Apocalypse Event Changes

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Clearly Apocalypse Event its not balanced and wont be because players are just selfish as fuck.

This idea post its intended to sum up a couple of things that were mentioned and add a couple of mine:

From Reise post: https://ideas.helbreath.net/communities/1/topics/486-abby-balance

The current balance of Abby heavily favors the defending town so once the attacking town is wiped once it is game over for the most part and the only hope the attacking town has is to get into Abby at the last minute and do enough damage to split the drop and this is due to a number of reasons:

Here he mentions 2 problems:

1. Running back.

Once the attacking town is wiped it is essentially game over, since they will slowly run back and get farmed by roaming raid parties in IB and maze since small groups running back are easy EKs for an organized raid group.

2. Abby Choke

If the attacking team actually gets a appreciable force gathered up again and outside of abby they are usually greated by a large defending team on at the choke in the abby entrance.


And so he proposed 3 changes:
1. Once the Procella is cleared and Abby is open add a direct portal to procella.

2. Add different exit's to Abby entrance. 

3. Increase Abaddon HP so he doesnt die within the first minute or two


Then from Jess post: https://ideas.helbreath.net/communities/1/topics/583-multiple-tps-leading-into-procella-and-abby-map


He mentioned the following problem:
Would be nice if Abby wasn’t so dependent on whoever sits on IB tp first then boxes infernia, then procella, and finally Abby.

And so he proposed:

If we had multiple tps to choose going into Abby and procella, it could make Abby more competitive or at least more engaging for the weaker side.
Ideally Abby map and Procella would each have 3 telepads leading into those maps. There are plenty of people who could box two pads, but three would make a concerted push by a town much more likely to break in before the opposing town could mobilize.


I agree with both of them, abby is heavily favored to the defending town because:
1- Having more numbers means you get into Druncian first, as soon as it opens
2- Entering Druncian first makes you choose what infernia you want to go, fuck even sometimes the winning town will take the 2 infernias

3- Entering the infernia first (because the city has the numbers) makes you clean the mobs of that map faster than the loosing town

4- Clearing infernia faster makes you get to maze first, and then procella first. And from this point it becomes always the same thing, loosing town will block the choke point at GG pit to prevent enemies to get into procella and winning town will box procella to prevent any attack from the loosing town. Lately the loosing town doesnt even go into procella, they just wait at GG till Abaddon spawns, they rush to abby to try to fight it and find out almost everyone on the winning town with merien shields on and hp slates wich make them untouchable pretty much.

And so the changes proposed could be:

1- Add more ways to get into Procella:

    a) Through classic Maze

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    b) Through Dungeon L2 stairs

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    c) Through Tower of Hell 2 middle.

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2- From Procella add more ways to get into Abaddon Map and within Abaddon Map you will reach different parts of the map and not the same island with that choke point:


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3- Disable monsters in DC till Abaddon is dead:

This will prevent the loosing town to conform with the consolation prize to "hunt" dc for 30min till Abaddon dies. I see it every weekend, people just go into dc to hunt and not play the actual event. No monster will spawn into DC till Abaddon is dead.

4- Disable monsters re-spawn in Maze till Abaddon is dead:
This will prevent the currently meta of people "doing time" in maze till Abaddon spawns, will make people get bored and they might just go rush procella to fight.

5
- Disable slates and all activations 120 seconds before Abaddon spawns in the map:
This way the attackers get a change to fight back and not meet everyone killing the abby with slates and merien shields on. Will have to think a way to disable Beholder neck since it lasts forever.

6- Double Abaddon HP, increase the damage and increase HP regens:
The longer it takes to kill it, the longer the fights for it can develop.

7- As soon as you enter Infernia A or B from DC you get spawned anywhere in the map:
This will prevent large zergs to "box" either Infernia like they do.

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It is for sure a good idea, some thing must be done to improve the event gameplay...


3- Disable monsters in DC till Abaddon is dead and 4- Disable monsters re-spawn in Maze till Abaddon is dead:

It must be applied! 

5- Disable slates and all activations 120 seconds before Abaddon spawns in the map:

Its kind difficult to implement cause you never know exactly when Abby will spawn, but WHEN it does, would be easy to remove all activations and slates and disable it until abby dies.

6- Double Abaddon HP, increase the damage and increase HP regens:

I would also add the power of the Elementalist on Abby, but a bit more wild... Casting cancels and magics. The server is UP for a long time, most of players is too geared, those boss must be updated to follow the gameflow.