Keep Lord HP
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Keep Lord HP
Can a better scaler be determined for keep lord health pool? Unfortunately, as it stands, for NA at least, you have to have pretty substantial aao to down a Lord. Defending a keep already has so many advantages; I'm not sure it's reasonable to allow defenders to respawn 2-3 times (talking upwards of 15 minutes only on the Lord) during a Lord fight. Additionally, order doesn't seem to have a good way of dealing unmitigated damage to the Lord like destro does, so maybe that can be fixed as well. In a perfect world, the Lord would have about 35-40% less hp and would be immune to morale damage.
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Re: Keep Lord HP
My understanding is that sometimes the Lord might die quicker by using several Gork Sez Stop's on it and running it around the keep lord room. Not sure how often that occurs, but have heard of the tactic before.Torquemadra wrote:It scales fine with population, low population it falls faster, craptons of you then you need to control the keep properly and im not sure what you mean by
"order doesn't seem to have a good way of dealing unmitigated damage to the Lord like destro does"
Totally understand that it scales (which is a good feature), I just think the scaler can be tweaked is all. For example, in EU time you might have 4-5 wbs pushing a keep. Is the keep lord hp the same when you have 100 people in the zone as when you have 50? What if neither side has aao? Does that effect keep lord hp at all? What's the ideal Lord killing timetable? Because to me it just seems high right now (ideal target for me would be about 7 minutes). Everything else about rvr is really fun at the moment: fast ranking, dynamic keep takes, small scale and large scale engagements for BOs; but the Lord fight just seems to drag on continuously, unnecessarily.
If the point is to give defenders 15-20 more minutes, after both doors have fallen, to defend their keep, then nothing needs to be changed and it is what it is.
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