Aryana - the only obelisk that matters
Juran
Ohio
When two teams collide, there are going to be casualties. Sometimes a side is wiped out entirely, sometimes a few people die from each team - but regardless of how the outcome of the fight is decided, the one with the greater strength holds the field. In a shardfall, this means that they have a short opportunity to gather shards and consolidate their position before the next go around.
Aryana greatly shrinks that victory window to as short as 45 seconds in some cases - and in a close encounter will give a losing team greater numbers for a counterattack before the winning team can regroup. Time out of Dis is such an enormous advantage that entire shardfalls are decided purely by the side holding the obelisk. One side doesn't have to wait on the boat, isn't constrained by the limited amount of quests available that give coins, and have a much quicker trip back to life. In many fights, the first fighters to die are back and involved in the fight again before the outcome is even decided.
When one obelisk determines the outcome of a fight more than the other five combine, it needs to change. There is plenty of reasons in the game to fight without rewarding one faction with their reinforcements in less than half the time. Close fights become blowouts, because the three people I lost are still dead when the three people they lost are redeffed and attacking again.
8
Comments
Right now, the Aryana Obelisk is the single most overpowering factor in team combat. Shardfalls, obelisks, random raids, it doesn't matter. The Aryana obelisk gives one side the ability to effectively corpserush the opposition out of play. All you have to do is hit the enemy and take out a few of them, regardless of your losses. Then you hit Dis, focus out, and swarm the reduced enemy down. Unless you're horribly outclassed, there's no effective way to prevent this from working. I regularly get focused down first in fights and end up back out of Dis in time to portal back in and help clean up. Something about it needs to change.
I'd also like to see some major Dis reforms, too. The current one is so horribly designed for a game like this. Shardfalls can be decided by the fact that somebody who was bashing clear across the world died at a bad time and forced your entire team to wait on a ferry recycle, which bought us extra minutes to harvest freely. Hell, right now, the best way for me to win shardfalls and group fights in general would be to send a suicide squad to Dis with instructions to monopolize coin quests, break the breakable ones, take the ferry ahead of incoming enemy members, and generally do everything humanly possible to stall their dead out to buy harvesting time.
Dis shouldn't be such a major determinant in who wins shardfalls, obelisks, CTFs, and other such things. Even with the coinmob from events, my optimal CTF strategy should involve a non-combatant sitting in Dis to take the ferry ~20 seconds after they see a large batch of enemy fights hit deathsight. This is horrible, and it's been horrible for years. The nature of shardfalls and the fact that they've become the primary conflict generator just highlights this. It needs a change.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
I'd have preferred an Egyptian-esque escape from the underworld, where you do a few good deeds, weigh your heart against a feather, and pop up in the living world.
‘Every sword’s a weight to carry. Men don’t see that when they pick ’em up. But they get heavier with time.”
‘Every sword’s a weight to carry. Men don’t see that when they pick ’em up. But they get heavier with time.”
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
See, I mind the raft a lot more then the coins. I'd be okay with having to get coins as long as a few things happen:
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
What you really just said is that Aryana Obelisk is really overpowered and shouldn't be changed because compared to the other obelisks, it is super awesome.
I guess we could just go the 'Lusternia route' and make everything furiously overpowered. I wouldn't want to, but hey, we could do that.
.. I'd rather just delete Aryana's current benefit. Make the new one a 'gain back 5% of your reserves every day change'. That means you end up netting double reserves if you use all of your reserves every day.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
‘Every sword’s a weight to carry. Men don’t see that when they pick ’em up. But they get heavier with time.”