Search found 2593 matches

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by Natherul
Mon Jan 20, 2020 11:17 am
Forum: Suggestions & Feedback
Topic: Ward system is boring
Replies: 47
Views: 12843

Re: Ward system is boring

as people have pointed out, wards are there to ensure the lower dungeons are run for the lower characters, to not skip progression and to ensure hard work spent on making the dungeon work is not wasted. This is not likely to change Since I am very curious. Will we see Lost Vale one day again? Again...
by Natherul
Mon Jan 20, 2020 11:03 am
Forum: Suggestions & Feedback
Topic: Capital statue changes
Replies: 2
Views: 1706

Re: Capital statue changes

the statues will not be changed to ranked SCs.

The statues are about RR in general and as such much bigger then just a gamemode.
by Natherul
Mon Jan 20, 2020 11:02 am
Forum: Development
Topic: Fortress Lords and their mechanics
Replies: 84
Views: 40189

Re: Fortress Lords and their mechanics

@Zxul It's a cauldron you drop and it works as the ones in Fell Landing/Reikwald. Now if that placed cauldron is not destructible we are talking. Problem is if the defender gets its hands on it first. Then we are back to square one just on mach2. As Harios got it from the north BO in Stonewatch, th...
by Natherul
Mon Jan 20, 2020 10:53 am
Forum: Suggestions & Feedback
Topic: Ward system is boring
Replies: 47
Views: 12843

Re: Ward system is boring

as people have pointed out, wards are there to ensure the lower dungeons are run for the lower characters, to not skip progression and to ensure hard work spent on making the dungeon work is not wasted.

This is not likely to change
by Natherul
Sat Jan 18, 2020 7:17 am
Forum: Development
Topic: Fortress Lords and their mechanics
Replies: 84
Views: 40189

Re: Fortress Lords and their mechanics

Well I enjoy funnels for one oneman, as long as there is not too many players as then the critical mass of AOE is reached. And to be fair even if I did not like funnels they are a major part of the game because of collision that the game use and keep doors, fortress doors, tunnelways in city seige a...
by Natherul
Fri Jan 17, 2020 9:17 am
Forum: Development
Topic: Fortress Lords and their mechanics
Replies: 84
Views: 40189

Re: Fortress Lords and their mechanics

ICD for riposte would make it useless for a RvR lord as then only a few players would get hit by it.
by Natherul
Wed Jan 15, 2020 5:46 am
Forum: Development
Topic: Fortress Lords and their mechanics
Replies: 84
Views: 40189

Re: Fortress Lords and their mechanics

Thanks for Sharing Nat. I personally had alot of fun trying to find, spot and find counters to the different fortress lord mechanics and would like to credit you for the lore/roleplay/thematical touch you have added to the lords. It might not be an overly exciting mechanic to fight when you first n...
by Natherul
Tue Jan 14, 2020 7:00 pm
Forum: Development
Topic: Fortress Lords and their mechanics
Replies: 84
Views: 40189

Re: Fortress Lords and their mechanics

HE and Chaos lord mechanic seem immaterial. I mean half the time I don't know what they do while tanking them and they just seem like a straight tank and dps fight... and they are by far the easiest one Any plans to level out the difficulty level across the lords? Right now it's: -Farm HE/Chaos - t...
by Natherul
Tue Jan 14, 2020 2:35 pm
Forum: Development
Topic: Fortress Lords and their mechanics
Replies: 84
Views: 40189

Re: Fortress Lords and their mechanics

So all those times players were complaining that the "shield" mechanic was scaled too high for low population fort sieges and were stating they couldn't do any damage while they tried to hot the lord for 20 minutes were just not hitting the keg/effigy the entire time. That's pretty funny....
by Natherul
Tue Jan 14, 2020 9:51 am
Forum: Development
Topic: Fortress Lords and their mechanics
Replies: 84
Views: 40189

Re: Fortress Lords and their mechanics

forgot 2 scaing properties for all lords that I have added.

I reserve the right to ofc update OP in the case that I have forgotten something else or that something changes in the future.