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Ultima Time Mayhem Crazyness (Drainer Issue)


IIIAmJohnWick
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During Ultima Event and Felankor Event there always has been a series of rogue assassin drainer parties that come in and swoop kill the boss within a matter minutes. Before anyone can sometimes even go from town to bowl or 6 or 12 of cz and reach ultima its dead and more times than none the drops such as felankor ring +1, trinas peices, glass belts and etc go to assassin parties who are clearly the alt char of someone else's main account.

Take for instance exhibit A below :

z.thumb.png.e03617cad927a374f26ece7a9a5f2011.png

 

(ITS A F****** ASSASSIN WEARING A JAMADAR FOR RANGE AND AEGIS SHIELD FOR DEF/STATS WTF?????? ) There were atleast 10 on tonight at ultima time. just getting tp'd by 1 mage and constantly throwing drains on ultima. Apparently they all have the same clan -> BooSHunTer (Epic Trolling FTW )

This is a seriously bad way to kill pk during major bossess such as Ultima and especially Felankor.

My solution is quite simple and yet effective. Remove the drain effect from utlima and felankor (similar to how it is with the UTC BOSSES )

enabling 1) Ultima/Felankor to surviving longer in cz = more pk time and more opportunity for other players to get the quest done.

2) it will promote more activity in cz this way and enable that activity to stay longer = longer pk session = making everyone happy.

 

@Aesteris

@twostars

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+1 when watching some  pk movies u see boss sporn and couple big names get in drain run off and   wait for repeat.

They get the drop no matter what  and really did nothing to work or earn it .

But being first  drain normally =  drop   and everyone else looses out mostly when boss goes down fast. 

It should be all 3 bosses   as ISI  in a legit party or 5 ppl  no priest we took it down easy and fast enough   should be more ppl needed  or at least 1 healer in party 

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4 hours ago, IIIAmJohnWick said:

During Ultima Event and Felankor Event there always has been a series of rogue assassin drainer parties that come in and swoop kill the boss within a matter minutes. Before anyone can sometimes even go from town to bowl or 6 or 12 of cz and reach ultima its dead and more times than none the drops such as felankor ring +1, trinas peices, glass belts and etc go to assassin parties who are clearly the alt char of someone else's main account.

Take for instance exhibit A below :

z.thumb.png.e03617cad927a374f26ece7a9a5f2011.png

 

(ITS A F****** ASSASSIN WEARING A JAMADAR FOR RANGE AND AEGIS SHIELD FOR DEF/STATS WTF?????? ) There were atleast 10 on tonight at ultima time. just getting tp'd by 1 mage and constantly throwing drains on ultima. Apparently they all have the same clan -> BooSHunTer (Epic Trolling FTW )

This is a seriously bad way to kill pk during major bossess such as Ultima and especially Felankor.

My solution is quite simple and yet effective. Remove the drain effect from utlima and felankor (similar to how it is with the UTC BOSSES )

enabling 1) Ultima/Felankor to surviving longer in cz = more pk time and more opportunity for other players to get the quest done.

2) it will promote more activity in cz this way and enable that activity to stay longer = longer pk session = making everyone happy.

 

@Aesteris

@twostars

correct !!!

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The problem with disabling them entirely is that it then gives the skill no purpose, so I don't think this is an ideal solution to this problem.

Rather, I'm considering doing something like enforcing what it says on the tooltip ('can only use once every 60 seconds') on a per-mob basis (i.e. one drain allowed on this monster from anyone every [for example] minute), rather than on a player basis, allowing the use of drains but greatly limiting their use. That still gives drains value (it is still a lot of HP they're chunking them for) but prevents players from going overboard with it.

Not sure if we will do that, but it's an idea.

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1 hour ago, twostars said:

The problem with disabling them entirely is that it then gives the skill no purpose, so I don't think this is an ideal solution to this problem.

Rather, I'm considering doing something like enforcing what it says on the tooltip ('can only use once every 60 seconds') on a per-mob basis (i.e. one drain allowed on this monster from anyone every [for example] minute), rather than on a player basis, allowing the use of drains but greatly limiting their use. That still gives drains value (it is still a lot of HP they're chunking them for) but prevents players from going overboard with it.

Not sure if we will do that, but it's an idea.

it is worth testing  that idea 

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