I'm still waiting to hear the solution to everyone's problem that doesn't lead to someone raping the lowbies while giving you, the highbie by comparison, the ability to participate. And I'd love to hear how someone can create new functionality in a time frame that satisfies you. It's easy to see that this quick fix was made from existing PvP code, which enabled it to be coded and implemented in short order. As for testing, your complaint isn't about the functionality of the fix. It's about the logic structure of the fix. Tell me, would you want the logic of new functionality to be based on the results of a handful of twinks that haven't seen the inside of the Live dimensions since they went to Test?Originally posted by Jynne
I'm sorry if I don't accept the notion of sacrificing any portion of the player base for the sake of a screwed up quick-fix. God forbid Funcom take more than one day to test over the system and try to implement something that isn't broken... not even for all healers, just for high level healers who aren't in high-level-oriented organizations. And after stating that they'd test and tweak it until after Christmas.
I admire the testers and go there on occasion when something is about to affect one of the professions I play. But they are not well suited for testing balance because the logistical differences between the Test Dimension and the Live Dimensions are too great. Heck, Camelot on Test is raided by maybe 10 to 15 people without anything but the mobs attacking them.
So move the PvP cap down from level 150 to level 125 is your solution? You disagree with the placement of the unrestricted PvP cap is what this all boils down to. So get rid of the cap so you can heal your level 125 guild mates and screw the fact that opens the door for the level 200s to gleefully munch on them as well? I'm a Trader and I try to keep my diet healthier than that (babies are fattening ). But not everyone is so health conscious.Originally posted by Jynne
And the buffers didn't get sacrificed, only healers. You can buff up a level 2 with RRFE and Hack'n'Quack if they had the NCU for it and send them into a tower battle and they'd "ownzor" the whole place by themselves. I guess the defense team's buffers got sacrificed to the extent that they'll have to team up with their newbies before buffing them, but in the end, it was only heals. Oh, and pet users got screwed too, because they can't buff or heal their higher-level pets in a LC zone now.
Nerf engis! The highest level base my organization can reasonably expect to have is QL 150. QL 150 is not low level. It can be attacked by level 200 players. I accept that if it is, much of it will be destroyed even if we win the battle. But either way, I'll at least be able to fight them.
What is unacceptable is seeing it destroyed by people I can't do anything about because of artificial PvP limitations that everyone pointed out since NW beta were broken. Is that really so hard for you to fathom?
It's broken. There is no justification for not fixing it when the fix is quite possibly as simple as moving the pvp cap down from 150 to 125.
Face it, your solution sacrifices people as well. The only difference is, you're not one of those sacrificed so you can be satisfied with it. Either one doesn't really hurt me. I said drop the PvP range in tower combat all together. But I'm suicidal with my characters and don't really care if one of my alts gets vaporized in one shot. But some lowbie on their main might see thinggs another way...