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Scaling Keep Lords

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dur3al
Posts: 251

Re: Scaling Keep Lords

Post#11 » Wed Oct 05, 2016 4:34 am

Theseus wrote:
Gachimuchi wrote:Preface: During EU time when you have 4 warbands clogging the keep, having the damage to kill a Keep Lord is not a problem and you can just throw bodies at it. Coordinated warbands with a purpose-built group for tanking the Keep Lord is also an option. Unfortunately during lower population hours(30v30ish) the Keep Lord is too strong for anything short of two warbands to possibly handle. Even if one side gets up on the upper floor and wipes out all of the opposing players in the keep; Pugs being pugs will reset the Lord over and over(or the Lord turning into a beyblade and wiping everyone in the room).

Solution: Scale Keep Lord strength down in lower population RvR. Even if the attacking side overcomes numerical advantage of the defenders they won't be able to handle the Keep Lord. You can't organize random pugs to not spam AoE in the Lord Room and use tactics that 'organized' WB guilds do in EU time.
Spoiler:
Personal Opinion:

I think the whole raidboss tier Keep Lord thing is pushing the limits for what constitutes RvR which is traditionally large-scale player versus player combat. Not RvR with a side-dish of PvE.
Can a mod move this to suggestions and feedback?
Sounds reasonable, but I have one question: What the hell is a beyblade?
https://www.youtube.com/watch?v=xgZEXzHJwno

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areanda
Posts: 234

Re: Scaling Keep Lords

Post#12 » Wed Oct 05, 2016 7:38 am

Hello normally I am no forum warrior but I really like your idea ummok

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Jaycub
Posts: 3130

Re: Scaling Keep Lords

Post#13 » Wed Oct 05, 2016 8:24 am

Toldavf wrote:Well from what I've seen of the lords the basically boil down to 4 abilities.

A frontal instant cast aoe cleave
This would necessitate facing him away from people its pretty simple to deal with

An aoe punt
It looks like it was intended to have a short build up time where players are meant to react with interrupts but as it is so poorly telegraphed when that might be is generally a mystery.

Whirlwind
Again i think its meant to be interruptible. I'm not sure if it has a build up time or if it is just a nastier version of wrecking ball but its damage really allows no reaction time or counter play. gain its a very poorly telegraphed attack whatever subtle visual clues are in place are lost under 20 something players casting spells and spamming abilities.

Clip Tendon
It shows as a curse at least on destro cant say what it is on order though i hope its an ailment. Its a bit of a problem but its not nuking people at least.
There's also a single target armor destroy, which requires you to have multiple tanks or at least one crossguard pair/trio with a lot of heals.
<Lords of the Locker Room> <Old School>

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shaggyboomboom
Posts: 1230

Re: Scaling Keep Lords

Post#14 » Wed Oct 05, 2016 9:01 am

I mean, if cleave cant crit for 5k dmg and 1 hit healers, I sat adjust the damage a tiny bit.
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Azarael
Posts: 5332

Re: Scaling Keep Lords

Post#15 » Wed Oct 05, 2016 12:27 pm

Keep Lord strength will be tied to Keep Rank in future.

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Akalukz
Posts: 1884

Re: Scaling Keep Lords

Post#16 » Wed Oct 05, 2016 12:49 pm

The lower the keep rank the tougher the lord or the opposite.
-= Agony =-

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Gerv
Banned
Posts: 811

Re: Scaling Keep Lords

Post#17 » Wed Oct 05, 2016 6:05 pm

Seems like cross guarded tanks spec'd for pve tanking with 2 healers like fort lords were back in the day then.
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UmmOK
Banned
Posts: 35

Re: Scaling Keep Lords

Post#18 » Thu Oct 06, 2016 12:02 am

areanda wrote:Hello normally I am no forum warrior but I really like your idea ummok
Thank you. I know it's a pipe dream, but the more I think about it the more it makes sense. There could be 3 to 4 other players as a buffed honor guard too. If there is no opposing players, the keep is taken with minimal or no Renown gain. I'll bet it would be fun as heck
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