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Annoying Cabal Guards!!!


sarcon

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STOP LETTING THEM IN WHEN THEY ARE BLINDED, PLAGUED AND INSOMNIA YOU BASTARDS!!

Yup.. that is what I say to those guards every time someone runs in to be saved...

I think I am at that annoyed point.. Yup, Very annoyed with it...

Ahh.. I feel better for letting that out.. Yes.. Breath... In.. and out... ahh Much better. :P

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Yes, this has been brought up A LOT of times. The problem is that people are not just going in to heal... they go in to take a nap, shave, have a meal, watch some pron, take the kids to school and then take them back.

Just bring the ****ing cabal healer at the guard...

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Just bring the ****ing cabal healer at the guard...

Or make them use town healers like everyone else.

Even people who had a clear advantage over me (zoix) in combat would only fight near their cabal and constantly go in there for full regen at the sign of one mal. So frustrating, I could imagine even more so for a shaman or necro.

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I really don't see any reason for cabals to have a temple service at all to be honest...

Then again, I can't agree with anyone ever sitting in their cabal for any reason either, being an all-but PK proof area.

I'd much rather that the cabal services were hidden and scattered throughout the lands, similar to shrines or even movable like army bastions. Only people in the right cabal could access their services of course.

Let the standard be at the "power spot" rather than serve as the flag of a huge base (cabals are small and elite, not governmental armies). It would make cabal wars much more mobile and interesting.

For example:

Keep the standards and cabal guard in the current location. Put the altar and temple service at the closest bastion to the enemy base. For the weak cabals, that will be right next to their home base anyways. For the strong cabals, the altar and cabal guard will be separated. This means that to capture a standard, you have to assault like normal and then return it to your mobile front base (aka closest bastion) and then defend the FRONT LINE base.

The 'stronger' side doesn't have the huge defense advantage. To return a standard, you have to assault that front base army (mainly the 'superior' player defender without cabal guard/area support).

This allows players to use the temple only when defending the weak altar (since the opponent isn't targetting the player anyways, just getting their standard back---not a problem if they run to cure mals). When the real base is being assaulted, there is no healer to use (since it is much harder to attack a cabal guard and takes a lot more time---if you need to run, you have to go back to town or your front base which gives the opponent the needed time to get your standard)

Most importantly, the healer in the front mobile base is OUTSIDE and thus the player is assaultable during the heal lag.

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While I like Cel's idea, I'm even more for taking healers away from cabals. Not only is there a large number of temple healers scattered throughout the lands, but there is also a huge number of consumables to cure the majority of the standard mals. People in cabals already get plenty of perks, do they really need to be protected while they rest up and heal as well?

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Ummm...Here's my $0.02

Shamans have summon...learn how to use it BEFORE they get to their cabal.

Shamans can negate about 90% of your saves with 3 spells: 2 of those land VERY easily. The effects of plague/poison/insomnia/etc drain moves and mana at a very fast rate. If you can't prevent someone from getting to their cabal and healed with your arsenal of prayers (I know tons of shamans who can/did), then maybe you should play something different.

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Yes, the summon does work at times.. However, there are times that you fail even when there saves have been absolutely withered into nothing. So, yes it does work at times.. however not all the time.

I honestly would still like to know the purpose of why they can just run inside.. Like it is almost like an uncabaled person being able to just run into there Guild Halls when they are in danger and the guard cannot be killed.

I think it is time to get RID OF BEING ABLE TO RUN INTO THE CABAL GUARDS!!!

LETS START A VOTE!!!

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Ummm...Here's my $0.02

Shamans have summon...learn how to use it BEFORE they get to their cabal.

Shamans can negate about 90% of your saves with 3 spells: 2 of those land VERY easily. The effects of plague/poison/insomnia/etc drain moves and mana at a very fast rate. If you can't prevent someone from getting to their cabal and healed with your arsenal of prayers (I know tons of shamans who can/did), then maybe you should play something different.

That's besides the point.. it's the fact that people can just enter their cabals anyway and rest up/heal mals in what is, for all intents and purposes, a safe-pk zone.

If you're fighting near an enemy cabal (and there are a few reasons why you'd have to do that) then there's nothing to stop them popping off into their cabal every time the going gets tough and they've a couple mals and you've very little space to stop them.

It doesn't just affect shaman either.

Dey

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Sarcon, here's the thing:

There are a handful of classes that have gimping game mechanics. Thieves are the most affected by this. The reason has more to do with the overall power potential of that particular class. With thieves, that power is the ability to get items cheaply. With shamans, in a matter of 5-6 rounds you can have your opponent out of saves, with a limited ability to run, and ****ting their pants...literally.

It is then up to you to chase properly and effectively (taking advantage of the effects of your mals) to get the kill. If someone can make it to their cabal, big friggin deal - they heal up, sleep to regain mana, lose CP for services - and you're back at it in 4-5 mins. You're attritioning CP and/or gold here too...shamans require a degree of patience.

Now, if said opponent just sits in there until one of you logoff - I would call that abusive and it should be logged/prayer-forum'd.

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"With shamans, in a matter of 5-6 rounds you can have your opponent out of saves, with a limited ability to run, and ****ting their pants...literally."

Shaman are not that scary. They can be, but they are not if you dress accordingly.

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Sarcon, here's the thing:

There are a handful of classes that have gimping game mechanics. Thieves are the most affected by this. The reason has more to do with the overall power potential of that particular class. With thieves, that power is the ability to get items cheaply. With shamans, in a matter of 5-6 rounds you can have your opponent out of saves, with a limited ability to run, and ****ting their pants...literally.

It is then up to you to chase properly and effectively (taking advantage of the effects of your mals) to get the kill. If someone can make it to their cabal, big friggin deal - they heal up, sleep to regain mana, lose CP for services - and you're back at it in 4-5 mins. You're attritioning CP and/or gold here too...shamans require a degree of patience.

Now, if said opponent just sits in there until one of you logoff - I would call that abusive and it should be logged/prayer-forum'd.

You are missing the point.

It is not that people shouldn't have a way to heal mals, it is that certain people will ONLY fight in and around their cabal against certain foes because they know the second they are affected by one mal they will run in and heal it, and heal everything else while in there. It gives caballed players a HUGE edge which I don't think they need. It isn't a matter of catching them before they make it back to the cabal, they are already right there.

When I fight a mal class I generally will not let the mals stack up, if I am hit by two or three I'll go heal them, at a town healer, if I am fast they wont know which one BUT at least if they track me they can intefere. Which is a lot better than sitting outside some persons cabal knowing that when they come out and you mal them up they will run right back in.

Maybe you don't realize it, but that is not attrition, no shaman or anything else will be able to outlast that. Sure they lose a few cps to heal but still, not enough so that they are concerned.

If it remains as is I suggest two things.

1) Let anyone flee into the cabal area.

2) Jack up the cost of using a cabal healer.

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You are missing the point.

It is not that people shouldn't have a way to heal mals, it is that certain people will ONLY fight in and around their cabal against certain foes because they know the second they are affected by one mal they will run in and heal it, and heal everything else while in there. It gives caballed players a HUGE edge which I don't think they need. It isn't a matter of catching them before they make it back to the cabal, they are already right there.

When I fight a mal class I generally will not let the mals stack up, if I am hit by two or three I'll go heal them, at a town healer, if I am fast they wont know which one BUT at least if they track me they can intefere. Which is a lot better than sitting outside some persons cabal knowing that when they come out and you mal them up they will run right back in.

Maybe you don't realize it, but that is not attrition, no shaman or anything else will be able to outlast that. Sure they lose a few cps to heal but still, not enough so that they are concerned.

If it remains as is I suggest two things.

1) Let anyone flee into the cabal area.

2) Jack up the cost of using a cabal healer.

As always Reccum... Great points!

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take away hp and mana regen while in cabals, only allow regen at the door. also, stop offensive spell count downs while in your own temple. this way you can sit in your cabal all you want to avoid pk, but you'll still take damage from mals, your hp won't go up so you'll have to heal at the cabal healer and then you have no reason to be in there.

a-g

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I vote no' date=' it's been like that for years, I've had to deal with it, and so has many other players in the past. Just learn a way around it, or don't plague, poison, blind near cabals.[/quote']

So just because we've had an unfair/broken system for years, we shouldn't change it? Good logic... :rolleyes:

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I vote no' date=' it's been like that for years, I've had to deal with it, and so has many other players in the past. Just learn a way around it, or don't plague, poison, blind near cabals.[/quote']

Should we allow something wrong in the system to stay just because it's been there for a while now? While this may not affect some classes as much as others, it does hinder those that would like to spell up their opponent. FL is a RP/PK mud, there should be (in my opinion) NO safe place for someone to hide in. If someone wants to sit and not worry about PK than they should stick to an adventurer.

Foxx: You only beat me because I'm at work.

Knocking out the entire area around someone's cabal is huge. Especially if you're at war with that cabal. Should a Shaman or any other person who puts effects on a character have to suffer so? I remember back when there were rules against hiding in the Academy to get away from PK, why are the rules less strict at 50 where they should be more so? While I can't tell anyone how to play, player or IMM I don't think it's right. Either a) the CP cost for using healing should go up, B) someone shouldn't be allowed in for a short time just like Guilds do, or c) Just do away with the healers, they're a privledge that has been abused and is not required. I also like A-G's ideas, let them hide in the Cabal, but they'll get hurt doing it. But on the other hand then people could run into the cabal if they're close to death, die and be able to loot themselves.

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