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Keeplord mechanic

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dansari
Posts: 2524

Re: Keeplord mechanic

Post#31 » Thu Jan 04, 2018 2:05 am

Hargrim wrote:5-10 minutes to kill a boss nowdays is considered grindy?
Ten minutes? Hardly.. during NA you're normally on a keep lord for at least 20, and every minute of that is being morale bombed by an opponent who has at least as many people against you on the bottom floor, which means you've only got a dozen people on the Lord or so. Sure, you can send more people up there, but then you lose bottom. Sure, you could send everyone up top, but then you're getting morale bombed from within a Lord room with a Lord that no one can tank efficiently, and you don't have the damage to burn it down in a minute like 4 wbs can during EU prime.

Right now it's incredibly more efficient to simply take both doors of the keep and then farm your opponent from the bottom floor, ignoring the Lord completely unless you're facing 100+ aao. It's laughably easy to wipe a much larger force fighting a Lord right now, which basically encourages you never to attack your enemy's keep, even if you are the larger force, and I'm just not sure if that's how it should be. If I've been pushed around all zone, I shouldn't expect to be able to so easily defend my keep (at the Lord). But currently, that's how it is. I would prefer to have Lord hp dropped drastically (at least 50%), have the area it takes for the Lord to reset widened slightly, and have some different mechanics added to make the Lord a more dynamic fight that takes a max of 5 minutes. But, that's obviously just my perspective and in the grand scheme it doesn't matter.
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Darks63
Posts: 651

Re: Keeplord mechanic

Post#32 » Thu Jan 04, 2018 2:35 am

dansari wrote:
Hargrim wrote:5-10 minutes to kill a boss nowdays is considered grindy?
Ten minutes? Hardly.. during NA you're normally on a keep lord for at least 20, and every minute of that is being morale bombed by an opponent who has at least as many people against you on the bottom floor, which means you've only got a dozen people on the Lord or so. Sure, you can send more people up there, but then you lose bottom. Sure, you could send everyone up top, but then you're getting morale bombed from within a Lord room with a Lord that no one can tank efficiently, and you don't have the damage to burn it down in a minute like 4 wbs can during EU prime.

Right now it's incredibly more efficient to simply take both doors of the keep and then farm your opponent from the bottom floor, ignoring the Lord completely unless you're facing 100+ aao. It's laughably easy to wipe a much larger force fighting a Lord right now, which basically encourages you never to attack your enemy's keep, even if you are the larger force, and I'm just not sure if that's how it should be. If I've been pushed around all zone, I shouldn't expect to be able to so easily defend my keep (at the Lord). But currently, that's how it is. I would prefer to have Lord hp dropped drastically (at least 50%), have the area it takes for the Lord to reset widened slightly, and have some different mechanics added to make the Lord a more dynamic fight that takes a max of 5 minutes. But, that's obviously just my perspective and in the grand scheme it doesn't matter.
That or knock his mitigation down some its crazy how high it is. It seems like less than 10% of your damage gets through. Keep lords currently remind me of fort lords on live with how insanely tough they are.
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mogt
Posts: 476

Re: Keeplord mechanic

Post#33 » Thu Jan 04, 2018 2:44 am

the lord is okay, whith his damage etc, the players must lean how attack him, and that is not here "the fastet show 10 min or longer, its normal

dansari
Posts: 2524

Re: Keeplord mechanic

Post#34 » Thu Jan 04, 2018 3:31 am

mogt wrote:the lord is okay, whith his damage etc, the players must lean how attack him, and that is not here "the fastet show 10 min or longer, its normal
Do you primarily play EU or NA?
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Britainnicus
Posts: 12

Re: Keeplord mechanic

Post#35 » Thu Jan 04, 2018 3:49 am

Hargrim wrote:5-10 minutes to kill a boss nowdays is considered grindy?
Seems I touched a nerve. My post was not an attack on the Dev team but appears you took it as so. Also, you presume too much to think I am an ADD-riddled millennial. I have been playing MMORPGS since EQ so I know what real grind is and yes, I find the Keep Lord mechanic super grindy. Time is not the only element of a grind; mind-numbing gameplay is also an element. Maybe some players love the Lord mechanic, but I really cant imagine that. For my $.02, I dread it more than anything in this game and pray to the gaming gods that my warband is defending the bottom floor.

As far as your capture time quoted above, that only happens when 1. Three or more warbands zerg the Lord or 2. The population is so low (both factions) that the Lord's defenses are severely reduced. There is no skill involved in taking the Lord; its just everyone piling in around him, melee players wailing away for little dmg, healers dying and being rezed in what becomes a predictable order, and casters trying to stay alive. There is no skill involved and most importantly, there is no fun involved. Afterall, isn't that the point? Fun? I am all for something being challenging, I am even for some things being somewhat grindy. But I think the Lord system as a whole should be revisited as it not only doesn't fit into the greater RvR landscape, it simply is boring.

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Hargrim
Former Staff
Posts: 2465

Re: Keeplord mechanic

Post#36 » Thu Jan 04, 2018 7:34 am

Well, no nerve, as I don't designed lords, just pointing nonsense where I see it. Players could fully well attack boss for their full tooltip dmg values and we could add millions of HP to the keep lord, it would probably change the perception but not time involved.

There is no skill involved and yet you mention the people who aggro the lord all over the room (everyone piles around, casters staying alive, healers dying cose they can't manage aggro and be bothered to not spam AoE heals all the time). So indeed, skill is not involved in such approach.

Killing lord, if no one reset him, hardly takes more than 10 minutes. If somebody does... Well, tough luck, unfortunately player issue.

You could also consider that the fun and challenge from Lord is not coming from Lord itself, but from the opportunity it gives for counter attack and punishment that the other realm can inflict on disorganized attacker.
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Hargrim
Former Staff
Posts: 2465

Re: Keeplord mechanic

Post#37 » Thu Jan 04, 2018 7:37 am

dansari wrote:
Hargrim wrote:5-10 minutes to kill a boss nowdays is considered grindy?
Ten minutes? Hardly.. during NA you're normally on a keep lord for at least 20, and every minute of that is being morale bombed by an opponent who has at least as many people against you on the bottom floor, which means you've only got a dozen people on the Lord or so. Sure, you can send more people up there, but then you lose bottom. Sure, you could send everyone up top, but then you're getting morale bombed from within a Lord room with a Lord that no one can tank efficiently, and you don't have the damage to burn it down in a minute like 4 wbs can during EU prime.

Right now it's incredibly more efficient to simply take both doors of the keep and then farm your opponent from the bottom floor, ignoring the Lord completely unless you're facing 100+ aao. It's laughably easy to wipe a much larger force fighting a Lord right now, which basically encourages you never to attack your enemy's keep, even if you are the larger force, and I'm just not sure if that's how it should be. If I've been pushed around all zone, I shouldn't expect to be able to so easily defend my keep (at the Lord). But currently, that's how it is. I would prefer to have Lord hp dropped drastically (at least 50%), have the area it takes for the Lord to reset widened slightly, and have some different mechanics added to make the Lord a more dynamic fight that takes a max of 5 minutes. But, that's obviously just my perspective and in the grand scheme it doesn't matter.
I see another player missing the point of (potentially) long keep lord fights :). See my above post.
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szejoza
Posts: 748

Re: Keeplord mechanic

Post#38 » Thu Jan 04, 2018 8:23 am

Just remove the rolls completely from draw. More incentive to push it to kill the lord x)

Aggro is annoying for tanks as it's much easier to let one healer overheal as hell therefore getting boss aggro and double guard him.
As for the rest, people need to start thinking, not just aoe-everything as it goes, maybe they'll stop overaggroing

Blacklist people that reset lord, kick them from the warbands as soon as possible and maybe with time they will learn how to play and learn from their mistakes
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Skyy
Posts: 20

Re: Keeplord mechanic

Post#39 » Thu Jan 04, 2018 8:47 am

Does he need to reset at all? Make him do alot more dmg when further away from the midle will keep the need to orginize and teamplay but remove the frustration of resets. Just a thought <3

Rozackroo
Suspended
Posts: 44

Re: Keeplord mechanic

Post#40 » Thu Jan 04, 2018 8:53 am

Hargrim wrote:Well, no nerve, as I don't designed lords, just pointing nonsense where I see it. Players could fully well attack boss for their full tooltip dmg values and we could add millions of HP to the keep lord, it would probably change the perception but not time involved.
.
This change (normal dmg more hp) would be still beneficial in aspect to all bosses. Some skills/classes work poorly when they only do 1% of their dmg. Leach skills and therefor dmg doc

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