This issue has been stated many times (i think way above 20 to 30 times) and have been given the same reply (not happening right now but might in the future) so i suggest that u stop complaining about the imbalance cause its not getting fixed because there is nothing to fix since sengo is a >>>> "BATTLEGROUND" <<<< and over power is basic when it comes to battle grounds so there is nothing u nor i can do about it (unless r2 decides that this case shall end by making a way for the anti spawn kills ok) and u know that there is a solution for the spawn kill (u can attack others when ur in the 10 sec HP and mana regan so nobody comes too close because they can get attacked and this solution is effective to almost all class except rogues and knights who r not long ranged) OK.
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Learn the search function and use the search function help r2 by reducing the threads which might have already been posted
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I never made a comment about the imbalance. i was talking about the honorless farmers who spawn kill the noobs. i am a scion and dont spawn kill cause i actually like a good fight. they need to fix that problem.
It's not the breaths in life that matter; but the moments that take it away that matter most
IGN: DeathNyte
Server: S6
Guild: BekY@ AGM
Level: 65 Dancer (38.7k BR)
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Everything is easy said but not so easily done. I believe the devs are working on it, but give them time as if they are going to fix seng, they will need some time to work on some new coding =)If I post something really weird that makes no sense whatsoever it means I'm not mentally there at the time I post it (probably sleep deprived)
Character: (S31)Kiesha
Server: Tree of Life
Plane: Eidolon
Class: Hybrid Priest
Guild: Harmless
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Originally posted by LeeJohnstonGames View Postthey should just put lvl brackets 30-45 together 45-60 60-75 75-90 90-100 problem solved... it would also make seng actually enjoyable
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and also. just one more point. how about when there are 2 scions just outside the spawn point and do not allow any of the other side to even leave the spawn area. they just sit there and farm noobs and the only ones who can get out are the shadow rouges.lol. how is that fair game play. these 2 "nameless scions" farm honor and i feel that they should at least try to make it a fun fight. no one has fun and most just leave sengo without even getting the reward whether win or lose. i mean come on. how fun is it to just kill like that with no skill needed. Kinda pathetic if u ask me. I hope they are working on new coding for this problem and i for one will welcome it with open arms.
It's not the breaths in life that matter; but the moments that take it away that matter most
IGN: DeathNyte
Server: S6
Guild: BekY@ AGM
Level: 65 Dancer (38.7k BR)
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Sengolia revamp
First, I want to start of this thread by saying I'm a lvl 100 scion who can hold my ground in Seng pretty well, but I want to suggest these so that Sengolia can be more enjoyable by even lowbies (instead of just being a tool for high lvls to farm badges/honor) and I hope that if these ideas get implemented, then people will have to strategize more for Seng instead of just rushing for crystals or farming at spawn point like what is going on now. Generally, the spawn killing problem has a root cause, which is the individual reward system. This system also makes it pretty unfair for full support priests in a new server where they can't get enough kill for badge even if Seng goes on for a full 1 hour. In order to resolve these problems, I propose the following changes:
- Remove the honor/badge gain from kills
- Give the entire team 1 silver badge and 50 honor for every tower destroyed
- Give the entire team 5 honor for every guardian killed
- Boost up tower's damage to deal damage based on the enemy's max hp (around 5-10% / tick)
- Change tower and crystal's hp and damage received formula to be similar to turkey boss / night thief (fixed 100k dmg / hit, but the hp needs to be higher than the turkey / thief because now you can have a maximum of 30 people attacking them at once, not just 1-5 people like it was during event)
- Crystal has rebound damage (just like the lvl 58 ladder mobs, for each hit on the crystal, you lose a certain percentage amount of your max hp)
- Boost up guardian's damage to deal damage based on the enemy's max hp (around 3-5% / hit)
- Guardian receives damage as usual
- Guardians will not cross the middle of the field (so that they can actually attack the opposite players instead of engaging in fighting with other guardians, and results in players totally ignore them)
- Allows priests and rangers to heal towers, crystals and guardians. Healing is fixed at 20k / cast on towers / crystals, and normal healing amount for guardians
- Implement IP filter to prevent people bringing alts into Sengolia to abuse the boosted team-reward system
- Implement a damage-immunity area like delivery
- Keep the 80 honor / 240 honor + silver badge reward for losing / winning team
In my opinion, if these ideas get implemented, then it will benefits lowbies and supporters more (as they have more chance to gain badges), minimize the spawn killing issue (as there is no use for doing this anymore, unless you have already pushed to the enemy's crystal and want to stop them from coming out to defend, and in this case Seng would end soon anyway, as only winning matters, killing doesn't) and encourage teamworks. With the towers and guardians doing sufficient damage to even lvl 100 scions (damage based on % max hp), they will become a real "defense line" that make people to not take them lightly anymore and will actually have to find the way to take those down while watching out for the other team. The fixed damage part and healing on towers / guardians also means that lowbies can contribute as much as high lvls to their team's winning, preventing overpowered players from taking down towers / crystals in seconds, as well as making healing less useless in Seng.
I know many high lvl players might oppose this idea as it takes away their advantage in Seng and allows lowbies to benefit from their works too. But on the other hand, I believe these changes will bring about a better Sengolia where it is a real battleground with people actually have to try to get together to win and give lowbies a chance to contribute to the winning of the team too.Last edited by R21892248; 08-23-2012, 05:41 AM.
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The more players you kill in Seng, the more silver badges you receive, win or lose. Some players won't care about winning or losing seng as the rewards are worthless to them. But they will care about getting enough kills for the maximum number of silver badges. The flip side of this, is that some players are so powerful, that the crystal of life could be destroyed in just a few minutes, ending the battle ground for everyone. It really is up to the more powerful players, (including cashers), do decide how Seng ends. So, for those who think Seng is unfair or too hard or stupid or whatever, your choices are simple. Develop your character so that you can compete, or ignore Seng and gather your honor and badges through pve.
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I like all the changes to crystal/tower's stats, they really need to be more of a challenge: towers are down'd within 10sec now and the players get hit for 1's.
However don't fix the heal from player->towers/crystals, keep it playerstat-based. IP-filter is a little too unbeneficial: I use 2 chars, first I play on my ranger to get the 33 kills/4silvers, then I log off and start my priest to gain some too. With the IP-filter I would be able to participate with only one of them, making the other one fall behind greatly (and it's not easy to obtain silvers from elsewhere aka wishing well, all other events are outside my timezone)Le derp alt. I remembered I'm logged on this account after I posted.
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Server: Windshear peaks - Emperor
[Eidolon] Holy priest Lv100 supporting with curses.
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The fixed heal part is because towers and crystals take fixed damage, so if heal stays unchanged, people of lower lvl can't heal much against the damage being dealt, or when CS develops more you might have priests being able to out-heal all damage done on towers.
The IP filter idea, I'm not sure, I was afraid that the team-reward system is too good for people to abuse and farm silvers / honor on alts. May be it can be removed since getting silvers on alts doesn't really improve your main, unless you use those silvers for bound breeding stones to breed tradable pets xDLast edited by R21892248; 08-23-2012, 06:55 AM.
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Seng needs to be divided.
Yeah people are gonna flame and troll and whatever, and I don't care - cause this post is for the developers =)
Anyway, we already have an L1 and L2 all that should be implemented is a slight plane check and place the respected plan in the respected "L" (much like 2 avernals) ; sure L1 and L2 being for all levels work at the beginning of the server, but tell me; is sengolia supposed to be over in 5 minutes because of the level 100 scions? or last over 30 minutes because the scions need to farm honor/kills for medals? something tells me, no - it's not. So, how about we stuff the mortals in L1, and the scions in L2. you may want to buff up the life forces and towers in L2 for them as well, so they can't kill the thing in 5 minutes LOL. make it more of a challenge yeah? unless you mean the challenge is playing as a lowbie that has no chance in hell against a capped scion...
Really, boring... :/
That is all lol.VIP (S27)Catastrophe @ Celestial Palace
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Sengolia v2.0
Developers/Staff,
Seng seem's to spacious meaning long. The fight feels like its missing something.
There really don't seem to be any thrilling purpose rather than search and destroy.
The towers could serve a more interesting purpose holding Enemy Flags. To grab a flag stand near the tower for a set time to obtain one. Or attack the tower to make it harder for the other team to return flags. They grab a flag and haul it back to there teams tower. Rewarding there team with points and the flag carrier with a certain amount of honor for the successful delivery. Seng kinda seems really not that eventful. The honor gain is pretty low vs doing guild dailies for honor. So here is what I propose.
(Tower Flag's can spawn a set number of flags until that flag is dropped or cashed in at the opposing teams tower. Re-spawning a new one at the tower the flag was taken from.)
Crystal Saga Sengolia v2.0
Introduction to Crystal Flag Carrier Battlefield and its rewards.
Achievement & Reward
Successful Flag Capture*:25
Successful Flag Kill**:10
Flag Tower Destroyed***:100 to team.
Crystaloid Flag****:50 to team+Buff.
The team buff could be like an increased movement speed for flag runners.
*Flag must be carried from enemy tower to your teams crystal. One extra honor obtained every 2 minutes carrying the flag.
**Killing the enemy flag carrier give instant 10 honor. Returning the flag to the tower gives an additional 15 honor.
***Once your team destroys the enemy tower each team member on red or blue are awarded 100 honor points. It will be harder for them to carry flags to turn in for honor. Requiring them to carry them further to the next tower.
****Carry a Crystaloid flag from the enemies main crystal to your teams tower to obtain 50 honor for all team players and gain a small battle buff boost.
The fun part of this idea people would be defending the flag runners that have the current tower flags. Giving players more things to focus on in the battlefield during the whole fight.
I also think the winning team should be awarded Battlefield shards. And with enough of them they can turn them in to get for example a battlefield insignia flag that gives really high stats. Wearing the insignia appears on the character as a duel pole dragon banner coming from behind there back towards the sky as mark of power and achievement in the battlefield. If you do consider this you could remove honor gained from killing maybe to discourage Mage players from honor farm killing. And thus focus more on the actual overall end game of the battle.
Thanks,
~GreenHornetLast edited by sawja; 08-25-2012, 05:44 AM.
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Yeah there are lots of suggestions and complaints about these. I hope they can give solutions about Sengolia Battlegrounds. I don't do Sengolia Battlegrounds since my time zone is not so fair for this type of event but previously when I'm in Sengolia, I'll just stand there or hide. I'll just wait for it to end and hoping my team wins the battle. I hate fighting because it freezes up my computer and some scions are strong especially mages who use strong aoe skills. Its so boring to go down there and just getting yourself killed. Its like you are letting yourself get killed to give points for those people who are already strong. Its not making any sense at all. I'm the one who needs to be strong and why do I need to get myself killed just to give them the points. I need a fair fight. Anyway, I don't have time for this event,I'm sleeping during this event.
Me encanta publicar ideas en el foro.Last edited by Greendaryl; 08-25-2012, 09:01 AM."80s music, the greatest era of being in love."
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