Mourkain Temple Feedback

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Jaycub
Posts: 3130

Mourkain Temple Feedback

Post#1 » Sat Aug 08, 2015 8:59 am

I really enjoy this SC much more than the objective based ones when pugging but...

Right now the SC just turns into a race to get the artifact 1st then fall back into a corner by your spawn giving your side a huge advantage as your reinforcements instantly spawn at the front line.

Artifact should be doing more damage than it is now, but also give the holder an increasing damage buff that increases over time with the self inflicted damage from holding the artifact. And double the points for killing blows landed by the artifact holder.

This should encourage actually fighting head on with the artifact rather than turtling with it? And increasing the self damage should also help with the turn over rate? Also a bit of risk reward going on with who you want to have holding the artifact, right now you always want your tankiest person holding it.

Maybe make kills worth more near the temple while holding the artifact, and kills outside the temple worth more for the side not holding to discourage camp turtling even more.
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drmordread
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Re: Mourkain Temple Feedback

Post#2 » Sat Aug 08, 2015 10:08 am

It doesnt matter what you do, when you have 5 AM's and 1 RP healing a tank holding the artifact ...

We did that a few times last night.

While I agree with most of what you said, variable reward points for different actions just means more work for the people doing codes. And people will still do the least risk and wait out the clock.
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amputationsaw
Posts: 629

Re: Mourkain Temple Feedback

Post#3 » Sat Aug 08, 2015 10:44 am

Until RR skills arent working, people will always just sit out the win. when we can spend our rr points they will become more horny for rr ;)

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Jaycub
Posts: 3130

Re: Mourkain Temple Feedback

Post#4 » Sat Aug 08, 2015 10:57 am

drmordread wrote:It doesnt matter what you do, when you have 5 AM's and 1 RP healing a tank holding the artifact ...

We did that a few times last night.

While I agree with most of what you said, variable reward points for different actions just means more work for the people doing codes. And people will still do the least risk and wait out the clock.
Yes but increasing the damage ticks/freq of holding the artifact shouldn't take too much time/coding (I think anyways?) and that alone would go a long ways to stopping what you said from happening.

I understand asking the devs to switch work loads over to overhauling existing content instead of focusing on finishing the base game might not sit well with them or other people, but for the purposes of this thread I don't think we should water down suggestions/feedback based on that. These threads should just be a platform for people to come up with anything they can think of to make something better, and if only 1 in a 100 or 1000 ideas end up being worth while it is still better than not discussing it at all.
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mickeye
Posts: 227

Re: Mourkain Temple Feedback

Post#5 » Sat Aug 08, 2015 11:15 am

Actually on live, every kill near artifact holder gave double points.
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Azarael
Posts: 5332

Re: Mourkain Temple Feedback

Post#6 » Sat Aug 08, 2015 11:18 am

Then I have been misinformed.

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RyanMakara
Posts: 1563

Re: Mourkain Temple Feedback

Post#7 » Sat Aug 08, 2015 11:23 am

Jaycub wrote:
drmordread wrote:It doesnt matter what you do, when you have 5 AM's and 1 RP healing a tank holding the artifact ...

We did that a few times last night.

While I agree with most of what you said, variable reward points for different actions just means more work for the people doing codes. And people will still do the least risk and wait out the clock.
Yes but increasing the damage ticks/freq of holding the artifact shouldn't take too much time/coding (I think anyways?) and that alone would go a long ways to stopping what you said from happening.

I understand asking the devs to switch work loads over to overhauling existing content instead of focusing on finishing the base game might not sit well with them or other people, but for the purposes of this thread I don't think we should water down suggestions/feedback based on that. These threads should just be a platform for people to come up with anything they can think of to make something better, and if only 1 in a 100 or 1000 ideas end up being worth while it is still better than not discussing it at all.
I agree fully with damage increase for the artifact holder. Increasing the damage done by the artifact over time will ensure that the carrier will eventually die, though, and this is something people would not risk even if a tanky MDPS was holding it. Besides, how do you scale the increased damage output with the increased damage you take? Would we see one-shotting with an AoE if a Mara/Slayer is still able to hold the artifact in a fight because he has 7 healers and a guard? It'd heavily demotivate the enemy side for the time being, until the artifact finally drops from the worn-out MDPS and then gets picked up by the tank who carries it to the backline.
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Post#8 » Sat Aug 08, 2015 11:25 am

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Last edited by Wrathson on Mon Sep 14, 2015 7:18 pm, edited 3 times in total.

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RyanMakara
Posts: 1563

Re: Mourkain Temple Feedback

Post#9 » Sat Aug 08, 2015 11:26 am

mickeye wrote:Actually on live, every kill near artifact holder gave double points.
I was wondering why the artifact didn't give even more points while an MDPS was killing people with it... it's simply not implemented. This is actually a better fix than having the carrier do increased damage; all you really need in kill contribution as the carrier, which would make a healer give up his self-healing, and a MDPS/Tank less inclined to sit on the backline.
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noisestorm
Posts: 1727

Re: Mourkain Temple Feedback

Post#10 » Sat Aug 08, 2015 11:47 am

mickeye wrote:Actually on live, every kill near artifact holder gave double points.
Azarael wrote:Then I have been misinformed.


I actually triple checked quite some Videos about SCs back then, but as i somewhere mentioned in my Post a lot of them seemed pretty old. So there is a chance that they changed some stuff. But like i also generally say, i dont see a problem with customizing parts of the game if they obviously do not work out in a good way.

What i was thinking about though: Do you guys see if the damage values are consistent or are they negated by armor/toughness perhaps? And thus the tanks can withstand it endlessly? Because the Orb damage actually should be so called Truedamage

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