensure the requirement to defend the flags.

Reply #86 Top

Quoting xclavex, reply 80

Quoting Lugh, reply 78
Quoting xclavex, reply 77I'd figure that a good (fair) nerf would be subtracting 5 seconds from the overall time a flag is locked (or increase the cooldown by 5 seconds), and increasing the cap lock time from 1.5 secs to 3 secs.
 

The fast cast is necessary to make it viable to use..

It IS interuptable... but people rarely do that

 

 
 

It's too difficult to time an interrupt correctly, especially in laggy games. Even having a split second lag can throw your interrupt timing off. Giving it a 3 second cap time would be akin to the 3000+hp potion. It would work fine.

Completely removing the tactic of locking before retreating when low on health after a tough defense...

 

Reply #87 Top

Quoting ZehDon, reply 84

Quoting Wogrim, reply 82I'd also like to see some sort of cooldown (probably not the full cooldown) on cancelled skills (particularly teleports) because it doesn't make sense for someone to be able to fake-cast stuff for free, and because interrupts give the cooldown.
Well, I think it does - interupting is a counter to just teleporting out of a situation and never dying, and the like. If the interupt didn't activate the cooldown, what would stop the person from just re-using whatever ability they wanted again, safe in knowledge your interupte is on it's own cooldown? Fake-casting, as I like to do with consumables, rewards the player for a little fore-thought and planning.

Oh noes, you are espousing strategery and taxtics however will the Bushian populace epoptimize on this? :p

 

Do you me epitimize sir?

That's what I said.

*sigh*

:grin: :') XD