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Re: RvR suggestion
Posted: Sun Sep 13, 2015 8:09 am
by Mez
I would like to change keep guards into these guys

Re: RvR suggestion
Posted: Sun Sep 13, 2015 8:18 am
by Joan
Jaycub wrote:Wasn't making BO's more important supposed to make solo/small group play more important? I think it is, I have a feel the people complaining are just sitting outside of WCs looking for easy picks and get angry when they get ran over by the zerg due to bad positioning or map awareness.
I think the main problem right now with ORvR is the rewards are awful for most players at "endgame". RR is worthless, medallions are worthless, dropped loot is worse than vendor gear, no RvR sets, influence rewards worse than vendor gear, no real purpose or campaign like T4, etc...
No one in my guild really wants to do anything except SC's because of that, the only time ORvR becomes any bit of important is leveling up a character. The server is going to be in a bit of a rut until Elf T3, and many players are going to get bored. "Fixing" T2 ORvR systems/mechanics won't solve the above, it will still be boring/pointless for many of us.
Exactly nailed it. Have my hat.
Re: RvR suggestion
Posted: Sun Sep 13, 2015 8:46 am
by Mez
Jaycub wrote:the only time ORvR becomes any bit of important is leveling up a character.
Maybe devs can start giving out these trophies for RvR

Re: RvR suggestion
Posted: Sun Sep 13, 2015 8:55 am
by Sulorie
Removing player markers of enemies would help a lot. It is impossible to ambush greater groups as they instantly see you on map. You can still fight them but it removes tactical elements.
Re: RvR suggestion
Posted: Sun Sep 13, 2015 8:57 am
by Nameless
You cant please everyone. It is quite impossible. Just make so all different playstyles are valuable at the one active zone. Bring more objectives of importance andm ore stuff to do at lakes and more ppl will find fun with the diversity you introduce
Re: RvR suggestion
Posted: Sun Sep 13, 2015 9:03 am
by Jaycub
Mez wrote:Jaycub wrote:the only time ORvR becomes any bit of important is leveling up a character.
Maybe devs can start giving out these trophies for RvR
Ya but when i get those dank trophies then what?
Re: RvR suggestion
Posted: Sun Sep 13, 2015 10:14 am
by Ghostweed
Speaking for myself, the ORVR is utterly bad. Zergs, tiny zones, WC right behind the corner, useless rewards etc. Scenarios are all I care about because u get fast action, fast xp and renown, medailons and its somewhat balanced. Its all about the rewards man - same problem as on Live with PVE.
Re: RvR suggestion
Posted: Sun Sep 13, 2015 10:19 am
by Azarael
Per Jaycub, fix the gaps in the system first before hastily backing down.
- AAO
- Alternative lock method via BO control
- RvR sets in vendors for medallions as a priority (because renown spec is harder)
- Renown spec
- Warbands per Tiggo below
Then consider whether anything needs to be changed.
Another reason not to bother changing it like this is because in T3, we'll only have Avelorn and Saphery open initially anyway.
Re: RvR suggestion
Posted: Sun Sep 13, 2015 10:22 am
by Tiggo
aza is right. We need small evolvement now, not huge changes every week. I think the basis is good now, work on smaller fixes like Aza mentioned.
i would ad
- (zone wide bonus for locking for all who participated in fights/taking bos/attacking or defending keep.) Edit: was told this already in ^^
- visuals for presenting the current status of the zone.
- WB issues need fixing to be able to coordinate within warbands and make fights more strategic. right now its nearly impossible to lead a pug warband.
Re: RvR suggestion
Posted: Sun Sep 13, 2015 1:06 pm
by mirrorblade
Hard mode and easy mechanic with lot of fight place:
2 keep and 4 bo to lock a zone.
Dont need hp regen to the door and invulnerable.
Max tanks can repair the door with big cooldowns.
and if you can implement keep claim and upgrade will harder to lock a zone.