Re: New Bo's and Keep Lords System
Posted: Sun Apr 22, 2018 9:11 am
I guess I will stop responding about keep lords on forums because apparently reading is too much to ask.
Warhammer Online
https://returnofreckoning.com/forum/
I'm not sure what you mean here, do you mean attackers have AAO because they're outnumbered, or did you mean to say defenders usually have AAO?Hargrim wrote: Sun Apr 22, 2018 7:57 amzgolec wrote: Sun Apr 22, 2018 7:20 amFirst of all i think lord is way too much hp on start.... That pve in pvp pill is just meh.Hargrim wrote: Sun Apr 22, 2018 7:03 am BOs are supposed to matter, the thinking is:
1 BO controlled by opponent - keep lord get some buffs, minor headache
2 BOs controlled by opponent - major headache
3 BOs controlled by opponent - woops, we are having very bad time...
4 BOs controlled by opponent - woops, wiped by keep lord
Now we just need to align the values of keep lord HP and healing we give to lord each minute for controlled BOs.
With 1 BO keep lord should require between 10 and 20 minutes, with 2 BOs more, with 3 you should not be able to kill the lord without massive numbers.
But that's just me
On the other side this BO controlling thing that influence Lord is very good idea - it can greatly reduce zerging problem.
BUT...
Consider that BO capping for attacking side can help to kill lord.
For example attacking side controls
1 BO controlled by attacking side, debuff on lord dmg
2 BO controlled by attacking side, armor debuff on lord
3 BO controlled by attacking side, wounds debuff on lord
4 BO controlled by attacking side, further debuff on lord
This way you could reward not zerging in one place as it is now. Players will be forced to spread on map and fight for BOs not just hit lord/defend bottom floor with huge zergs as it is now. Guess this could reduce lag/stability problems with huge forces clashes in one place as well as add some strategic side to fights not just mindless zerging. It will also allow slightly smaller forces that use their brain to win even with greater numers of enemies that just mindlesly zerg. Just a thought.
Anyway nice to see you ppl trying out new things. Hope this will workout somehow.
Attackers usually already have AAO, there is no need to give bonuses to the attacking side. Bonuses to the defenders however will give everyone a better fight.
Point of order. The higher the rank, the less time spent in the field and the older the cimmander.Hargrim wrote: Sun Apr 22, 2018 9:09 amAzerreth wrote: Sun Apr 22, 2018 8:36 am two different things entirely on the lore bit, mechanics for classes is different than common sense. A keep lord would be weaker than a fort lord, and the fort lord would be weaker than the city lord. At least that is how it has been in warhammer, anyone in a higher position has gotten there by strength or power sometimes both. It is only logical to assume the fort lord and city lord would make the keep lord look like a piss ant in comparison
This is logic, not lore.
Hell yeah... no bs pve on pvp ;pella wrote: Sun Apr 22, 2018 11:43 am I don't know why it was ever changed from the old system of players defending keeps, i liked the funneling and fighting players for hours rather than trying to pve lords down for hours. Lock the posterns and return the lords to normal for awile.![]()
Hargrim wrote: Sun Apr 22, 2018 7:03 am BOs are supposed to matter, the thinking is:
1 BO controlled by opponent - keep lord get some buffs, minor headache
2 BOs controlled by opponent - major headache
3 BOs controlled by opponent - woops, we are having very bad time...
4 BOs controlled by opponent - woops, wiped by keep lord
Now we just need to align the values of keep lord HP and healing we give to lord each minute for controlled BOs.
With 1 BO keep lord should require between 10 and 20 minutes, with 2 BOs more, with 3 you should not be able to kill the lord without massive numbers.
Its turning into less and less pvp.zgolec wrote: Sun Apr 22, 2018 11:53 amHell yeah... no bs pve on pvp ;pella wrote: Sun Apr 22, 2018 11:43 am I don't know why it was ever changed from the old system of players defending keeps, i liked the funneling and fighting players for hours rather than trying to pve lords down for hours. Lock the posterns and return the lords to normal for awile.![]()
If anything fort encounters should scale in complexity rather than be an even longer dps task, city encounters should also be more complex but may be easier to tune since they can be instanced.Azerreth wrote: Sun Apr 22, 2018 8:20 am So let me ask the simple question, not out of disrespect but frustration at how powerful these lords are. When we get to the fortress's, cities and further down the line when you start adding other junk how strong will they be comparatively to the current lords? I mean for a fort or city lord to be as strong as a keep lord is kind of weak lore wise, these small scale lords in the keeps should be NO WHERE near the level of power of a fortress lord or city lord.
Have you even thought about the needed power increase on our part, a keep lord should NOT take two or so warbands to take and should not take thirty minutes + to kill. This is a huge issue and now with holding Bo's he can get a buff and he can be pulled down stairs, up stairs and every which way on top of his already over tuned stats. So when forts come out which seems to be moving closer and closer to actually happening, how hard will they be? How many do you expect for us to bring to this mess that will eventually occur. IF you have a fully conq'd out six man you SHOULD be at the comparative level of the "Keep lord" Which makes sense as that is their level of power, which means a warband with at least a good portion of their members having conq gear should be able to do more than they currently can.
I dont find the keeps at this point really as entertaining because after all our hard work to get into the damn thing they have almost an hour or so worth of defending they can do? Especially without the timer on what side you can play, you should put a four or so lock out on switching sides once you are flagged for rvr so X-Realming is less of a hindrance to the keep battles. At this point the five star lock-out will probably be the preferred way to lock a zone... which I know is not anyone's intention.