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Re: Changelog 25/11/16

Posted: Fri Nov 25, 2016 7:07 pm
by wargrimnir
Tamarlan wrote:Changes bring more strategical options into Keep fights. At least on paper a good change indeed. Whether it is actually a step forward into a more exciting and healthy ORVR is depending on the reactions of us the players.

Personally I am a bit afraid that faction hopping might be even a bigger problem as before because it is easier to take keeps for the dominating faction.

Time will tell ....
Trying to find that delicate balance. We've seen the 28 hour siege of KV when keeps are just slightly too difficult to take. That was with relatively even numbers, I think we're pretty close.

Re: Changelog 25/11/16

Posted: Fri Nov 25, 2016 7:39 pm
by NectaneboII
Gnarlimus wrote:i've not had alot of time to play but this change is AMAZING on paper aza.

its over for order :P

descent/structure
Ah yes , the zerg will be triggered now .

Re: Changelog 25/11/16

Posted: Fri Nov 25, 2016 8:45 pm
by Aethilmar
Druin wrote:
Aethilmar wrote:Could you explain the reason behind the postern door change? Seems like the intent is to reduce the ability to defend except by falling back to the Lord.
Because funneling at the door isn't fun for anyone.
It can be rather hilarious as a tank (both offense and defense) when you have decent heals. :P

I actually mean that seriously. Some of the best memories I have as a tank are either breaking shield walls or desperately holding on. That said, I understand that the dwarf map makes funneling a serious issue b/c those entrances and keeps in general are just poorly designed for balance.

Anyway, thanks to the dev team for the responses. I appreciate the cadence of your changes even if I don't always agree with them. :D

Re: Changelog 25/11/16

Posted: Fri Nov 25, 2016 8:57 pm
by Luicetarro
Aethilmar wrote:
Druin wrote:
Aethilmar wrote:Could you explain the reason behind the postern door change? Seems like the intent is to reduce the ability to defend except by falling back to the Lord.
Because funneling at the door isn't fun for anyone.
It can be rather hilarious as a tank (both offense and defense) when you have decent heals. :P

I actually mean that seriously. Some of the best memories I have as a tank are either breaking shield walls or desperately holding on. That said, I understand that the dwarf map makes funneling a serious issue b/c those entrances and keeps in general are just poorly designed for balance.

Anyway, thanks to the dev team for the responses. I appreciate the cadence of your changes even if I don't always agree with them. :D
As a tank that did stop several full fledged pushes with a simple morale 3 after the funnel was down, I'm saying the postern-change was needed.
8-9 ppl rooted in the bottleneck of the frontdoor will recreate the funnel again very easy. Rinse&repeat for another hour.

Re: Changelog 25/11/16

Posted: Fri Nov 25, 2016 9:11 pm
by Glorian
Going through postern is quite an gambit for the attacker. As said. No LoS and if you die in keep you can't be ressed.

So It Must be made fast without waiting 5 minutes in front of door.

Re: Changelog 25/11/16

Posted: Fri Nov 25, 2016 10:41 pm
by catholicism198
A welcomed change.
Last night it took about 1+ hour to break through that stupid funnel in DW.

No more of that "Let them knock down the first door so we can funnel them" bs.

Re: Changelog 25/11/16

Posted: Fri Nov 25, 2016 10:48 pm
by Buran
I don't know how to protect keep now, when there are 60+ people of order vs 120+ people of destruction. Now it is not possible to hold the zone. :(

The easy way to take zones makes more xrealm. When the siege of the cityes will be allowed, sense to protect areas down to zero.

Re: Changelog 25/11/16

Posted: Fri Nov 25, 2016 11:34 pm
by faiden
When destruction took the keep in DW we where able to go through the inner postern door when the Main door was around 5% before it was destroyed.

Re: Changelog 25/11/16

Posted: Fri Nov 25, 2016 11:39 pm
by Genisaurus
Buran wrote:I don't know how to protect keep now, when there are 60+ people of order vs 120+ people of destruction. Now it is not possible to hold the zone. :(

The easy way to take zones makes more xrealm. When the siege of the cityes will be allowed, sense to protect areas down to zero.
If you're outnumbered 2:1?

At some point you have to accept that you're going to lose, and there's nothing you can do. If the devs made sure a fight was fair at 2:1 odds, you'd need greater than 2:1 odds to ever beat anyone - god forbid both sides be evenly matched.

Yeah, losing sucks, and you can blame it (rightfully or wrongly) on x-realmers or zergs or bad players or whatever else. But there has to be a line drawn, beyond which you say "you're going to lose. You have to lose, because it'd be **** up to let you win with the odds so badly stacked against you."

If it's 60 vs 120, you split up and try to encourage small scale fights, you queue SCs, you find some defensible terrain and have some great last stands. You'll still get some XP/RR/Inf out of it. Or you could just give up and log off. But at 60 vs 120, you're always going to lose. You have to lose, because letting you win would be **** up. It would mean there's something seriously wrong. Because tomorrow, you'd be on the side with 120 and fighting only 60 enemies, and you'd be pissed as hell if they had AAO and a rank 0 keep and you had Diminished Rations and a rank 5 keep, and you still couldn't beat them.

Re: Changelog 25/11/16

Posted: Sat Nov 26, 2016 12:31 am
by Miszczu5647
What Genisaurus said.
For now it will make x-realm worse. But only for time. When Devs Team will introduce to us their anti x-realmers solution today's patch will benefit server.
If someone don't want to die in the keep there is plenty of opportunity for small scale fights.

Besides today's Praag take over was hilarious:D