when you can pull 9 ppl under oil and insta shoot them down i belive there is problem dont you think? the keep siege is not doingable unless some one find a way to remove every ppl near oil when it's going down considering oil do not bug anymore.
same numebr vs same number keep it's impossible zerg vs lower number with oil this way it's also impossible too cos you just need to oil down ppl when ram is almost down and puff !! one shoot all, then focus ram -->no one can heal ram GG you're so pro.
With out ram it litteraly takes 1h to take down 1 door.
it is litteraly a def farm festa. The only reason why anyone is even bothering currently to try a siege it's to take the token from purple which is anyway impossible since "out put" do not work and keep siege it's so hard with out count the so few number of bags that get reward.
[FEEDBACK] On The Times Involved in Keep Sieges
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Re: [FEEDBACK] On The Times Involved in Keep Sieges
Oil DMG is ridiculously high. 1 pour can kill anything that is underneath that doesn't have heals and even with heals I would be surprised to see people survive.
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Re: [FEEDBACK] On The Times Involved in Keep Sieges
Surely we can expect any rewards from the oil issue to be wiped.
Me and my guildies did the test of the new system and if not for the 2shotting unkillable oil - I'd say the RvR system works well, but the HP of the doors feel a bit too high still.
Me and my guildies did the test of the new system and if not for the 2shotting unkillable oil - I'd say the RvR system works well, but the HP of the doors feel a bit too high still.
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Re: [FEEDBACK] On The Times Involved in Keep Sieges
Ram now suppose to do 1% damage if work correctly. Mean 100 sec to kill 1 door that shoudl be nice dosen't really matter how many hp it jsut this way to reduces damage by player and make ram the focus which is k.Scrilian wrote:Surely we can expect any rewards from the oil issue to be wiped.
Me and my guildies did the test of the new system and if not for the 2shotting unkillable oil - I'd say the RvR system works well, but the HP of the doors feel a bit too high still.
Just the oil is ruining all the fun.

- Genisaurus
- Former Staff
- Posts: 1054
Re: [FEEDBACK] On The Times Involved in Keep Sieges
This post is a separator. All future posts in this thread are to be feedback on the timing issues named in the first post, as of May 23rd, 2016. Do not comment on the state of the campaign before this time, I need new and fresh feedback after the last series of tweaks and fixes.
Also, this thread is not for comments on oil damage. We've received plenty of feedback on it, and we are incorporating changes into future builds. In the meantime, the longer cooldown on oil placement and the increased damage it takes from single-target cannons are expected to act as a sufficient counter for now.
----------------------------------- Separator -----------------------------------
Also, this thread is not for comments on oil damage. We've received plenty of feedback on it, and we are incorporating changes into future builds. In the meantime, the longer cooldown on oil placement and the increased damage it takes from single-target cannons are expected to act as a sufficient counter for now.
----------------------------------- Separator -----------------------------------
- Sodaking23
- Posts: 18
Re: [FEEDBACK] On The Times Involved in Keep Sieges
1. Did the doors take too long to destroy? Were they too easy?
(It's a fair amount of Health, I'd say for a Keep siege it should be difficult. To take a keep in RoR you need about three Warbands in total, the third being a Battle objective sweeper. It also depends on how many defenders.)
2. Did you find using cannons on the door to be a solid strategy, particularly for MDPS or tanks who can't fit on the ram? (Cannons proved useful for taking out enemy cannons and oil. However, You'd need like 8 cannons combined fire for them to be useful on the door. Which seems fair, seeing as they are so far behind enemy lines. Can be a guaranteed outer door break down.)
3. Did you find that cannons were too hard to destroy? Too easy?
(Not too tough and Not to soft. It's legit. Just gotta watch out of Incoming from behind, they can wreak havoc on your siege-weapons line.)
4. Does the 3min cooldown on deploying an oil or ram seem like too long? too short?
(Just right, it's like a back off period. When they have oil people shout "OIL!" then back off for a while, bust the oil then back on the door. Buys time for more defenders to show up. )
5. As a defender, do you feel like recapturing BOs adds enough regeneration to be an effective strategy? (If you have a single group go about town capturing BOs from under their noses, it's hilariously effective. Especially in BC when we capped all the BOs when order was too busy hitting our doors. Re-flipped it, they had to run all the way back to TM! HA!)
6. Do you feel like you had enough time to reach a besieged keep to defend it?
(I've always made it to a Keep Defense, I would never miss it. The Renown gain is HUGE in Keep D. It's a faction achievement to break up an assault and scatter them out to pasture. Pretty funny too.)
I think oil is great! It kills the crap out of people! It's suppose to be a deterrent to buy more time to rally a defense.
Without the invicible Oil bugs and, other unknown exploits that are provably about. It's a damn fine rendition of the original game. You're a saint, a Demi-Dev! Thanks!
(It's a fair amount of Health, I'd say for a Keep siege it should be difficult. To take a keep in RoR you need about three Warbands in total, the third being a Battle objective sweeper. It also depends on how many defenders.)
2. Did you find using cannons on the door to be a solid strategy, particularly for MDPS or tanks who can't fit on the ram? (Cannons proved useful for taking out enemy cannons and oil. However, You'd need like 8 cannons combined fire for them to be useful on the door. Which seems fair, seeing as they are so far behind enemy lines. Can be a guaranteed outer door break down.)
3. Did you find that cannons were too hard to destroy? Too easy?
(Not too tough and Not to soft. It's legit. Just gotta watch out of Incoming from behind, they can wreak havoc on your siege-weapons line.)
4. Does the 3min cooldown on deploying an oil or ram seem like too long? too short?
(Just right, it's like a back off period. When they have oil people shout "OIL!" then back off for a while, bust the oil then back on the door. Buys time for more defenders to show up. )
5. As a defender, do you feel like recapturing BOs adds enough regeneration to be an effective strategy? (If you have a single group go about town capturing BOs from under their noses, it's hilariously effective. Especially in BC when we capped all the BOs when order was too busy hitting our doors. Re-flipped it, they had to run all the way back to TM! HA!)
6. Do you feel like you had enough time to reach a besieged keep to defend it?
(I've always made it to a Keep Defense, I would never miss it. The Renown gain is HUGE in Keep D. It's a faction achievement to break up an assault and scatter them out to pasture. Pretty funny too.)
I think oil is great! It kills the crap out of people! It's suppose to be a deterrent to buy more time to rally a defense.
Without the invicible Oil bugs and, other unknown exploits that are provably about. It's a damn fine rendition of the original game. You're a saint, a Demi-Dev! Thanks!
- Mashtooth Skullsmasha
Re: [FEEDBACK] On The Times Involved in Keep Sieges
Update - Patch did nothing to speed up keeps - oil is nearly immortal. Took max siege weapon single fire cannons and rdps maybe 15 minutes to get it down? the cannons hit everything for 2k so not sure if the damage multiplier is not working as they are supposed to deal more damage to other cannons/oil right?
Oil should probably just be a 3x use or something. Currently.... it is ruining keep takes. Insta wipes people, never dies.... feel like its HP is just insane at the moment. I don't mind the hp but let cannons hit it for 10k and not 2k?
Idk... I'll keep trying to get people to RvR but this is making it hard hehe. Diehards only
Oil should probably just be a 3x use or something. Currently.... it is ruining keep takes. Insta wipes people, never dies.... feel like its HP is just insane at the moment. I don't mind the hp but let cannons hit it for 10k and not 2k?
Idk... I'll keep trying to get people to RvR but this is making it hard hehe. Diehards only
Re: [FEEDBACK] On The Times Involved in Keep Sieges
1. Did the doors take too long to destroy? Were they too easy?
With four people consistantly hitting above 95% with a few 100% thrown in, it took us, less than 5 mins to drop
and undefended door by 20% so no. However we did notice that a minium of 4 people are needed for the ram to damage the door.
2. Did you find using cannons on the door to be a solid strategy, particularly for MDPS or tanks who can't fit on the ram?
Never got this far, but yes I can see this as a solid strategy, healers are needed to heal the tanks on the ram
and cannons need to be implace, maintaining constant presure on the oil and other defender seige.
3. Did you find that cannons were too hard to destroy? Too easy?
Not applicable.
4. Does the 3min cooldown on deploying an oil or ram seem like too long? too short?
Seems fine, given the time taken to remove an oil, with multiple cannons each doing 2k damage. we did notice there seemed
to be a distance at which the cannons started to do reduced damage even when aimed all the way in, which is reasonable.
5. As a defender, do you feel like recapturing BOs adds enough regeneration to be an effective strategy?
Not applicable.
6. Do you feel like you had enough time to reach a besieged keep to defend it?
Not applicable.
With four people consistantly hitting above 95% with a few 100% thrown in, it took us, less than 5 mins to drop
and undefended door by 20% so no. However we did notice that a minium of 4 people are needed for the ram to damage the door.
2. Did you find using cannons on the door to be a solid strategy, particularly for MDPS or tanks who can't fit on the ram?
Never got this far, but yes I can see this as a solid strategy, healers are needed to heal the tanks on the ram
and cannons need to be implace, maintaining constant presure on the oil and other defender seige.
3. Did you find that cannons were too hard to destroy? Too easy?
Not applicable.
4. Does the 3min cooldown on deploying an oil or ram seem like too long? too short?
Seems fine, given the time taken to remove an oil, with multiple cannons each doing 2k damage. we did notice there seemed
to be a distance at which the cannons started to do reduced damage even when aimed all the way in, which is reasonable.
5. As a defender, do you feel like recapturing BOs adds enough regeneration to be an effective strategy?
Not applicable.
6. Do you feel like you had enough time to reach a besieged keep to defend it?
Not applicable.
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Re: [FEEDBACK] On The Times Involved in Keep Sieges
in today siege i saw through 2 things.
-while the hp of door can be good the regen it's too high, with 4 flag there was constantly a regen counter the ram, if you have 4 flag enemy regen should be zero.
-appart from oil kill tank and so no heal on ram the ram itself it's the only way to take down the door and as such if it bug it's the great problem. Thus keep talking about ram or generally of the interation with CD the CD of oil seems too low. For the damage it does, it need to have a longer CD or either lower damage increase +more life and or no Cd at all which would be prefrable.
K let ppl have time to gather but just make so few ppl slow so many and even push back at sometimes just odd. Alredy keep provide a def by itself, oil should keep high the pressure not one shoot ppl in the CD and oil damages work this not happen it just interrupt the siege.
-while the hp of door can be good the regen it's too high, with 4 flag there was constantly a regen counter the ram, if you have 4 flag enemy regen should be zero.
-appart from oil kill tank and so no heal on ram the ram itself it's the only way to take down the door and as such if it bug it's the great problem. Thus keep talking about ram or generally of the interation with CD the CD of oil seems too low. For the damage it does, it need to have a longer CD or either lower damage increase +more life and or no Cd at all which would be prefrable.
K let ppl have time to gather but just make so few ppl slow so many and even push back at sometimes just odd. Alredy keep provide a def by itself, oil should keep high the pressure not one shoot ppl in the CD and oil damages work this not happen it just interrupt the siege.

- drmordread
- Suspended
- Posts: 916
Re: [FEEDBACK] On The Times Involved in Keep Sieges
A few side notes if you do not mind
1- In live a RDPS could target oil as well as any siege set up on the edge of the wall. I was not able to get very many shots through on oil on my SW last night except for eagle eye. Best way attackers have of slowing down oil is to aoe the oil and have the aoe damage kill the user.
2- Ram HP needs to go up. I understand rams are still buggy so maybe once they work they wont need the extra HP. BUT, you should be able to drop a new ram as soon as the old dies. Having a timer just makes no sense and it slows down the attack.
3- NERF OIL
(and Magus...always nerf magus)
4- Door HP. I still feel they are way too high. Add to that regeneration and we are talking hour long sieges. Now this may seem great to those who do not want to think outside of "Just fight dude" mentality, but long sieges do not favor anyone.
People lose interest, wb's fall apart, and ORvR returns to t1 model of spawn in wc ... run to middle ... fight ... die... respawn ... rinse and repeat. Again, this is fine for those who do not understand the beauty of having 3 zones as the battle field at all times, but for us WAR Veterans, t4 is not a glorified t1 nor should it be.
TY and great job so far!!!!!
1- In live a RDPS could target oil as well as any siege set up on the edge of the wall. I was not able to get very many shots through on oil on my SW last night except for eagle eye. Best way attackers have of slowing down oil is to aoe the oil and have the aoe damage kill the user.
2- Ram HP needs to go up. I understand rams are still buggy so maybe once they work they wont need the extra HP. BUT, you should be able to drop a new ram as soon as the old dies. Having a timer just makes no sense and it slows down the attack.
3- NERF OIL

4- Door HP. I still feel they are way too high. Add to that regeneration and we are talking hour long sieges. Now this may seem great to those who do not want to think outside of "Just fight dude" mentality, but long sieges do not favor anyone.
People lose interest, wb's fall apart, and ORvR returns to t1 model of spawn in wc ... run to middle ... fight ... die... respawn ... rinse and repeat. Again, this is fine for those who do not understand the beauty of having 3 zones as the battle field at all times, but for us WAR Veterans, t4 is not a glorified t1 nor should it be.
TY and great job so far!!!!!

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