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Keep Lord

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amputationsaw
Posts: 629

Re: Keep Lord

Post#11 » Thu Jul 16, 2015 8:33 pm

The old game with latest patch was bad so flags were bad aswell. and the hint with the 2 people was more meant as an example for how easy it would be with flags.

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navis
Posts: 784

Re: Keep Lord

Post#12 » Thu Jul 16, 2015 8:49 pm

my solution - 3 step PQ.

1- break outers/inner -no time limit
2. 1st floor secure -5 min
3. 2nd floor secure. - 5 min

Changes in NPC behavior overall.. More like Keep lord would act near-invulnerable as long as his 3 Archmage healers keep him alive until 5 min or stage complettion.

Location buffs are important and help control the dynamic of the whole thing, possibly graphical means to tell they are active (as opposed to a small buff icon).. current examples : the flag graphic that goes into the sky, glowy orbs player buffs ext.. Large spheres could be added, for example, stobing effects for stage completions + sound fx
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Nastylicious
Posts: 275

Re: Keep Lord

Post#13 » Thu Jul 16, 2015 8:58 pm

or when the keep lord is dead a flag spawn in the room for take whitch takes like 5-15 sec to cap any solution ?

cuz now its just kill the lord and "poff" its cap

grumcajs
Posts: 378

Re: Keep Lord

Post#14 » Thu Jul 16, 2015 9:09 pm

warhammer1995 wrote:
grumcajs wrote:remove lord? - nope
fix lord? - yep

pls no more flags in keeps cuz it would scare the hell out of me.
Sorc/BW spaming aoe skill on top.
And Lord doing much dmg.
Choppa/Slayer doing aoe skill behind wall.
and how the **** take keep then ?
And atm ppls in wb keep dying,coz its broken.
So how take keep ?
only way take keep,when enemy out of number.
and thats the point of keeps. if u think u can just afk, wait for doors to go down and then zerg everyone inside and take flag, u would love "the-horrible-war-patch" .

in old days we were able to keep t2 elf zone contested for 7 hours or so. it started as 5vs20, after 3 hours I went to work, when I have returned, friend told me they kept destro desperate long enough to force them to come vs. 1 grp with 2 wb and finally take the keep.

in perfect world it should act like it. Its keep for gods sake. Its the ultimate defensive point in whole zone. So if u have organised grp u should be able to deny larger unorganised force everytime.

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Nastylicious
Posts: 275

Re: Keep Lord

Post#15 » Thu Jul 16, 2015 9:20 pm

i really miss thoes days when keep takes took 4 ever to take hillarious like both sides never gave up lol GOD i miss thoes old times

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Telen
Suspended
Posts: 2542
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Re: Keep Lord

Post#16 » Thu Jul 16, 2015 9:27 pm

Nastylicious wrote:i really miss thoes days when keep takes took 4 ever to take hillarious like both sides never gave up lol GOD i miss thoes old times
Totally agree. Tank wall after tank wall morale dump after morale dump. Go out for dinner come back and their still at it.
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chaoscode
Posts: 202

Re: Keep Lord

Post#17 » Thu Jul 16, 2015 10:27 pm

I think 4 changes need to be made.

1: Line of sight needs to be added to every ability. AOE included. No more hitting people though walls or floor. If you can't see the other person, you shouldn't be able use an ability on them unless otherwise stated in the tooltip.

2: collision added to the path finding for the Lord and Champs. - This will stop them from running away from the keep. I know it hogs server cpu cycles but I think it would be fine if it where just these mobs.

3: If you attack the Lord , it should agro all the champs as well. This forces the group to kill the champs first. I personal feel if you attack the champs or the lord they all attack requiring multi tanks and agro control to get the keep.

4: LOOOOOOOOOOOOOOOOOOOOOOOOOT - Loot is the main reason we take keeps. The day I see a golden chest give out loot like the old days, I will actually shed a tear in joy. Same as I did when keeps were opened.

I found a old youtube video of a T2 keep seige

https://www.youtube.com/watch?v=bSNcncfLNzk

Just an idea I had, if one side could lock the area, it 2x the blue/purple drops for the side that locked it.

Digbir
Posts: 34

Re: Keep Lord

Post#18 » Fri Jul 17, 2015 2:11 am

chaoscode wrote:I think 4 changes need to be made.

1: Line of sight needs to be added to every ability. AOE included. No more hitting people though walls or floor. If you can't see the other person, you shouldn't be able use an ability on them unless otherwise stated in the tooltip.

2: collision added to the path finding for the Lord and Champs. - This will stop them from running away from the keep. I know it hogs server cpu cycles but I think it would be fine if it where just these mobs.

3: If you attack the Lord , it should agro all the champs as well. This forces the group to kill the champs first. I personal feel if you attack the champs or the lord they all attack requiring multi tanks and agro control to get the keep.

4: LOOOOOOOOOOOOOOOOOOOOOOOOOT - Loot is the main reason we take keeps. The day I see a golden chest give out loot like the old days, I will actually shed a tear in joy. Same as I did when keeps were opened.

I found a old youtube video of a T2 keep seige

https://www.youtube.com/watch?v=bSNcncfLNzk

Just an idea I had, if one side could lock the area, it 2x the blue/purple drops for the side that locked it.
I like your ideas and it certainly does not involve the stupid flags.

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Libra
Posts: 551

Re: Keep Lord

Post#19 » Fri Jul 17, 2015 5:58 am

warhammer1995 wrote:All know the problem with keep lord.
What if on the spot make flag, like in t3 or t4?
Thanks for answers.
Lol no.

Lord stays forever.
Sephanol - Chosen || Saora - Magus

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normanis
Posts: 1489

Re: Keep Lord

Post#20 » Fri Jul 17, 2015 7:46 am

kill champ + keep lord than u can capture flag
"give wh and witch propper aoe like evrywone has it!"

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