Some suggestions:
1.)Spawn camping:
-Entrance portal for Attackers needs to be a safe zone.
2.)Fortress Layout:
-Lord Room needs a second Entrance, or at least some mechanics for melee dps to rush in from different angles. Otherwise classes like Stealther will feel pretty worthless in the fort fights on p3.
-Cage Lever timer with 3 sec seems still to short, with all the lag goin on. Stealth classes pop lever while stealthed and already have it halfway done until they be seen. With some delay luck, it will occasional open even with constant aoe on them. We still have classes with 5 sec immunitys, so Lever either needs to be 7 sec cast, or interrubtable even while dodging/disrupt.
So defending side has to have some ppl in reserves and be dedicated to open cage, and not some lucky tries with single chars, when the attacker has dedicated defending group.
3.)Add Renown and Mastery Trainer to forts. (So at least our wls on order side can specc aoe^^)
-put them somewhere near the spawn for both sides.(Erihon's suggestion)
4.)Rewards for opening Forts:
-to ease a bit of Frustration, give every rank 40/ renown 50(60)+ 2(1) invader emblems, who contributed enough to open the fort.
Feedback and Suggestions to Forts
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Feedback and Suggestions to Forts
Last edited by JustDust on Sun Mar 03, 2019 9:38 am, edited 8 times in total.
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Re: Feedback and Suggestions to Forts
after fort falls different spawn locations are used already....JustDust wrote: ↑Sun Feb 24, 2019 3:12 pm Having played at least 8 fortress Sieges now, i think we all noticed there are some Major Flaws.
Some suggestions:
1.)Spawn camping:
-Entrance portal for Attackers needs to be a safe zone. Its absolutely frustrating to get spawn camped when disconnecting inside the fortress.
-Defending players should not spawn on the roof anymore after Fort is lost, spawn camping is toxic there as well.
-All players should be ported to their respective Warcamps, after the fight for the fort is over and they release their corpse.
2.)Fortress Layout:
-Lord should always stay inside the Lord room, no pulling him out should work. Makes it a little harder for attackers, but also gives them some breathing space outside of the Lord room. But Lord should also only be damageable inside the Lord Room.
-Lord Room needs a second Entrance, otherwise its far too easy to Defend.
-Cage Lever should never be usable while in Stealth, and have a long cast time to open it(+interruptable), so Fort Defenders have to kill the Attacking players who defend the cage first. (not sure how much of this point is actually already in the game)
3.)Lord Scaling:
-based on participating players: easy difficulty Lord(24 Attackers) medium (48 Attackers), and harder Lord at 49+ Attackers.
Lords will soon be impossible to take outside.
Lord scaling is already in.
Cast time on levers are on the todo list
Re: Feedback and Suggestions to Forts
A solution for the entrance portal that also fixes attacking fort "deserters" would be this:
When the attacking side caps all 5 BOs, an entrance portal also appears on their capital, allowing people to re-fill the attacking side when others give up attacking.
-Halta
When the attacking side caps all 5 BOs, an entrance portal also appears on their capital, allowing people to re-fill the attacking side when others give up attacking.
-Halta
Re: Feedback and Suggestions to Forts
@Natherul
You guys doing great, thanks for the reply
You guys doing great, thanks for the reply
Re: Feedback and Suggestions to Forts
Update2:
removed already fixed suggestions, and updated point 2.
removed already fixed suggestions, and updated point 2.
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