Fortress siege + gold bag rolling feedback.
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In this section you can give feedback and share your opinions on what should be changed for the Return of Reckoning Project. Before posting please make sure you read the Rules and Posting Guidelines to increase the efficiency of this forum.
Before posting on this forum, be sure to read the Terms of Use
In this section you can give feedback and share your opinions on what should be changed for the Return of Reckoning Project. Before posting please make sure you read the Rules and Posting Guidelines to increase the efficiency of this forum.
Re: Fortress siege + gold bag rolling feedback.
Yesterday afternoom, on destro side, we were 2-3 healers by WB... Everyone was shouting at infamy, it was a terrible mess. There is no healer stuff on fort, guys, why would they come ? ^^
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Re: Fortress siege + gold bag rolling feedback.
Not sure how the Bag drops are done. Had 50 best contribution (order) roll 150th no bag. Got it. Still looks like to me its still all about your bonus roll. They need to be adjusted like on Keep rolls. Does not look like they are.
Another thing. This was Butchers pass last night. We got farmed. Not a lot of fun. 4 crests that's a joke. Bet you I died at least 20 times. On rez healer could not get of a heal fast enough. I am wearing full Vanquisher and Geneses Set.
Ruvarian
78 SW
Another thing. This was Butchers pass last night. We got farmed. Not a lot of fun. 4 crests that's a joke. Bet you I died at least 20 times. On rez healer could not get of a heal fast enough. I am wearing full Vanquisher and Geneses Set.
Ruvarian
78 SW
Re: Fortress siege + gold bag rolling feedback.
Healers can use 2-3 pc invader, which is BIS for all, who don't own sentinel.
Dying is no option.
Re: Fortress siege + gold bag rolling feedback.
BTW we had plenty of healers it looked me. The WB i was in only had to groups with 2 healers by the end. They did a good job.
What does BIS mean?
Ruvarian
What does BIS mean?
Ruvarian
Re: Fortress siege + gold bag rolling feedback.
Best in Slot. Basically the best gear you can get for your class/build:)
Pächter des Wahnsinns
Gangan - SH 75 .... Blumnmoscha - BO 63
Scophis - Zealot 73 .... Drengur - WP 64
Iznogoud - Sham 50+ .... Bixo - Engie 50+
Apogemoth - Magus 40+ .... Loarelle - AM 65
originating from Drakenwald
Gangan - SH 75 .... Blumnmoscha - BO 63
Scophis - Zealot 73 .... Drengur - WP 64
Iznogoud - Sham 50+ .... Bixo - Engie 50+
Apogemoth - Magus 40+ .... Loarelle - AM 65
originating from Drakenwald
Re: Fortress siege + gold bag rolling feedback.
Is there any chance that we will see fort rolls changed to the same system that the regular keeps have? With individual rolls, cumulative bonuses and stuff
"Well, once there was only chaos. You ask me, order's winning". - Grandmaster Siegfried Trappenfeld
Re: Fortress siege + gold bag rolling feedback.
Spoiler:
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Re: Fortress siege + gold bag rolling feedback.
Fortress siege feedback:
So far, like some people here, I noticed that defenders avoid fights until the lord defense stage. This feedback is not about buffing or nerfing but making it more engaging for both sides. Wounds debuff should not be in the fort as it makes people avoid the fights. Jail should also be either relocated to a place closer to the defenders
Flag stage would be a lot more engaging if it was changed to battlefield ticketing mode. Artillery is not really required since attackers have number advantage. Instead have both sides start with let's say 500tickets (random number). Controlling flags would make opponents lose tickets and killing someone makes the enemy faction lose 1 ticket as well. Once that stage is over whoever had more tickets at the end gets some kind of minor bonus like morale charge buff (5%, making up the number) and more respawn tickets to use in the last stage (here comes my next point).
In the last stage each side gets amount of tickets that reflects how they did in 2nd stage (if both sides did the same in previous stage attackers should have more tickets by default). Tickets would be used up when you die (ticket would be returned if player gets revived and when all tickets are spent you can no longer respawn without being revived by a healer). When it comes to the lord it could vary from lord to lord to reflect races properly. For example, Greenskin lord could be in pissed mode that his minions did bad so he goes crazy on attackers and gets some bonuses vs them but at the same time he is mad at his minions so they get debuff to morale charge or increased AP consumption from the stress for example. If defenders did good in 2nd stage then the lord feels more relaxed and wants to chill while his minions do the works so he acts like a small buffer for allies around him and every now and then shouts to provide ap regen or bonuses to stats (he himself gets no buff though and this buff is not permanent).
On the other side the attackers that do well in 2nd stage get morale buff as they are close to conquering the area. This buff could contain bonus to the stats and morale charge ratio or even spawn an npc that could help them push in if they did extremely well in the previous stage.
In case they did bad in the 2nd stage attackers just get less tickets to respawn, no debuffs to attacking.
Just a bit of random thoughts at 5am shrugs.
So far, like some people here, I noticed that defenders avoid fights until the lord defense stage. This feedback is not about buffing or nerfing but making it more engaging for both sides. Wounds debuff should not be in the fort as it makes people avoid the fights. Jail should also be either relocated to a place closer to the defenders
Flag stage would be a lot more engaging if it was changed to battlefield ticketing mode. Artillery is not really required since attackers have number advantage. Instead have both sides start with let's say 500tickets (random number). Controlling flags would make opponents lose tickets and killing someone makes the enemy faction lose 1 ticket as well. Once that stage is over whoever had more tickets at the end gets some kind of minor bonus like morale charge buff (5%, making up the number) and more respawn tickets to use in the last stage (here comes my next point).
In the last stage each side gets amount of tickets that reflects how they did in 2nd stage (if both sides did the same in previous stage attackers should have more tickets by default). Tickets would be used up when you die (ticket would be returned if player gets revived and when all tickets are spent you can no longer respawn without being revived by a healer). When it comes to the lord it could vary from lord to lord to reflect races properly. For example, Greenskin lord could be in pissed mode that his minions did bad so he goes crazy on attackers and gets some bonuses vs them but at the same time he is mad at his minions so they get debuff to morale charge or increased AP consumption from the stress for example. If defenders did good in 2nd stage then the lord feels more relaxed and wants to chill while his minions do the works so he acts like a small buffer for allies around him and every now and then shouts to provide ap regen or bonuses to stats (he himself gets no buff though and this buff is not permanent).
On the other side the attackers that do well in 2nd stage get morale buff as they are close to conquering the area. This buff could contain bonus to the stats and morale charge ratio or even spawn an npc that could help them push in if they did extremely well in the previous stage.
In case they did bad in the 2nd stage attackers just get less tickets to respawn, no debuffs to attacking.
Just a bit of random thoughts at 5am shrugs.
Characters: Gladius (RP), Naulin (AM), Beardicus (WP), Hive (BG)
Guild: The Unlikely Plan / TUP
Twitch: https://www.twitch.tv/phyrexianhulk
Guild: The Unlikely Plan / TUP
Twitch: https://www.twitch.tv/phyrexianhulk
Re: Fortress siege + gold bag rolling feedback.
Might be different for Dok/WP but it is a hybrid set for AM/Sham as well but some pieces have only healing stats. The jewel piece has only healing stats as well in contrast to sentinel , so using 1-2 armor pieces and jewel, all with only healing stats, unlocks willpower and wounds bonus for the cost of only 1-2 armor slots.
Dying is no option.
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