Re: Changelog 31/10/16
Posted: Tue Nov 01, 2016 9:10 am
is that fixed when enemy can pull keep lord trough wall and kill him? there is no use of defenders than. anyway isnt better kill lord and cap keep flag?
Guards are champions - any 40/40 can take them soloroadkillrobin wrote:NPC's are there to prevent solo captures and solo ramming Its pretty bad if a single player roaming around can have such large impact on the ORVR.
A single player should be able to have such a large impact if the BO are undefended.roadkillrobin wrote:NPC's are there to prevent solo captures and solo ramming Its pretty bad if a single player roaming around can have such large impact on the ORVR.
What im asking is.. what is their purpose. Why would you want NPC defending your BO in a RvR game ? It should be the duty of the players to ensure their BO are safe. There is already lock mechanics and cap timer to ensure flags do not flip/flap every 3 secsabat80 wrote:Guards are champions - any 40/40 can take them soloroadkillrobin wrote:NPC's are there to prevent solo captures and solo ramming Its pretty bad if a single player roaming around can have such large impact on the ORVR.
I doubt moast dps can kill 5 of em and heal up before they respawn. And the healers and tanks don't have the dps to do the same. (Ive seen a few exceptions tho)sabat80 wrote:Guards are champions - any 40/40 can take them soloroadkillrobin wrote:NPC's are there to prevent solo captures and solo ramming Its pretty bad if a single player roaming around can have such large impact on the ORVR.
You dont actually have to sit at the BO, as there is a cap timer. If there was no cap timer i would understand your point, but there is. You can just react, provided that you are not at the other side of the map, allowing roaming groups to be useful.roadkillrobin wrote:sabat80 wrote:roadkillrobin wrote:@mynie The purpose is that its extremly boring to just sit and wait at a BO just coz incase a solo players sneaks in and screw up the realm progression that 50 other players been working for.
Eventually destroy managed to get their keep to lvl 3 and order was around lvl 4, ram was deployed and destroy tried to attack for the 1st time. They were blown away by cannons, completelyAzarael wrote: I think the reason you weren't seeing my intent is because keep sieges in the first version did not perform as I wished them to.
If your keep deranks, your supply caps lower, meaning you can field fewer cannons/rams.
I would suggest that you might want to try to adjust guards in the way that 3-5 are heros, just to make sure that at least a full balanced party is required to take it instead of single hybrid player?Torquemadra wrote:The game is a team effort it's not geared for solo and npcs by and large facilitate that. The reason npc abilities started showing up was people were taking keeps with 4. They are not a threat to a group and if you can solo 5 and take a BO I can certainly put a hero back in and cherry picking aspects from WAR doesn't impress because we are actively trying to avoid the fliphammer it became.
As a mainly solo player I can still make a difference but the war is not being geared to solo, that's the simple fact of the matter.