idea for balance
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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: idea for balance
Not a troll, honestly. Just thinking of ideas to actually do something about the population imbalance. I loove your idea, btw. The event that i talked about earlier (where a mediocre choppa accidentally received the imba-def jewelry item and became a god for a good hour or so) had two house-sized NPCs fighting one another. That should be possible to be worked into your idea
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Re: idea for balance
This sounds hilarious. I wonder if there's any video of it anywhere. Is the BoB a staff only item or something?samster wrote: ↑Wed Oct 23, 2019 2:21 pm Not a troll, honestly. Just thinking of ideas to actually do something about the population imbalance. I loove your idea, btw. The event that i talked about earlier (where a mediocre choppa accidentally received the imba-def jewelry item and became a god for a good hour or so) had two house-sized NPCs fighting one another. That should be possible to be worked into your idea
Re: idea for balance
The only other place and time that i saw it was on the tester server.
It basically pumps your "defensive' stats through the roof and grants you some insane HP regeneration rate.
So no matter what damage you take, your regen out-does it
It basically pumps your "defensive' stats through the roof and grants you some insane HP regeneration rate.
So no matter what damage you take, your regen out-does it
Re: idea for balance
I would say best bet would be to add more NPCs and up the difficulty of them the higher the AAO imbalance is in keeps. Ultimately that is where the fight ends up.
For example something like this.
20% aao adds a few more guards around the keep and in lord room.
40% aao adds some extra siege equipment at the top of the keep.
60% aao turns extra guards added into champs.
80% aao ups level of guards.
100% aao adds a hero to the lords room.
Anything over 100% starts to speed up respawn rate of guards.
As each threshold is reached it stays in effect until aao drops down. So if you are at 60% aao the 60%, 40%, and 20% bonuses would be in play at the keep for that realm.
For example something like this.
20% aao adds a few more guards around the keep and in lord room.
40% aao adds some extra siege equipment at the top of the keep.
60% aao turns extra guards added into champs.
80% aao ups level of guards.
100% aao adds a hero to the lords room.
Anything over 100% starts to speed up respawn rate of guards.
As each threshold is reached it stays in effect until aao drops down. So if you are at 60% aao the 60%, 40%, and 20% bonuses would be in play at the keep for that realm.
Trismack
Re: idea for balance
Simple idea: Helling man classes:
1. Buff aoe
But
2. Bring friendlyfire
So, aoe will be strong. - Hit your own Team on the other hand.
1. Buff aoe
But
2. Bring friendlyfire
So, aoe will be strong. - Hit your own Team on the other hand.
Re: idea for balance
i would love to see gnomishpocketknife - GPK. that allows res ppl every 10min ( 3 sec castime)
"give wh and witch propper aoe like evrywone has it!"
Re: idea for balance
So even more PvE elements...?Ekundu01 wrote: ↑Wed Oct 23, 2019 6:24 pm I would say best bet would be to add more NPCs and up the difficulty of them the higher the AAO imbalance is in keeps. Ultimately that is where the fight ends up.
For example something like this.
20% aao adds a few more guards around the keep and in lord room.
40% aao adds some extra siege equipment at the top of the keep.
60% aao turns extra guards added into champs.
80% aao ups level of guards.
100% aao adds a hero to the lords room.
Anything over 100% starts to speed up respawn rate of guards.
As each threshold is reached it stays in effect until aao drops down. So if you are at 60% aao the 60%, 40%, and 20% bonuses would be in play at the keep for that realm.
*sigh*
Starfkr
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Re: idea for balance
Well unfortunately there is not really another good solution to counter a massive force that outnumbers one side unless they put limits on lakes like they do in forts and that is complete garbage of a solution. If you give people more power to kill others through buffs it creates imbalances for small groups that are not following the zerg creating even more blobbing.carlos wrote: ↑Fri Oct 25, 2019 1:17 pmSo even more PvE elements...?Ekundu01 wrote: ↑Wed Oct 23, 2019 6:24 pm I would say best bet would be to add more NPCs and up the difficulty of them the higher the AAO imbalance is in keeps. Ultimately that is where the fight ends up.
For example something like this.
20% aao adds a few more guards around the keep and in lord room.
40% aao adds some extra siege equipment at the top of the keep.
60% aao turns extra guards added into champs.
80% aao ups level of guards.
100% aao adds a hero to the lords room.
Anything over 100% starts to speed up respawn rate of guards.
As each threshold is reached it stays in effect until aao drops down. So if you are at 60% aao the 60%, 40%, and 20% bonuses would be in play at the keep for that realm.
*sigh*
Like it or not the direction this game has gone you need to do some aspect of pve and if you think city siege will be any different don't hold your breath.
Trismack
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