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Suggestion Conquest Rework

fa1c

Active Member
Currently, me and others feel like conquest has been more defense focused. Compared to attacking, defending is much, much easier to win on especially as fights scale higher. IMO some stuff needs reworking/addition
New Inhib choices:
from what ive seen, inhibitor choices have been very limited, with not very many viable choices in fights such as shield wall or golem override essentially being useless. I think a few more choices should be added such as one that disables golem healing/buffing. Fent golems have given defenders a huge boost in winning fights so I think if something is able to disable this OR adding this with golem override would make it much more fair. Another idea is buffing chain reaction, where instead of it being taking a charge freezes a golem to killing a golem freezes another golem. As seen by defending charges and even keeping golems from getting killed being very, very easy. Really these are just because I've only seen 2 mods be frequently placed for these/most fights besides rivi and I think we are long overdue for some new attacking changes
Prolonged warped times (In larger fights):
In these larger fights by the time you whittle down the numbers of your enemy, most of the time warp is in a minute or two. I personally think this is completely unfair for the attacker. I think longer warp times will allow fights to be more intriguing than defense slop. This could allow for more strategizing and coordination than just warping back healing golems and spamming KB. Scaling up warp times to 10m-12m instead of the 8 ( I think? ) it is now on fights with more than 200+ players.

Overall, I am just trying to find ways even the playing field based on how me and others i've spoken to feel. everything I've said here could definitely use some work, it's just something I came up with recently and hope can help to improve conquest!
 
5 voters
Scaling up warp times to 10m-12m instead of the 8 ( I think? ) it is now on fights with more than 200+ players

This does seem like a fair idea, although the volume of players who qd and then have to wait nearly the full timer to come back certainly feels bad. I'm told this sometimes accounts for a decent % of players who just stop warping back which explains the 50+ player dropoff after a few warps.
 
I don’t think longer warp times are a good idea because it makes making a comeback pretty hard if you’re down numbers and if your team gets wiped you just lose within one warp and no one wants to wait 10-12 minutes to rewarp. The time you have to wait now is already long enough in my opinion.

But I do agree defense is broken, and mods are definitely too strong in combination with fent golems. Maybe there should be a cooldown on fenting golems because you can currently just spam heal it the entire time and there is nothing you can do against it. Maybe also make it so that fent golems take increased damage when they’re actively being healed, because with the buff module + people healing the golem it is super hard to even kill a golem, and then you also still have to get the charge off. Adding some vulnerability would at least create risk-reward instead of infinite sustain.
 
This does seem like a fair idea, although the volume of players who qd and then have to wait nearly the full timer to come back certainly feels bad. I'm told this sometimes accounts for a decent % of players who just stop warping back which explains the 50+ player dropoff after a few warps.
I'm with you, I don't think recruits would enjoy dying in the first 30 seconds just to see a 11:30 minute timer above their head until they can fight again.
 
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