Keep lord feedback (abilities) and outnumbered defense
Posted: Sun Mar 11, 2018 1:52 am
Hey,
Keep lords are working fairly well but IMHO they still have a distinct 'PvE' feel to them, and I believe it would be undoubtedly better to try and move away from this by adjusting some lord abilities.
Some will defend that it's intentional and that this requires 'skill' and coordination. That is true.
However, it also brings an element of PvE strategy which I feel has too much negative impact in relation to the positive, I'm talking about Lord reset from Taunt changing.
- when players come to have fun at keep and don't realize they must conform or change their rotation, else negatively impact all of RvR (not just themselves)
- when certain groups of coordinated players are trying to be the 'alpha' in an open zone with no players restrictions (not a private instance).
- the possibility of x-realm griefing via taunt abusing. I have seen cases where this was likely the #1 reason for repetitive Lord resets. Hard to say 100%, though.
Offer new set of abilities for Keep Lords
- drastic increase of Lord debuffs on players (from 25% to 75-95%), which in turn require the player to cleanse
- if the player uses PvE tactic on Keep lord (taunt with PvE spec aggro increase) Lord make a silly comment like "XXXX you are going to die you filthy piece of XXXX using PvE tactics in PvP lands.." And Lord then proceeds to 1 shot that player(s) with ST or AOE or 30ft.
- regular Lord ability to debuff all outgoing damage by 99% until buff-type can be cleansed
- regular Lord ability which can cause return damage on damage type (phys/magic) until buffs can be cleansed
- rare Lord ability to resurrect players within 100ft of Lord if certain condition met
- Lord can enrage.
Overall these suggestions offer nothing really new but just implement in a way that is different than it is currently, I'm not asking for all these things. Ideas to consider that is all.
For further ideas I think it would be a big improvement for RvR in general for very weak realms to have more options for defense. When few players are present overwhelming oppostition players historically just flee and don't try to fight. This is the worst possible outcome when RvR becomes Keep trading.
- Area around oil means insta-kill for defenders because of Rdps aoe hitting on Oil
- Other powers available to players when AAO is too great such as very dangerous or very defensive possibility
- Orbs may spawn around keep for Defenders to give them tools (buffs) to extend the battle as long as possible
- If possible could add extra 'granted' abilities, too.
- Keep guards could offer healing to players.
cheers
Keep lords are working fairly well but IMHO they still have a distinct 'PvE' feel to them, and I believe it would be undoubtedly better to try and move away from this by adjusting some lord abilities.
Some will defend that it's intentional and that this requires 'skill' and coordination. That is true.
However, it also brings an element of PvE strategy which I feel has too much negative impact in relation to the positive, I'm talking about Lord reset from Taunt changing.
- when players come to have fun at keep and don't realize they must conform or change their rotation, else negatively impact all of RvR (not just themselves)
- when certain groups of coordinated players are trying to be the 'alpha' in an open zone with no players restrictions (not a private instance).
- the possibility of x-realm griefing via taunt abusing. I have seen cases where this was likely the #1 reason for repetitive Lord resets. Hard to say 100%, though.
Offer new set of abilities for Keep Lords
- drastic increase of Lord debuffs on players (from 25% to 75-95%), which in turn require the player to cleanse
- if the player uses PvE tactic on Keep lord (taunt with PvE spec aggro increase) Lord make a silly comment like "XXXX you are going to die you filthy piece of XXXX using PvE tactics in PvP lands.." And Lord then proceeds to 1 shot that player(s) with ST or AOE or 30ft.
- regular Lord ability to debuff all outgoing damage by 99% until buff-type can be cleansed
- regular Lord ability which can cause return damage on damage type (phys/magic) until buffs can be cleansed
- rare Lord ability to resurrect players within 100ft of Lord if certain condition met
- Lord can enrage.
Overall these suggestions offer nothing really new but just implement in a way that is different than it is currently, I'm not asking for all these things. Ideas to consider that is all.
For further ideas I think it would be a big improvement for RvR in general for very weak realms to have more options for defense. When few players are present overwhelming oppostition players historically just flee and don't try to fight. This is the worst possible outcome when RvR becomes Keep trading.
- Area around oil means insta-kill for defenders because of Rdps aoe hitting on Oil
- Other powers available to players when AAO is too great such as very dangerous or very defensive possibility
- Orbs may spawn around keep for Defenders to give them tools (buffs) to extend the battle as long as possible
- If possible could add extra 'granted' abilities, too.
- Keep guards could offer healing to players.
cheers