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Rule clarification, Nazgul

MD K47

New member
Recently I have been witness to a few nazgul incidents which though not against the rules are almost certainly close.

Best example, being picked up inside a building with an opening of less then 3x3. with either the opening above you (such as the towers with the flags on the Main gate) and you are situated within. Or the three 2x1 holes on the 4th level which overlook the 3rd flag.

Please may the rules the adjusted to consider this fact and close this loophole.
 
Why cant nazgul grab people inside buildings from the outside? If your visible and grab-able from the outside then its your fault. If this was to be changed to what you said then it would be unfair for the nazgul as the nazgul cannot even touch anyone inside a building. Not only would this be bad for the nazgul but for the whole of mordor as they can situate archers in the spots you mentioned and more, most of which overlook the flag which means capping a flag would be extremely hard as there is almost no counterplay to that strat. The reason why mordor can cap so many flags is because the nazgul take out the archers that are taking out everyone in mordor.
 
Lots of stuff that doesn't always happen

Woah, steady on. You said one thing leads to this, then to that, then to this therefor the rule shouldn't be changed.

It's still rare for there to be a whole hoard of archers camping in spots inaccessible to nazgul.

Main gate, there is no "overlook" for flag.
Gate 2 there is that 1 roof (which is a roof and no problem grabbing people from there) that does not really overlook the flag, There are also the other 2 where 1 overlooks it and the other from a distance. Again, I don't see many or any games where there are a ton of players there specifically.
The most advantageous imo is the one at flag 3, in the building that pretty much overlooks the flag. I can understand that matches are tough when players camp there, but those are just good tactics, The way nazgul can still help though is grab players as they are getting to that building (via stairs which don't have a railing).
Flag 4, kinda hard to find an overlooking spot as the building that overlooks it has a 3x3 entrance and the far spawn building is really quite far. Also the flag area is quite protected with battlements so archer overlooks are not a problem really. You can always grab the guys on the balcony or roof of that building next to the flag.
Flag 5, only one place i can think of is that building with the fences as rail guard. But its not a tremendous overlook as its not easy to aim from there from my experience the players at flag can deal with 1 or 2 archers there (I hardly see any there anyway). The other areas on the higher walls are accessible by nazgul.
Tree flag, no overlook nazgul can;t get to really and if there is, I haven't seen a guy there for a while.

Your conclusion - "The reason why mordor can cap so many flags is because the nazgul take out the archers that are taking out everyone in mordor."

I have been in many games where no nazguls were needed as we all have i'm sure. And only when gondor are really actually using the best tactics they can (very rare indeed, although i'm seeing it more often) they will camp at overlooks. This still isn't necessarily the ONLY reason why mordor can cap, sometimes gondor just rushes the flag and nothing can be done really ;/.
Sounds fair?

However all that being said, I always enjoyed grabbing MD from outside the building :P, not sure he felt the same way though.
 
Flag 2, the building spot would become very strong as they can easily retreat into the building and you are left vulnerable as you just dived. Flag 3 would be almost impossible to take on busy days. Flag 3 normally lasts the longest due to the defense on that level being so good. Imagine if nazgul's could not take out the archers on busy days, it would not go down well. Also if this is implmented I can see this being abused, where people could just quickly run inside <3x3 hole or corridor and the nazgul cannot do a thing. Nazgul doesnt need changing other than patching a few creases.
 
The only reason mordor ever wins when im online is because of those damn nazgul....
They are definitely needed if you want mordor to win.
One nazgul can destroy the entire defending team because of its speed and mobility. My problem at the moment is that way too many players have acess to nazgul while often even one is too much already.

This might be a bit off topic but those nazgul are driving me crazy xD
 
One nazgul can destroy the entire defending team because of its speed and mobility
Only Mobility, as I have told [user avatar="https://cravatar.eu/helmavatar/Rikumaru/74.png" name="Rikumaru"]7040062[/user] fly-sprint nazgul is a glitch- before EULA and 1.8 came out you couldn't sprint as nazgul, therefore limiting your amount of kills.
 
[quote user_id="6836612" avatar="https://s3.amazonaws.com/files.enjin.com/187965/site_logo/medium.png" name="Mark2282"]One nazgul can destroy the entire defending team because of its speed and mobility
Only Mobility, as I have told [user avatar="https://cravatar.eu/helmavatar/Rikumaru/74.png" name="Rikumaru"]7040062[/user] fly-sprint nazgul is a glitch- before EULA and 1.8 came out you couldn't sprint as nazgul, therefore limiting your amount of kills.[/quote]
Fly-sprint is not a glitch, it's something that was added in 1.8.

Nazgul are very much allowed to pull people out of small areas as long as the player (not the disguise) doesn't enter the small space. This makes sense because Nazgul have legs of a decent length, and would be able to do that. All you have to do is pay attention to the Nazgul, and it should be easy to avoid it.


Note: The title is very misleading. It says "Rule clarification" in which all that's required would be someone saying "Yes, Nazgul are allowed to do that." or "No, Nazgul are not allowed to do that.". This is actually a discussion concerning the changing of one of the Nazgul rules.
 
Sure remove fly-sprint and make nazgul what it was pre-eula, I would love to see what happens.
 
Nazgul are very much allowed to pull people out of small areas as long as the player (not the disguise) doesn't enter the small space. This makes sense because Nazgul have legs of a decent length, and would be able to do that. All you have to do is pay attention to the Nazgul, and it should be easy to avoid it.

That is not in the rules, hence the clarification is required. I did write :
[quote user_id="4728495" avatar="https://cravatar.eu/helmavatar/MD_K47/74.png" name="MD_K47"]which though not against the rules are almost certainly close[/quote].
 
Stuff that doesn't always happen (again)

When you say "busy days" you mean when lots of players are online, lots of them are archers and lots go into those buildings to camp.
That doesn't happen often when there are lots of players online..

Flag 2, the spot may be "strong" but 2-3 players there won't be able to stand on the roof and spam shots onto the flag for long, since they can get shot at and nazgul can grab them on the roof. Usually in "busy days" i see unstoppable trolls rushing to the flag and capping it.
And you're able to prevent players from getting to the camp spot at flag 3. They need to go up those stairs round the back so I don't see a problem.

And dude the amount of players that do what you describe - "easily retreat into the building and you are left vulnerable as you just dived." - really are few. Even on "busy days" as you would say, there still maybe only 2 or 3 doing it. I have never seen more...
It may be annoying for you because you can't kill them all the time and they may shoot you but if you have a nazgul who is grabbing everyone from even inside the buildings what chance do they even have? Especially that the amount of nazguls is on the rise and there is usually one every game now..
 
Nazgul isn't an exclusive class anymore. A lot of players have it and its a thousand times stronger than any other class. The amount of lifes for nazgul isn't worth anything either. I have never seen those run out.
 
Kind of out of the thread, but I do think nazguls should get some debufs after they have reached certain amount of kills, so they wouldn't solo the entire opposing team.
For example - Naz reaches 50 kills - gets slowness I or something
Reaches 75 kills - gets weakness I or something
reaches 100 kills, unable to pick up people etc..
 
Nazgul isn't an exclusive class anymore. A lot of players have it and its a thousand times stronger than any other class. The amount of lifes for nazgul isn't worth anything either. I have never seen those run out.

People like [user avatar="https://assets-cloud.enjin.com/users/10919798/avatar/small.1461947345.png" name="ThePurpleMango"]10919798[/user] bought it as their first class, i know tons of people who have almost no skill but still start a naz fund when they only have 1 other class, usually something like Huorn.
 
I think NazGul should cost more b/c so many people get it at the beginning and get it almost 80% from donations, like [user avatar="https://cravatar.eu/helmavatar/legolouie/74.png" name="legolouie"]12435726[/user] or [user avatar="https://cravatar.eu/helmavatar/Kai8027/74.png" name="Kai8027"]12976297[/user].
 
Well the "stuff that doesn't always happen" happens very often, so much so that if nazgul was to be changed to fit this new rule, the archers in the buildings (usually more than 2-3 (about 5-6 on busy days) will be practically immune to everything. Also on some of these spots the archers can be in clear sight but you cannot grab them due to this new rule. Also the archers do have a chance as there are spots where they have limited sight of the flag they can shoot at but are still inside a building. I can take pics of these locations and why it would be a bad idea to add the rule in where nazgul cannot pick up people inside 3x3 spaces if you like.
 
There are too many nazgul already so increasing the price now won't help.
They just ruin the game for gondor by rushing through them without trouble. Nazguls needs to require more skill. Skill isn't grabbing players over and over again. Please either remove grabbing or give it a huge cooldown of two minutes. It ruins the game, is way too easy to use and its op as hell.

One nazgul flying around is bad enough already but having always at least five of them just sucks.
 
There are too many nazgul already so increasing the price now won't help.
They just ruin the game for gondor by rushing through them without trouble. Nazguls needs to require more skill. Skill isn't grabbing players over and over again. Please either remove grabbing or give it a huge cooldown of two minutes. It ruins the game, is way too easy to use and its op as hell.

One nazgul flying around is bad enough already but having always at least five of them just sucks.
[quote user_id="9478990" avatar="https://cravatar.eu/helmavatar/Evakobold/74.png" name="Evakobold"]
Words that have logical sense

Preach it, I don't play on Gondor due to nazguls.[/quote]

I only really die as Naz if a mage gets 2 me when I dive, and i get -5 score if I play Gondor but 150+ on Mordor, the only way not to get rekt by naz is to target it, but then the stupid trolls 3 hit you.
 
[quote user_id="10733867" avatar="https://cravatar.eu/helmavatar/Ajroets/74.png" name="Ajroets"]Nazgul are very much allowed to pull people out of small areas as long as the player (not the disguise) doesn't enter the small space. This makes sense because Nazgul have legs of a decent length, and would be able to do that. All you have to do is pay attention to the Nazgul, and it should be easy to avoid it.

That is not in the rules, hence the clarification is required. I did write :
which though not against the rules are almost certainly close
.[/quote]
I'm sure some staff would gladly clarify if it is against the rules or not, but from experience, I believe it is not. I aquired this information from either a staff member (less likely), or from a veteran Nazgul player (more likely).

Since this thread has gotten a little off topic, we might as well have the staff come in and finish things up.

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