I think the guards in Rustbolt on Mechagon Island need to be buffed. In warmode a small group of players (Horde in the cases I’ve seen, but it would work both ways) can easily rampage through Rustbolt and kill any players of the opposite faction. The guards aggro on them, but they either don’t hit hard enough or there aren’t enough of them because they hardly phase the attackers, even if the attacking party is only a few strong. This allows the players to kill indiscriminately and then just run away before the guards really do any damage to them. The guards have seemed underwhelming in Nazjatar as well, but with Rustbolt being a joint city the problem has seemed much worse/more common there.
No.
Rust bolt is a joint city ?? I did not see any alliance in there so I went searching for their base and was wondering where it was…
Since this is my weekend off I finally got to sit down and play and as soon as I get to Nazjatar I hear Horde in general chat asking if anyone has seen any Alliance, and then a Rogue or two going to their base to search even being like “I don’t even see any”, but then hear someone else later say there was some big Alliance raid earlier in the morning.
Sharding is absolutely weird in the new zones … at times you can’t even find 1 Alliance . It’s so weird . I run spy so it’s not like I am not seeing them .
I have to agree.
Mech guards are hilariously useless. They don’t match up to any current neutral guards.
Nazjatar for alliance is terrible guard wise. Horde can literally piss off to the back of their cave and you will be swamped with guards. Alliance no so much.
I have to agree, joint cities are supposed to be a safe zone give or take. The guards seem to not doing their job as I see attackers taking no damage from several guards at a time.
I just turn WM off on Mechagon, too much of a hassle.
I totally agree. To make a daily quest that gives decent rep that has nothing to do with killing the other factions REQUIRE war mode on to have the guards in a neutral town that the intro even said “I don’t want any in-fighting” hit like a few wet noodles is not good design. Guards for a town that says that out right should be a major threat either spawning 10+ for one person that violates it or hitting 30k+ after armor on plate wearers to discourage attacking others while in the town and also give them ranged attacks not just nets for those classes that can land on roofs and shot people from up top. Also why do the horde npcs control so much beach while alliance controls a small section and yet alliance npcs will attack alliance players for fighting a horde player while horde npcs don’t seem to care at all, just watched as I got killed for helping an alliance fight a horde player to be killed by an alliance npc then watched a horde player attacking an alliance player on their side only be netted a couple times if that by horde npcs and never attacked by them even though the horde was using living bomb as they were a fire mage. Also I was on my fury warrior when killed by the alliance npc. I took a whole 17k damage from the alliance npc and 16k from the rustbolt enforcer while taking 200k from a hunter before i died when helping the alliance fight a horde player before more showed up.
I think the guards not only need to be buffed, but also need to have a ‘Zero Tolerance’ protocol.
If two players are fighting and one p-ssy out and runs for the base, their attacked might get smashed, but THEY will also get smashed. Only if someone has not attacked any other players within 90 seconds should they be not targeted by guards.
I said in another post that rather than straight buff guards, give players who attack them a stacking debuff that will eventually get them one shot. (A’la wsg debuff)
This will mean people with Bounties can’t just go afk well hiding behind guards forever, but also make it so players can’t attack with impunity.
Yesterday in mechagon i was about to take a dailies from npc and one warlock attacked me. I though he will be punished by the mechanical guard but to my surprise all guard were attacking its PET instead of Him. At first i didn’t fought back, i though guards were powerful and they gonna punish him in a minute so i was just stand still there to watch my health just gone. Seeing the poor damage by guards and tanking by warlock pet i decided i should take things on me , so i ressed from nearby GY , run back, killed that Lock and run away for two min from base.
You think Blizzard would know to buff the guards in neutral places. They had that debacle with Horde/Alliance camping the tortollan area in Stormsong that finally buffed the guards and now they don’t do that. How many mistakes need occur before they realize it? 2, 3, 15? Come on Blizzard its simple thinking which I don’t think the company does anymore.
I remember when Shattrath City first opened up and the city guards there would have 0 bs from anyone. You got smote, lol.
They should 3 shot people.
These things hit weaker then some basic mobs on the island.
I have a different take on this problem.
Instead of Guards interfering in our business. Have a special room in the middle of Rustbolt, lets make it a bathroom. As soon as you run inside you sit on a toilet and you are safe. (You can stay as long as you want.) Stand up and you are ported out of the bathroom to deal with whatever issues arise.
Players will know if you are in the bathroom, you want to be alone. They won’t bother you or kill you.
Or we could make Mechagon a full sanctuary area like Shattrath.
We already have that. All you have to do is turn war mode off.
I don’t think they should be buffed to the moon. I hate when an Ally runs like a girl into the city. At least rn we can get him. But if they can bob and weave in and out, then we have a new problem.
I think they should be a little bit stronger. It’s fun tanking them while dps kill the perps. I would have less fun if someone kills me, hides out and when the coast is clear does it all over again. I think Blizzard needs to avoid that.
So stay away from their city.