Recent changes to Keep lords

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swbf2fan
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Re: Recent changes to Keep lords

Post#21 » Thu Sep 01, 2016 11:17 am

I really like the changes too. The keep lords are cool now in T4. Not something that just dies instantly when 15 players touch it.
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delete
Posts: 5

Re: Recent changes to Keep lords

Post#22 » Thu Sep 01, 2016 2:13 pm

this not about ''BoSS'' is cool or not , this about T4 is empty zone, if this situation is ur expectation.

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Gobtar
Posts: 799

Re: Recent changes to Keep lords

Post#23 » Thu Sep 01, 2016 2:21 pm

delete wrote:this not about ''BoSS'' is cool or not , this about T4 is empty zone, if this situation is ur expectation.
I play NA time zone and last night it was not "empty", I am sure this is a step in the direction to make the campaign and tier 4 a better and more challenging experience, and more immersive, this is after all, the endgame content.

A game should get more challanging and more rewarding as you progress, the skills you learn in previous chapters of the game should enforce the presentation of the climax. So why is it that you need a good tactics and tanking knowledge in tier 2, and yet expect that you can just zerg down the lord in tier 4?
Last edited by Gobtar on Thu Sep 01, 2016 2:28 pm, edited 2 times in total.
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georgehabadasher
Posts: 261

Re: Recent changes to Keep lords

Post#24 » Thu Sep 01, 2016 2:28 pm

I don't really like the idea of PVE guards being more than a speedbump. If your realm can't be bothered to defend its BOs, then it should lose them. I'd rather see a buff to players in a keep than this uber-lord. If it's codable give defending players +armor/resists/stats/whatever (which stacks with buffs & potions and scales with AAO - no AAO no buff) or give RDPs on the walls an extra 20 range. This way outnumbered defenders have something to work with, but attackers have a chance even with equal numbers.

Edit:
Torquemadra wrote:1. I cant help your lack of ability to figure out the mechanics or an effective counter. I could tell you how to easily approach it but wont.
To be fair, it might be easier to devise a counter if the patch notes were more detailed. It's not exactly easy to figure out what the lord is doing with few obvious animations and the other realm AoEing you too.

dontcomplainx
Posts: 91

Re: Recent changes to Keep lords

Post#25 » Thu Sep 01, 2016 2:32 pm

Jaycub wrote:I think the lords are fine, the problem is the rewards for doing so are garbage and are perpetuating the dead NA scene where nothing really happens.

Lords should be balanced around multiple warband fights and RvR should be on that scale but the population is dipping below 200 at times now and it just rapes RvR.

Agree with you, maybe increase the amount of RP's gain from keep takes would help a lot, yesterday Order had a WB + randoms on praag and they literally did nothing, they were only trying to zerg a few destro ( with +240%aao) on the lakes.

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Gerv
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Re: Recent changes to Keep lords

Post#26 » Thu Sep 01, 2016 2:41 pm

Sounds like a learn to play issue plus the fact that people need to "try" and take a keep rather than herde herde zerg face.
I think we are going to see a lot of people complain until someone explains to the masses how to tank a keep lord or cover certain sections to take a keep.
Sia - DoK - Lords
Boyd - WP - O.S.

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georgehabadasher
Posts: 261

Re: Recent changes to Keep lords

Post#27 » Thu Sep 01, 2016 2:49 pm

Torquemadra wrote: Its not an uber lord issue, its a case of the players not having to engage their brains and have been riding the zerg for too long.
People need to engage their brains in PvP, since that actually requires thinking. All the buffed (not uber, fair point) lord does is make a few people use their brains to figure it out and then everyone will copy the pattern. Then it'll be the same old mindless zerg/tank and spank. You'll just need to bring a bigger zerg than before.

Also, there's the problem of PvE aggro control with PvP tactics and the really short leash ranges of the lords.

Out of curiousity, would something like this even be possible? I think giving agency to players is always superior to giving it to NPCs.
If it's codable give defending players +armor/resists/stats/whatever (which stacks with buffs & potions and scales with AAO - no AAO no buff) or give RDPs on the walls an extra 20 range. This way outnumbered defenders have something to work with, but attackers have a chance even with equal numbers.

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Gobtar
Posts: 799

Re: Recent changes to Keep lords

Post#28 » Thu Sep 01, 2016 3:06 pm

I for one welcome our new Keep Lords!

I think it builds on tactics and strategies that underdogs use in lower tiers, I hope that keep battles will expand to be that is both fun and rewarding. I would like to see RvR 'roles' that would be necessary to take a well defended keep or keep it defended

In War , the players are soldiers, side characters at best. Lord level characters being the focus, to protect and defend, has been the focus of Warhammer Fantasy. To have these characters now have unique styles and mechanics fleshes them out and makes the game more immersive. They become more than just a keep lord, and I am sure other elements will come to be even more invested.
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Vigfuss
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Re: Recent changes to Keep lords

Post#29 » Thu Sep 01, 2016 3:10 pm

It shouldn't be a raid boss. But I could see making it that way only when there's noone to defend.
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roadkillrobin
Posts: 2773

Re: Recent changes to Keep lords

Post#30 » Thu Sep 01, 2016 3:19 pm

I think the Keep Lords AoE dmg attack might be a bit on the heavy side, Iit hits people for what 4000 dmg?? Time that with a defending Morale dump and you cleared pretty much everything. And that is after clearing 2 Keep Doors funnels aswell, I just think the rewards for the effort isn't really worth it so it's just gonna end up in people farming eachother at the doors since it's much more rewarding atm.
I understand that it's far from completed but defending once again being freenown while attacking is really low rewarded in comparrison to the to defence.

Im totally in favor of the Keep Lord changes if the rewards match the effort.

(Sugestion: A Seal of Domination wipe and add a vendor were you could trade those in for any Genesis Tokens/RVR gear peice if your choise. This would also be a incetive for borh realm to push for zone flips rather then turtleing up inside the keeps to defend for easy RP's)
Last edited by roadkillrobin on Thu Sep 01, 2016 3:26 pm, edited 2 times in total.
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