Groups using the port to solo zones
I raised this before but nothing was done to solo zone port mechanics.
Groups are still porting to the solo zones un-grouped, moving down the hill and re-grouping. This means they are able to get everywhere too quickly in my opinion, you flame a tower and before you know it you're hit from behind by a group that ported into the solo zone.
Is this working as intended? If it is why make it a solo port to begin with and what's the point of opening ports at keeps?
Groups are still porting to the solo zones un-grouped, moving down the hill and re-grouping. This means they are able to get everywhere too quickly in my opinion, you flame a tower and before you know it you're hit from behind by a group that ported into the solo zone.
Is this working as intended? If it is why make it a solo port to begin with and what's the point of opening ports at keeps?
Comments
It may help if they went back to the old system where you had to go to each port and activate the portal obelisks before you could port to them then have them drop as soon as you group. In order to make it fair, they could leave the portal activation buff permanent or on a super long timer so long as you stay solo.
The reason they changed it is that now the solo ports are independent from the state of the frontier. This was done mainly because Herorius used to completely destroy the alb/mid frontiers cutting all ports. So to activate ports, if not playing hib, you basically had to spend 30-45 minutes running to the three solo towns from your relic town. idk about you but that's a huge deterrent to soloing.
So if they change the obelisk ports back to what it was, alb and mid soloers will be back to spending half their playing sessions on boats to activate ports. I don't think that's a win for soloers.
However, nothing prevents soloers from jumping groups that solo port. They will usually be free kills as the port is somewhat random and you can port really far from other members of your group.
@Emery
What's the point of flaming a tower if not to draw action to you? So technically flaming a tower and instantly getting action should be a win, no? Unless your objective is to PvE towers without opposition?
Perhaps code it, such that if you ported to a solo town, you would be unable to join a group for 5-10 minutes.
Da fly family - 4501 4502 4503 4504 4505 4506 4508 4509
Da spider family - 441 442 443 444 445 447
Ywain 1 Mid - Carlingford Hib - Tullamore Alb - Dalton
https://divoxutils.com/user-characters
I have doubts they could even do this without causing tons of bugs.
Seems either way one of the playstyles would be inconvenienced so it's probably better just to leave it as is.
GL
https://divoxutils.com/users/user_2ZTPHy8tjVF9LWMgujSZfCY9Mos/characters
I agree. Bow towns are a joke.
Da fly family - 4501 4502 4503 4504 4505 4506 4508 4509
Da spider family - 441 442 443 444 445 447
Ywain 1 Mid - Carlingford Hib - Tullamore Alb - Dalton
https://divoxutils.com/user-characters
move bow town port to labby
Can't port if you were in a group X amount of time ago.
Pretty simple coding. Facepalm.
It's true that leet groups will use solo ports it to defend against zergs on 2 realms/back to back fights and really clean up RPS. It's sorta uncanny how they know where to head next, so maybe this is a 2 part issue...
But again to the OP, if you've grouped in the last 10 minutes you should be ineligible to port. Harder to reset to a different realm to beat a zerg to their intended target if you can't get ahead in that way. I see zero down side.