I didn't know that clearing the attacking minions stopped the ram. but yeah for the most part, taking down the ram takes alot of effort. what ive noticed is that the only games where ive been able to take down the ram (second phase) are games where the defending players individually are better than the attacking players. in other words youre only taking down the ram if the attacking players are worse whereas their respawns will be low anyway. I'd prefer that the objective of destroying the ram not be so closely tied to the attackers being **** at the game.Originally Posted by DefiledDragon Go to original post
99% of the time the games end in phase 3. Trying to kill the Ram is almost always pointless unless the attackers are playing poorly as a team.
The rule tends to be, get the attackers to 12 lives or fewer before phase 3 and the defenders win. Otherwise the attackers will likely win.
Phase 1 and 2 seem pointless and mostly a waste of time. Breach is fun but not the game mode that it could have been.
Phase one is very useful. You can get a lot done there by reducing tickets and damaging the ram. Damaging the ram is the best way to win in phase 2. Damaging tickets... you might win phase two but will likely lose phase two and have to win/lose in phase 3. If you get the ram down so it enters phase 2 with about 50% health then you have an almost guaranteed win unless your team potatoes hard.
I enjoy each phase. Phase one is always really intense, especially when the tribute spawns. Phase one is also where the attackers gain the big advantage if they do well. If you hit phase two without losing too many tickets and the ram is at mostly full health you will make it through phase 2 almost guaranteed. Phase two is impacted heavily by phase one.
i dont know if its even possible to run out of tickets in the first round. i swear that we have ran out the first round many times before, buy the game wont let it happen.
which is annoying as its a clear indicator of how the match will go, and as soon as the first gate is breached, we are in for another round of just getting slaughtered.
other than that, i think its all good except for the cauldron still being easily accessible to the defenders, even if the attackers have fought their way up to it and are guarding it.
i think that the attacks should be able to either capture it and make it unuasble for the rest of the game, having the area capturable for both sides and only making it useable if the defenders have captured it, or let the attackers pour the cauldron onto the gate if they use it. then it would benefit whoever pours the cauldron.
when it comes to the commander, its in favor of the attackers as they have to drain him bit for bit, and if there are enough tickets, everyone can go in on a suicide mission and take a chip of him.
but what else can you do? with 4 people guarding him, you cant really fight him in any other way.
the biggest problem with it, is when the attackers are breaking. then there are 4 people attacking him all at once. the defenders may have done a great job at defending him, but the breaking spawn gets him almost every time.
its very frustrating as a defender, just standing there, knowing that your commander cant heal or do anything, just waiting for the next spawn to take him out.
combine all of this with the insane respawn timers, and you have no chance.
and if you start the third face as an attackers and your team are low on tickets when it starts, then you have no chance of taking him down.
so it all comes down to having many tickets and rushing him whenever you spawn.
i think he should be untouchable until attackers have gained control of both sides, and maybe give both teams tickets on third faze.
I don't agree that everything is against attackers. When they capture an archer point it stays theirs for good and with the upcoming buff to archers this will be even more incentive to get those points. If you capture the cauldron then the constantly spawning minions will prevent a lone enemy from dropping the cauldron so the defenders will either have to use two players at the cauldron or leave one who will be slowed down by having to clear minions before deploying. In the meantime the attackers can focus on boosting the speed of the ram and maybe even get a second flag to it.Originally Posted by SangLong524 Go to original post
The capture points are what balances out the defender's infinite respawns in phases 1 and 2. Phase 3 requires a bit more of a tactical approach to bring the Lord forward unless you have enough tickets to just zerg rush him.
I personally like how breach feels right now. Also i have in pvp defended and broken the ram in phase 1 before. Its absolutely possible and so is exhausting tickets. Phase one is the zany phase before everyone jas reknowned and built up the respawn timer.
Keep the ram clear and it stops moving, running down both the clock and its hp.
In fact i find if you dont ticket out attackers first phase thicketing them out second phase is impossible. Going for the ram really is beneficial for this reason, and when it loses a lot of health it puts pressure on attackers.
Also ive seen a lot of defender teams lose phase three necause they are hunting to drain tickets. The best way in my experience to win phase 3 as a defender is to turtle hard and focus entirely on defense hoping the clock will run out. This inadvertantly gets you more kills too in places where executions are more likely and resses are riskier to get off. Stay on the commander hard.
As far as attacking goes it doesnt feel so imbalanced to me. Yeah you have a lot going against you, but if you do make it to phase 3 things are now vompletly in your favor cause the defenders game literally rides on an Achilles heel of a commander.
Just dont wast time with empty off objective battles and you will find its pretty fair imo.
The only exception to this is the map with two massive ladders up to the first rampart zone. I feel like the time and risk to get up there favors the defenders a bit too much.
the biggest problem is caputre the bases and advance with the ram....if attackers have 30% more minnions of the defender in the first phase it will help a lot since defenders are forced to split in 2 groupsOriginally Posted by Ubiflowessence Go to original post