Gold Shock
Member
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I am going to post my opinion on the current state of Juggernaut & iterate why I agree with Machaar. Juggernaut: The mode needs a massive overhaul to make juggernaut hard(core) - A bit more difficult at lower level and a bit easier at higher level. Not to much, but not to little. Now to all you old dogs out their, I'm not talking about easy Delta ratios for Juggernaut when it was first released, but something less frustrating and more manageable. Juggernaut wasn't supposed to be an easy battle mode from the beginning. What we simply need is to make the juggernaut ALWAYS go first despite the level gap and support difference. This way, it is still fair since the players fighting the jugg also deal huge damage in just a short amount of time. As it currently stands, the jugg goes second all the time; meaning you're still going to be placed on the defensive, particularly when fighting against de-buff classes. If the juggurnaut always goes first , he/she has the option to play as an offensive or to stay on the defensive. There's way more Juggernauts than there are available players in range which is why Juggernaut has turned into an NPC mode. The wait takes several minutes at times, but the battles are far to easy. The unlucky opponents of a Juggernaut are often too inexperienced and ill-equipped to handle Juggernauts. So Perhaps, instead of increasing the range (making Jugg even easier), the staff could consider other options to prepare lower level players for the inevitable Juggernaut battles. Make Juggernaut hard again! HAX 61.0 - 92.5% Daily 44.9 - 98.6% Juggernaut Juggernaut should be fixed, than reserved for Varium players. This would limit the quantity of Juggernauts to ensure best matching and to make sure the system is stable. quote:
Juggs in Delta were easy (When playerbase was high which means more low level partners) but they weren't easy to the point that you can use a bot to win them. When he refers to "easy", this picture will explain. Keep in mind this is right at juggernaut release in delta. (Delta began 5/29/2011 & ended 12/20/2012): 2011 All-Time Juggernaut The lowest % is 94.1 on a 554 win scale. The first minutes of juggernaut: Juggernaut Release quote:
Juggernaut battles weren't always easy, they were easy because there were a lot of low level players, and the devs did not use a good filter for battles to favorate challenging battles for juggs. Juggernaut should be a hard battle mode but not where you lose more than you win. Prior to this update It was impossible (unless someone can prove me wrong) for level 35-40 to have a win percentage in Juggernaut that is over 50% and maybe even 40% no matter what Class or type of build he possessed. Juggernaut became unpopular thanks to the removal of enhancements back in Delta and barely anyone played it except the low levels. quote:
During wars, 1vs1 and 2vs2 will be more dead especially at war rallies. Juggernaut battles will offer 100% chance win and easier super drops. quote:
To me, 1vs1 and 2vs2 battlemodes are way more important than juggernaut battles, PvP plays a vital role in the current game’s state, and one can surely argue that without the fully-functioning PvP, EpicDuel wouldn’t exist at all. EpicDuel’s PvP is overall a very well-done mode, as 1v1 and 2v2 matches are available almost instantly, the combat and strategic mechanics are strong, varied, with credited smooth-flowing fighting. I should add they were much smoother when battles were faster paced. The current version of NPC's in juggernaut simply do not mesh with the original goal of EpicDuel.
< Message edited by Gold Shock -- 12/23/2016 9:07:11 >
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