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[SUGGESTION] Slower keeps

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Tesq
Posts: 5713

Re: [SUGGESTION] Slower keeps

Post#31 » Thu Sep 03, 2015 2:56 pm

keep lord alredy do nice damage, hp increase for his and door like x10 and it's good.
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Tiggo
Former Staff
Posts: 1948

Re: [SUGGESTION] Slower keeps

Post#32 » Thu Sep 03, 2015 2:58 pm

yeah keep lord seriously need more hp (lik x10 ^^) he dies in seconds now.
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Gildrangu
Posts: 24

Re: [SUGGESTION] Slower keeps

Post#33 » Thu Sep 03, 2015 3:04 pm

They could just add the in-game items to bolster the door, planks of wood etc.
They were added in before to good effect.
That also gives the defenders time to plan a good defense.

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Tesq
Posts: 5713

Re: [SUGGESTION] Slower keeps

Post#34 » Sat Sep 05, 2015 11:38 pm

door wasn't ever repairable in fight, the problem is not def door while waiting for reset, it's have time to organaze a group and go def before all the dam thing is alerdy over.

With so many damage you can bring atm and hero lv 21, they need a lot more of hp to give at least some times, if the whole thing last less than 5 min then you need to buff incredible the hp.
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Coryphaus
Posts: 2230

Re: [SUGGESTION] Slower keeps

Post#35 » Sat Sep 05, 2015 11:47 pm

Here's a question

Why are their all the pointless npc mobs in the bottom floor of the keeps and just makes a huge pointless dead zone that invaders can't engage in
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wargrimnir
Head Game Master
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Re: [SUGGESTION] Slower keeps

Post#36 » Sun Sep 06, 2015 5:12 am

Coryphaus wrote:Here's a question

Why are their all the pointless npc mobs in the bottom floor of the keeps and just makes a huge pointless dead zone that invaders can't engage in
The intent I suppose is to fight all the mobs on the lower floor as an obstacle between you and the higher floor. When reality hits, the easymode zerg just runs past them because double ramp keeps are a thing. It probably doesn't help that the respawn time on mobs would make it kind of pointless to kill anything on the lower floor.

If you do manage to keep all the mobs on the lower floor dead, you could potentially block the backdoor from defenders getting in. That might be the only real benefit.
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Kazzan
Posts: 5

Re: [SUGGESTION] Slower keeps

Post#37 » Sun Sep 06, 2015 5:40 am

Tiggo wrote:yeah keep lord seriously need more hp (lik x10 ^^) he dies in seconds now.
Consider as well that most players are horribly over leveled for the T2 zones. 5 levels above what is intended.
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Coryphaus
Posts: 2230

Re: [SUGGESTION] Slower keeps

Post#38 » Sun Sep 06, 2015 12:20 pm

wargrimnir wrote:
Coryphaus wrote:Here's a question

Why are their all the pointless npc mobs in the bottom floor of the keeps and just makes a huge pointless dead zone that invaders can't engage in
The intent I suppose is to fight all the mobs on the lower floor as an obstacle between you and the higher floor. When reality hits, the easymode zerg just runs past them because double ramp keeps are a thing. It probably doesn't help that the respawn time on mobs would make it kind of pointless to kill anything on the lower floor.

If you do manage to keep all the mobs on the lower floor dead, you could potentially block the backdoor from defenders getting in. That might be the only real benefit.
Like you said npcs respawn so fast that much like body guards they serve no point in killing further more when the postern door works right and mdps can use bypass defenses/lock pick their will be a huge area they can't engage in or use aoe abilites for the fear of aggroing champs

that's why I dislike these pointless npc mobs
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Luth
Posts: 2840

Re: [SUGGESTION] Slower keeps

Post#39 » Sat Sep 19, 2015 7:02 am

Londo wrote:I've ram and oil working, shouldn't be too long now for these changes to make it to ror. It should slow down keep takes.
Spoiler:
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Mez
Posts: 730

Re: [SUGGESTION] Slower keeps

Post#40 » Sat Sep 19, 2015 7:55 am

Wouldn't mind some warp engineers for defending.
Word of Pain and Boiling Blood are no longer able to proc anything. The Bright Wizard College has confirmed this is a big deal. (stealth nerf)
https://bugs.returnofreckoning.com/view.php?id=23145

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