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Recent changes to Keep lords

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Jaycub
Posts: 3130

Recent changes to Keep lords

Post#1 » Wed Aug 31, 2016 6:31 pm

While I really love that keep lords are scary again, and the increased variety... it's exemplifying problems that has existed for months which is attacking keeps is much, much, much harder than defending. The other problem is the reward for doing so.

With the help of the lord now a good 6 man can easily stop a full 24 pug from taking a keep, just by harassing them while they are on the lord and taking potshots at backlines. Remember I said pug warband not alliance organized 24 man. Yet the keep still only drops 2 gold bags max? It's pretty depressing when you have 50+ person attack and you only see 2 gold bags spawn.

Annihilator is probably 3-5x harder to obtain than mercenary, and way harder than ruin. Classes that need annihilator for BiS are totally shafted atm and even hardcore players who play for hours everyday see getting a full set of annihilator as some sort of pipe dream unless they only play 1 character which is pretty moot on this server where competition is so low that sticking with 1 class would get boring quick.


I know the devs are working on the patcher to get some real meaningful changes out to ORvR and how it works, but it feels like for too long now that attacking is real dogshit in comparison to defending, the rewards have been powerball tier lotteries and this recent patch just makes it even worse even if the patch itself isn't a bad thing... just not what we needed at this stage of the game?


I just can't see the incentive personally to ever try to attack a keep now aside from leeching at the very end on a guaranteed take. It's just much more lucrative at this point to gank, play scenarios, or switch sides and defend exclusively.
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Dabbart
Posts: 2251

Re: Recent changes to Keep lords

Post#2 » Wed Aug 31, 2016 6:42 pm

I have to say I do agree. Especially with your last point. When TW has been Lake Diving on attacks, we roam around protecting BOs, postern gank, and generally try to find fights away from the keep, returning when the inner is nearly down for the Lord battle.

On a 6man able to stop a PUG WB, well that comes down to the PUGs more than anything else. It might be a WB with 3 healers which would have issues on the lord by it's self. In which case, they should be wiped. Not every keep attack should be successful, but your point does stand. It can be tough to take a defended keep.

I just don't see that as a bad thing... 2 equal sides engage in battle, one side has a defensive advantage in the form of a Fecking Castle, the attacker will lose. You need to have superior might to take a defended postion, or Guile. I believe that the upcoming ORvR system takes that into account in terms of artillery and whatnot, but we'll see.

As for Bags and the ability to get full Anni gear... That can be rough for a PUG. For a group it should be easy enough though. You can't master loot, but you can have the members that don't need 'em to just pass on medals. Note: By Easy Enough I mean that it is doable within a solid week or 2 of ORvR. Merc is easy since you get 5-7 just for winning the SC, regardless of how your party did. But I would love to see Medals returned to Zone locking for the final zone in every Tier. I understand not having em on the middle zones that flip back and forth all the time...

Attacking a keep seems to be a great way to get the opposing realm to enter the lakes for a defense, and possibly Fight. Other than that... It's a good way to get ready for bed imo...
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catholicism198
Posts: 1092

Re: Recent changes to Keep lords

Post#3 » Wed Aug 31, 2016 7:02 pm

It's an AE nightmare now. If you get too close to the Keep Lord you're dead and if he doesn't the BWs AE will. It would be nice if he (keep lord) said something before the AE attack- or if there was some special effect.

but then again it's not like they get keep defense bags anymore

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Grolar
Posts: 511

Re: Recent changes to Keep lords

Post#4 » Wed Aug 31, 2016 7:44 pm

People will complain about most anything. :roll: The ram is too weak, the oil doesn't do enough damage, the keep door goes down too fast and can't be repaired, players don't do enough damage to keep doors, the list goes on and on depending on who you talk with. A lot of balancing issues still exist and will be fixed in time, but I don't agree with the original post. Besides the lord changes, the keep is easier to take now.

Two examples. Since the oil renown exploit was fixed, oil doesn't do as much damage plus it no longer gives renown. If healers can heal easily heal through oil dumps, and there is not reward, what is the incentive to buy it? Also the ram gets bugged on various occasions making it do more damage than its suppose to, therefore the door comes down faster. As I mentioned these are balancing issues and need to tweaked over time.

PS - I seriously doubt a six man group could hold back a twenty four man warband in t3 or t4. If so then they deserve it, because that is one terrible warband. Get video and show me or its bologna. :D
THUMP - "MEDIOCRE!!" ...Who's laughing now?

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Jaycub
Posts: 3130

Re: Recent changes to Keep lords

Post#5 » Wed Aug 31, 2016 7:54 pm

Grolar wrote: PS - I seriously doubt a six man group could hold back a twenty four man warband in t3 or t4. If so then they deserve it, because that is one terrible warband. Get video and show me or its bologna. :D
Game is really only balanced when you have proper group ie your dps have guard, you have 2 healers in your group etc...

PUG warbands often dont have 2 healers per group and rarely does DPS have gaurd, which makes it extremely easy for an organized group to pick people off then push up the pug warbands ass while they are occupied with the lord and just wipe them. PUG warbands are also riddled with lowbie undergeared characters as well.

Your typical cookie cutter destro sh/sorc/mara 3-2-1 could easily sit on inner stairs and pick off people going up outer ramp or fight on 2nd floor with lord then m2 bomb (and tank m4 because balanced morale pump) and do massive damage with little risk. Any DPS in the PUG warband who would want to challenge them would need to have guard and 2 healer or would just die in a few GCD.


My experience in pug warbands on live and here anyways, has been that of lack of healers and guard etc...


But again, this is really only a problem for low population times #PrayforNA
<Lords of the Locker Room> <Old School>

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TenTonHammer
Posts: 3806

Re: Recent changes to Keep lords

Post#6 » Wed Aug 31, 2016 8:52 pm

we dont cater this game to pugs nor factor in low population times

:^P

Anyway i want to see what changes are made in the new rvr system before we start proposing changes based on the current system
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navis
Posts: 784

Re: Recent changes to Keep lords

Post#7 » Wed Aug 31, 2016 11:22 pm

catholicism198 wrote:It's an AE nightmare now. If you get too close to the Keep Lord you're dead and if he doesn't the BWs AE will. It would be nice if he (keep lord) said something before the AE attack- or if there was some special effect.

but then again it's not like they get keep defense bags anymore
Sounds like a great idea. I like sounds my self..
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Danielle
Posts: 206

Re: Recent changes to Keep lords

Post#8 » Thu Sep 01, 2016 12:32 am

I like it. It might be slightly over the top but at least there's some point defending the lord now, before it was absolutely pointless, at least on t4.
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Rapture
Posts: 113

Re: Recent changes to Keep lords

Post#9 » Thu Sep 01, 2016 1:14 am

I get it so the Lord is now a like a boss mob in a PvE quest? I like PvE and PvP.

Rapture
Posts: 113

Re: Recent changes to Keep lords

Post#10 » Thu Sep 01, 2016 1:24 am

Looking for Lost Vale!

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