Hello,
This feedback is coming from someone who has attended more than 200 forts over the years. Seen what makes a fortress be fun and engaging on either side of the realms, and both as attacker and defender.
We have gotten a long way since spam clicking when reservations expired and click-per-minut determined who would get in, but there are still room for improvements.
The fortress mechanics
Out of all of the fortress mechanics, I think the Banner/Keg at the bottom is the absolute best mechanic. For the simple reason that it actually makes jailbreak feel like a second chance for the defenders to do something. Otervice what often happends with a jailbreak on the other fortress mechanics, jailbreak is often just a Rally-run-back-and-instantly-die-to-morales death sentence. What the Banner/Keg mechanic does, is spreading out the numbers advantage from the attackers who have 165 vs the defenders 135 into controling Lordroom and dpsing him down, while also holding and controling the bottom floor while killing the mechanic when it spawns and securing control over the area but being "reclaimed by the attackers". This simply makes it so abit more communication & coordination is needed from the attackers, it leaves room for error and comback potential. It also still gives the attackers the edge with their numbers to simply control the jail lever after a succesful push. So both sides have a wincondtion in stage3 outside of "build M4 and dump them on the push"
Flyers at stage3 for the attackers are very good for smallmans to get people up on 3rd and push from a different flank. It is also slow enough that you cant realisticly get a full warband up there, unless you are willing to wait longer than it takes your realm to build M4 at maingate so this pase feels alright. Maybe if it was more random where the birds landed so you couldnt have a defender standing at each spot ready to punt and then only 6 defenders can realisticly fully defend this mechanic. But overall its good!
Stage2
Stage 2 have provided some of the must fun fights in my RoR memory book, but it happends rarely.
Whenever the defenders are strong enough to jump down, fight and control 1-2 of the BOs and where its not just turning into a "Nascar" blob.
I think two changes could help with this.
1) Make the defenders have an npc healer inside during stage2 only on the respawn floor. It is simply put, Anti-pvp to have a mechanic where the defenders get killed once and are willing to jump for more action, but is prevented due to a stacking 10%wounds debuff per death. Players should be encouraged to fight, especially when already outnumbered in this stage and the outnumbering advtantage really is only a thing because of stage3. So npc healer to defenders on stage2 please!
2) Often what happends in a less organized defence, is that the defenders get overwhelmed by numbers advantage and all 5 BOs becomes controled by the attacking realm. Barely anyone stands on the flags and instead it becomes one big mass of guarddogs standing waiting for the next jump only to swarm that location. This could be helped if flags were scaling with how many players stood on them, to speed it up attackers need to place say 12 players on the flag for the full effectively to kick in on the auto ramming of inner door. And that would hopefully allow for more Stage2 action. Because we also need to be honst about what stage 2 really is, its a time-advantage for how much time and how many attempts the attackers will get in stage3.
Fortress capture quests
Im not fully sure when or why these were added, but I think it rewards off hours too much by getting a fortress capture with X crest, a bag with X crest and then a turnin repeatable 3day cooldown quest with 40 crest on top.
That promotes dogpiling winner joining to some extend.
I do kinda wish that these quests were not available, if the last City-campaign was won by your realm. Currently Order is winning in total fort captures almost weekly. This is a result of having the current momentum swing, in some months it will be destro as we know historically.
But what if Order won last city push and IC was besieged. That means that Order cant pickup these quests as this is now an insentive boost to the "losing" side to get involed and help capture or defend or gear up.
Yeah I understand that this feels like a punishment for winning, but i see it as an incentive to give everyone more enemies to fight and more battles. Not just a loss in offhour crest progression.
Actual suggestions:
A) Make fortress stage2 require 12+ players on a flag for the progression to go on max speed for the door for all BOs. Have a BO just been captured by the enemy realm, and you contest it. You will get 25% lootdrop chance while on the flag area while you control it.
B) Make all 6 fortresses have the Keg/Banner mechanic stage 3. Keep the racial aggro mechanics in.
C) Fort capture OR Defence quests are available from the king(s) in capital if your realm lost the last citysiege to help players showup and fight at forts and not just PvFort
D) Opting out of fortress goldbags gives you 20% RP gain buff for 2hours if your realm wins the fortress
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Fortress feedback
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Fortress feedback
[BW]Bombling 94
[SL]Slayling 82 - [Eng]Bombthebuilder 82 - [WP]Orderling 82 - [Kobs]Bling 81 - [WH]Hatlinggun 78
[MSH]Squigmonster 87
[Chop]Chopling 83 - [Sorc]Notbombling 83 - [DPSZL]Destroling 82 - [Mara]Goldbag 80 - [2HBlorc]Bonkling 78 - [DPSSham] Smurfling 75
[SL]Slayling 82 - [Eng]Bombthebuilder 82 - [WP]Orderling 82 - [Kobs]Bling 81 - [WH]Hatlinggun 78
[MSH]Squigmonster 87
[Chop]Chopling 83 - [Sorc]Notbombling 83 - [DPSZL]Destroling 82 - [Mara]Goldbag 80 - [2HBlorc]Bonkling 78 - [DPSSham] Smurfling 75
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Re: Fortress feedback
Invader gear is most unutilised gear ingame so put invader pieces at green+ bags.
As defender roaming at stage 3 for stranglers is quite cool but give some way out of the fort building for that stage. Teleport to some neutral flag or something
As defender roaming at stage 3 for stranglers is quite cool but give some way out of the fort building for that stage. Teleport to some neutral flag or something
Mostly harmless
K8P & Norn - guild Orz
K8P & Norn - guild Orz
Re: Fortress feedback
As for the same grade, invader set is awfuly underlevel comparing to victorius/triumphant
Re: Fortress feedback
No need to change stats just remove ring slot req that will push the set to bis alike lvlsBrakh wrote: Tue Feb 10, 2026 10:28 am As for the same grade, invader set is awfuly underlevel comparing to victorius/triumphant
Mostly harmless
K8P & Norn - guild Orz
K8P & Norn - guild Orz
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