For the love of god make those flags immune vs locks for a time after one wears of . Its annoying as hell when you cant get a portal flag back because its CONSTANTLY locked. Plus when there are giants around it pretty much means autowin even when the game was fairly balanced up to this point. This also plays into the often requested tower scaling (make them better towards midgame/endgame). Towers are pretty much useless late midgame/early lategame and all Demigods can pretty much run through the towers get the flag, lock it and run out again without taking significant damage.
i'd be more inclined to adding an item like flag key, with a longer cast time but short cool-down.
re: tower power, this game was always meant to be playable in 30-45 mins, auto increasing towers abilities (outside of citidel upgrades) would only serve to extend the game without neccessiarily changing the outcome.
I agree a bit with mkaufmann. Maybe they should have a 35 or 40 sec cooldown instead of 30 secs?
yeah I agree with nerfing the locks too. The cool down should out last the effect of the lock by at least 10 seconds in my opinion. Maybe even 15. People may say "learn to play", but I think it's kinda lame that infinite portal locking is so darn easy.
But it makes the 12 year olds that love it feel funny in the pants!
I guess you weren't around for the 5 minute flag lock in beta
even if you increased the cool down, there's nothing to stop another DG from capping the flag.
you're really talking about a timed immunity.
should it be long enough for you to be able to capture (and lock) the flag?
would that make things any fairer?
If one person is keeping a portal locked perpetually, than that person is spending a lot of time and gold doing so. He's missing a lot of combat and isn't gaining much experience in his constant runs back to the store to buy more capture locks and teleport scrolls. As someone who's been on "portal patrol" more than once on Zigurat, I can say you will quickly fall behind in levels and gear by doing so. Essentially you're sacrificing your own combat prowess to keep the creep waves flowing and forcing the opposition to stay on the defensive. I see nothing wrong with this.
Also, you can counter chain-locking by having two or more of your teammates camp the flag as the lock goes down. You'll likely neutralize it before the opposition has a chance to lock again. Also keep in mind that locks have a significant cast time that can be interrupted. When you see them stand still and face the flag, use your Pounce, Penitence, Foul Grasp, Boulder Roll....etc.
Capture locks are fine.
I gotta agree with a nerf. All the high-level games turn into a flag-lock contest.
Still that will solve the part where 1 dg flag locks a flag but it wont solve when 3 well coordinated dgs do the same, hey can just ignore the cooldown, making a flag inmune for 5 or 10 secs is better in my opinion.
Its because Towers dont scale lategamr.
Perhaps a cool down on the flag itself where a new lock can be placed on it from either team and a reduced cool down on casting the lock so you could throw it on another flag elsewhere?
j
Yeah the constant capture lock on flags is annoying and especially annoying when you get there when it wears off, but an enemy demigod showed up just in time to slap another lock on the flag.
The best i can think of to stop that is have it where the controler of the flag needs to remove your presence away from the flag in order to put a cap lock on the flag which would prevent quick locks and run away. If you want to lock the flag and an enemy demigod is there within capping range you need to fight for it and get him out of the capping range.
I'm not so sure Capture Lock needs a nerf.
I would find it interesting however if they just removed them though. Would be game changing.
I know this may be unheard of, but you can buy more than one lock and teleport scroll at a time. For a 3 second investment at the shop, I can buy 6 locks and 3 teleport scrolls. Second, if you lock at portal flag on Cataract, you are also locking a gold mine. The amount of gold you get from keeping that mine offsets the lock. Not to mention it pushes the other team back to deal with that portal so it gives you the rest of the map. Other maps that have locking issues are Crucible and Prison. It is extremely difficult to turn around a game if you can't get your portal flag back in the mid to late game.
Ziggurat is only one of many maps. And you don't need to keep every flag locked down, only the important ones. I could care less if the other team wants to perma lock the 15% mana flag. I care very much when they lock my portal, gold, damage, or HP flag. There is something wrong when it is trivial to perma lock a portal flag.
Two things wrong with this statement. First, your counter to a flag lock is to tie up two of your teammates on the chance that you can turn the flag in time. In other words, you are going to cede control of the entire map while you hang around the locked flag. Now who is losing out on gold and exp? Second, two people cannot turn the flag before it can be locked again. The person that locked the flag knows exactly when the lock will expire by looking at his cooldown + 5 seconds. So that person can be there exactly when the lock fades to put a new one up.
Pretty easy to fake out a person and cause them to use an interrupt. I do it all the time.
Right....
Has anyone made fun of you for being a furry yet? This needs remedied.
Also, kitkun, nihongo ga dekiruno? gaijin wa amari nihongo ga dekinai demo namae no kotobo ga nihongo no kotoba yoku da, ne? baka yarou.
If you're gonna write in Japanese, use Hiragana/Katakana/Kanji, not Romanji
If you're carrying 6 locks and 3 scrolls, then you're not carrying any combat items. Like I said, you're sacrificing some of your combat ability.
In regards to Cataract, I would say that's more an issue of having let the other team push through to your portal in the first place. Regardless of whether or not they manage to perpetually lock that flag, you've lost your gold and your portal, and you're going to lose more flags as you attempt to get the situation back under control at your base. Unless your team has also pushed to an enemy portal, you've pretty much already lost. On Prison it's a similar scenario, only worse because the portals are right next to the citadel. What I'm saying is, on these maps you've done something very wrong if you allow the other team to take your portals, and they deserve the advantage it gives them.
I never said anything about locking all the flags. And yes, of course you're going to care if your HP, gold, etc. flags get locked. Well, you shouldn't have lost the important flags in the first place.
Still, though, let's look at Cataract. You've lost the HP flag and the other team locked it. Well obviously this is very bad. If you can reestablish control of the lane, though, you'll be able to take that flag back. It's not nearly as severe as losing your portal and I'm sure you've come back from it many times.
On Zig, it's easy to perma-lock one of the neutral portals. You're right about that. If both the portals are controlled by one team, though...well, I think that's a matter of simply being outplayed. Focus on one of the portals and you should be able to take it.
Well obviously you're not going to camp the flag for the entirely of the 45 seconds that it's locked. You can approximate when it's going to go down soon, though, and have multiple people teleport in somewhere near. I don't think it's unreasonable to ask two or three people to beam in to an important objective, whether it's a locked flag or a fort that needs protecting. It's true that you might not be able to take the flag, but if there's only one demigod opposing the group, it shouldn't be too difficult. If he tries to run in and cap lock, he'll likely get killed. If you're opposed by a group, then other parts of the map are being left open. Like, say, the other portal on Ziggurat.
You're right, I didn't think of this. It's certainly not fool-proof, though...
http://en.wikipedia.org/wiki/USS_Kitkun_Bay_(CVE-71)
Perhaps a flag should be unable to be flaglocked for 15 seconds after the effect weres off.
A usable item from the artifact shop, like say a "Skeleton Key" that costs Alot (2500gp maybe?) that could remove a capture lock would be awesome. Expensive enough to only be used in dire situations, but gives a team a chance to get their portals back.
I like that skeleton key idea DarthKilmor. I think flag locking invulnerablity would be cool. Increased cooldown would be an easier thing to implement though.
Concerning the idea that increased cool-down doesn't stop multiple people from coordinating their locks against a flag...so what? It's a step in the right direction that it stops one person from doing it solo. Perhaps team players would be better rewarded like that.
so you a furfag or not
then you can all bitch about premades more, sweet
There could be many things done to fix cap locks IMO. To counter what Scufo is saying about carrying caplocks as people wasting money, I don't buy it. By end game, someone can buy 3 cap locks for 750 gold which he can earn in a minute. He already has most of his items and is doing ok. I agree that buying early game caplocks are a waste of money and I am happy when I see the enemy team doing it, but at end game they are so cheap that it costs almost nothing to do. Here are my ideas of how caplocks can be altered without making them useless (note that only 1 of the 3 needs to be done to be effective, If all three ideas are done it would be a big nerf to caplocks).
1. If the flag is being contested the flag can't be caplocked. Basically if I go to your portal flag and caplock it, once the caplock timer wears off, if you are at the flag trying to convert it back, I can't caplock it. If I want to caplock it, I would have to get you to leave the flag.
2. Like the OP said, make a flag immune to caplocks for a small period after the caplock expires. This would allow for someone to get the flag back before it gets locked again.
3. Increase the cost of the caplock to at least 1000. I think that 250 is fine early game, but maybe increase it by 75 for every warscore you get. This would make perma-caplocking expensive late game.
I don't think that extending the tower's abilities late game add much more then 10 minutes to a game. Personally I don't mind if a demigod late game can take a tower down easily, but once giants are in the mix towers crumble. If I spend money in the tower upgrades I think they should be able to hold their own against giants and cats. I also think that the citadel should have some defences of its own so demigods would need to be involved to take it down, not just the giants.
If you are playing poor enough that your flag actually gets captured the game is virtually over anyway. It should be hell to get them back. From what little experience I have the game is usually over by the time one's portals get captured. If it happens, the flag locks were not your major problem in the game.
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