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T2 keep npc guards too stronk

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Nishka
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Posts: 1057

T2 keep npc guards too stronk

Post#1 » Wed Dec 09, 2015 5:26 pm

Please, reduce the strenth of lords and their henchmen, for t2 at least. Currently it's pretty much impossible to take defended keep unless you have like 2wbs vs 6 men group. lord oneshots anyone including def tanks. 21 lvl def tank can survive 2-3 hits (it requires for enemies to to stand still and not add damage to lord's Hammer of Doom. T3 has the similar problem, but in t2 taking a keep is much harder because of worse gear and smaller population, thus smaller zergs.
Predicting the answers "use cross guarded tanks", no it doesn't work because the current aggro system is a bit... unfinished so lord just rampages around oneshotting anyone he hits while healers trying to res faster than he's killing. Add even a small def and any siege is doomed to fail.
There's also champion keep guards who aren't that strong as their master but still have shittons of damage and are a real pain in the ass, especially when trying to break a tank wall on the first floor.
To add, if my memory aren't failing me, on live, champion keep guards would appear after claiming keep by a guild and upgrading the claim. Such keep would become almost untakable for a regular pug. Even a guild warband would have some troubles taking it. And those champs were much weaker then we have here...

Suggestion? Make the keep guards 11-13 lvl and replace the champions with regular mobs. Because RoR mobs are much stronger than on live, even a 13 keep lord would be a serious threat. Who disagrees, try to kill a hero for tracker's or stalker's set solo :)

EDIT: wrong category, moved to suggestions
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"Well, once there was only chaos. You ask me, order's winning". - Grandmaster Siegfried Trappenfeld

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shaggyboomboom
Posts: 1230

Re: T2 keep npc guards too stronk

Post#2 » Wed Dec 09, 2015 6:50 pm

i agre :)))))
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Bacta
Former Staff
Posts: 422

Re: T2 keep npc guards too stronk

Post#3 » Wed Dec 09, 2015 7:37 pm

I Could see this being a problem with less and less people in T2. I wouldnt lower them that dratically though. maybe make the champs in the keep room atleast 15-17 and the boss 20 or something hero still.
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Tesq
Posts: 5713

Re: T2 keep npc guards too stronk

Post#4 » Wed Dec 09, 2015 7:41 pm

on war in live hero keep lord hitted for ROR champions damage i posted in a github about it, damage should definetly be lowered now that the cap is not anymore lv 21, or maybe have a propoertional reduction based on the item level of the person is hitting.
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talissera
Posts: 159

Re: T2 keep npc guards too stronk

Post#5 » Wed Dec 09, 2015 8:06 pm

It is not about boss, it is about strong defense especially with sorcs/brights without aoe heal and unabling to endure PC damage and boss damage. :)))
I agree, there is a need of slight weakening of keep lord. In contrast on T3 boss just blows away from parties, and there is really hard to def keep inside, because pulled lord dies in a matter of seconds.
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Мой запасный планъ - русскій авось, кокаинъ и пистоли.

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Posts: 309

Re: T2 keep npc guards too stronk

Post#6 » Thu Dec 10, 2015 3:33 am

talissera wrote:It is not about boss, it is about strong defense especially with sorcs/brights without aoe heal and unabling to endure PC damage and boss damage. :)))
When the T2 bolster was fixed, successful keep sieges just disappeared (not counting completely undefended keeps of course). I have only seen one, the defenders vastly outnumbered with a very high AAO. Failed sieges on the other hand, I have seen somewhere between 10-20, both as defender and attacker. They usually get to the area outside the keep lord's room, at least in the first assault, then they get wiped there when the keep lord gets into the fight. People are starting to avoid attacking keeps because of that.
The people playing and tactics they use (even if that happens to be the lack of tactics) didn't really change. Only the relative power of the NPC guards in the keep to the players' did.

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Nishka
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Re: T2 keep npc guards too stronk

Post#7 » Thu Dec 10, 2015 2:48 pm

Would be great to know dev's opinion on this problem. Are the uber guards a bug that will be fixed? Or is it intented?
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"Well, once there was only chaos. You ask me, order's winning". - Grandmaster Siegfried Trappenfeld

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Tesq
Posts: 5713

Re: T2 keep npc guards too stronk

Post#8 » Thu Dec 10, 2015 3:08 pm

as tallissera wrote, is a problem of number, until the population it's too variable and keep lord have fix stats you can have either no way to take keep or too easier keep. You need a dynamic system as gw2 implement to always have a balanced keep lord ( just this the rest was a crap).
A stacking buff for every ppl in 100 feet on the keep with a damage and damage reduction hard cap. And some hit of keep lord need to be aoe.
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