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Re: 22/9/2017 Patch Notes

Posted: Mon Sep 25, 2017 12:03 pm
by Hargrim
Please keep it about RvR changes and suggestions!

Re: 22/9/2017 Patch Notes

Posted: Mon Sep 25, 2017 12:10 pm
by Jaycub
Without cities and forts people's motivation for taking zones are a bit different. Empty zones at the moment prove worthless, however with the full live campaign they present themselves as necessary stepping stones for progression of the campaign and ultimately thier gear and character progression.

A quick empty zone lock is obviously a huge draw when you are pushing for city or fort, but when zone flip bags are endgame? No.

I'm an NA shitter so things haven't changed here we funnel our pop into one zone because we have to most of the time, though on occasion there are multiple zones going on simply because fighting an entrenched enemy at a keep defense when most attacks feature less than two warbands is near impossible because of all the extra things attackers must deal with compared to defenders.

Re: 22/9/2017 Patch Notes

Posted: Mon Sep 25, 2017 12:17 pm
by Collateral
Yes, city sieges was the ultimate goal on live, so you actually had purpose in taking empty zones, and fighting for zones in general. Right now obviously that's not the case, so it's no wonder people lose motivation. Those who stay here for longer than a year know very well why they play. It's for fun and friends, nothing else.

Re: 22/9/2017 Patch Notes

Posted: Mon Sep 25, 2017 12:29 pm
by Aurandilaz
Okay suggestions:

Make outer posterns breachable if target keep is under rank 2
inner posterns can be breachable only if below rank 1

Increase oil spawn cooldown, now I think it is somewhere like 4mins? where you can walk without being boiled to death, should be 6-8 mins, or make it somehow related to keep rank. (a rank 5 keep can spawn oil every 3 min, rank 4 every 4 mins, rank 3 every 5 mins, rank 2 every 6 mins, rank 1 every 7 mins, rank 0 every 8 mins)

Similarly reduce the number of cannons for keep ranks, and possibly maximum damage. No one wants to be bombarded for hours because the population numbers make deranking keeps a nightmare meaning an endless supply of cannons and artillery barrages.

I don't want "easymode" keep sieges, but it should also not be a nightmare to simply approach a keep. Rank 5 keeps for both sides and a 20 hour standdown in KV don't really provide much fun to anyone.

Funneled yesterday in Caledor on orderside. Destro had to waits hours for Order keep rank to drop, and the funnel only broke after posterns became available. It was frustratingly boring even for defending side.
Faced proper funnel yesterday in Praag when playing Destro. Several good funnels, some broken, some not. Cannons making you want to ragequit. Decided that it was better to just go to sleep than keep bashing heads against solid wall of cannonballs.

Re: 22/9/2017 Patch Notes

Posted: Mon Sep 25, 2017 12:39 pm
by Hastykrasty
Bring more single target cannons when sieging a keep, aoe cannons will not be an issue anymore

Re: 22/9/2017 Patch Notes

Posted: Mon Sep 25, 2017 12:44 pm
by Hargrim
Aurandilaz wrote:Okay suggestions:

Make outer posterns breachable if target keep is under rank 2
inner posterns can be breachable only if below rank 1

Increase oil spawn cooldown, now I think it is somewhere like 4mins? where you can walk without being boiled to death, should be 6-8 mins, or make it somehow related to keep rank. (a rank 5 keep can spawn oil every 3 min, rank 4 every 4 mins, rank 3 every 5 mins, rank 2 every 6 mins, rank 1 every 7 mins, rank 0 every 8 mins)

Similarly reduce the number of cannons for keep ranks, and possibly maximum damage. No one wants to be bombarded for hours because the population numbers make deranking keeps a nightmare meaning an endless supply of cannons and artillery barrages.

I don't want "easymode" keep sieges, but it should also not be a nightmare to simply approach a keep. Rank 5 keeps for both sides and a 20 hour standdown in KV don't really provide much fun to anyone.

Funneled yesterday in Caledor on orderside. Destro had to waits hours for Order keep rank to drop, and the funnel only broke after posterns became available. It was frustratingly boring even for defending side.
Faced proper funnel yesterday in Praag when playing Destro. Several good funnels, some broken, some not. Cannons making you want to ragequit. Decided that it was better to just go to sleep than keep bashing heads against solid wall of cannonballs.
Most of this sound like the issue is that keeps do not derank fast enough when there are no BOs capped for defenders, right? So maybe this should be looked at first?

Re: 22/9/2017 Patch Notes

Posted: Mon Sep 25, 2017 12:54 pm
by Nidwin
Magus change feedback.

None for Firestorm. It' s not my gameplay so can't comment on it.
Bolt change back to 9 was the right thing to do as it helps both range and melee single target dps Magii.

Re: 22/9/2017 Patch Notes

Posted: Mon Sep 25, 2017 1:10 pm
by Aurandilaz
Yeah, maybe increase the speed of rank drop if realm has 1 BO, and make it drop much faster with 0 BOs. Remember last wednesday, we spent just 2 hours of EU primetime trying to derank a keep, that is, not actual big fighting because enemy had prepared their funnel positions, but simply running around trying to get their rank down. Took 2 hours of best high population time to get enemy keep from 5 to below 1.

Also please consider the possibility of keep ranks allowing different posterns to be breached by attackers.

And not sure if this is possible, but having your own actively controlled BOs continue to "attrition" down enemy keep rank/supply numbers? At 3 BOs with active players "sending reources", the enemy keep takes extra attrition, and with 4 BOs actively contributing, the attrition for enemy becomes even more brutal.

Re: 22/9/2017 Patch Notes

Posted: Mon Sep 25, 2017 1:16 pm
by altharion1
Haojin wrote:
altharion1 wrote:Maybe something more radical like a 30% movement debuff for zergs of 48+ players of the same realm within 200ft of each other.

It would make orvr in the more populated zones more bearable for small WBs/groups and soloers vs the zerg.
%100 azarael logic spotted. punishment.


the real aao should be personal which is really hard to implement.

-if you have enemies around x ft, you got x amount of x buff.
How will your buff help?

Re: 22/9/2017 Patch Notes

Posted: Mon Sep 25, 2017 1:21 pm
by anarchypark
new BO system leads to high rank keeps. ( which is fine, more cannons and ammo. )
then it leads to funnel.
breaking / holding funnel has it's own fun but
it often leads to sit and farm. -> zerg at keep.
reducing to rank 0 takes too long sometimes.
zergs don't split at funnel stage atm.
opening postern when difference of rank is 1 ? no matter whos high.
rank 5 vs rank 4, funnel + postern + BO fights, with siege weapons on several zones.
or zerg swarming walls idk.