Cannot believe that this is so hard to do.
Designing exciting and well tuned raids? Check
Interesting and diverse dungeons? Check
Two brand new zones to spend a lot of time in? Double check
…
Understanding that a player should feel safe in the neutral town, because of the guards? ‘incoherent screeching’
This is not a difficult concept to get. You want to W PvP? Do it. Not where people zone in, vendor their scrap or hand in their quests.
Of course, don’t make Rustbolt a Sanctuary, if you want to dive into your death for a cheap kill, then go ahead.
At the moment, the death part will simply not happen. Not. A. Chance.
The guards hit for 0.04% of a players health, got zero dangerous abilities and guess what, even if you kill a guard you… won’t lose reputation towards the Resistance? Like, what?
Possible Fixes:
- The guards should actually exist, and do damage. They shouldn’t have threath tables either, they should focus the people who triggered them, not on god-mode tanks.
- If you kill a guard, you lose a nice chunk of reputation (100?), it should be also near impossible to escape them.
- Once you trigger a guard attacking you, you should be on “watch-list” for 10 minutes, constantly being attacked if you get close to town.
Easy fixes. Doubt they will ever consider them.
Just watched 2 dozen hordies massacre every alliance and guard in Rustbolt. Now go ahead and tell me why alliance should ever consider turning on WM. +30% reputation? More like -100%, you cannot even hand in the quests.