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Patch Notes 28/09/2019

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Akalukz
Posts: 1587

Re: Patch Notes 28/09/2019

Post#31 » Mon Sep 30, 2019 12:28 pm

thefryinallofus wrote: Mon Sep 30, 2019 8:55 am All Lords seem like they had their health nerfed. T4 Keep Lords dropping 2% a second.

Was just getting ready to post the same thing. Are all Keep Lords now adjusted based on the population of the attackers?
-= Agony =-

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Natherul
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Re: Patch Notes 28/09/2019

Post#32 » Mon Sep 30, 2019 10:04 pm

Keep lords has not been changed in the patch. The change only affects the fortress lords (different code running through them).

Ilthay
Posts: 41

Re: Patch Notes 28/09/2019

Post#33 » Tue Oct 01, 2019 4:29 pm

With those Ch 1 lobbas working, let’s reduce door hammer and introduce them during forts with some kind of cool down!

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Natherul
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Re: Patch Notes 28/09/2019

Post#34 » Wed Oct 02, 2019 7:23 am

Ilthay wrote: Tue Oct 01, 2019 4:29 pm With those Ch 1 lobbas working, let’s reduce door hammer and introduce them during forts with some kind of cool down!
its been a thought BUT, you have to think of the ramifications of adding something like that (and thats not even thinking of the implementation nightmare). Imagine a WB being able to bypass walls with this more then what they currently can with the melee dps abilities.

Now maybe if I added a 50% chance of death on landing.... jk jk

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dalen
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Re: Patch Notes 28/09/2019

Post#35 » Wed Oct 02, 2019 5:55 pm

Natherul wrote: Wed Oct 02, 2019 7:23 am
Ilthay wrote: Tue Oct 01, 2019 4:29 pm With those Ch 1 lobbas working, let’s reduce door hammer and introduce them during forts with some kind of cool down!
its been a thought BUT, you have to think of the ramifications of adding something like that (and thats not even thinking of the implementation nightmare). Imagine a WB being able to bypass walls with this more then what they currently can with the melee dps abilities.

Now maybe if I added a 50% chance of death on landing.... jk jk
Well, if they lob one player every 60s or something it's not like you can immediately get a warband into a keep :)
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Akalukz
Posts: 1587

Re: Patch Notes 28/09/2019

Post#36 » Wed Oct 02, 2019 7:40 pm

50% chance of death on lobbing sounds perfect. Randomly hit the wall or whatever.
-= Agony =-

Ilthay
Posts: 41

Re: Patch Notes 28/09/2019

Post#37 » Thu Oct 03, 2019 1:00 pm

Hah, that would be hilarious! Happy to hear you’ve at least considered it, because if done well it could be a lot of fun.

Sulorie
Posts: 7219

Re: Patch Notes 28/09/2019

Post#38 » Thu Oct 03, 2019 1:09 pm

Natherul wrote: Wed Oct 02, 2019 7:23 am
Ilthay wrote: Tue Oct 01, 2019 4:29 pm With those Ch 1 lobbas working, let’s reduce door hammer and introduce them during forts with some kind of cool down!
its been a thought BUT, you have to think of the ramifications of adding something like that (and thats not even thinking of the implementation nightmare). Imagine a WB being able to bypass walls with this more then what they currently can with the melee dps abilities.

Now maybe if I added a 50% chance of death on landing.... jk jk
In Nordenwatch SC, the catapult near destro spawn could be used on live to be punted to mid flag. :)
Dying is no option.

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Dabbart
Posts: 2248

Re: Patch Notes 28/09/2019

Post#39 » Fri Oct 04, 2019 4:14 am

2nd night NA we've ran large enough group to push Fort, 2nd time we've taken Fort. This one was the Poison Fort from Elf(as order). Lord seems to scale fairly well. You can't ignore him, but he's manageable for 30ish people once you handle Destro.

Both times we were able to push through stage 2 fairly quickly, so we had plenty of time to kill the Lord. That absorp lord is still a bitch, and it took nearly a full 20minutes to drop him. poison was much more appropriate damage, and we could nuke the Altar quickly enough.

The change seems appropriate from this end. Thanks for the work.
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