Keep Lord
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Re: Keep Lord
I think daily server maintenance/reboots would help for the time being until a solution is found. Isn't Mandreds lord still bugged from yesterday evening currently for example?
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Re: Keep Lord
Flag need to still be add in future, keep should be able to be take back in 5 min. Then get cap and reset. Hero/champs do too much damage atm, the video itself it's explicative, i also posted a t2 flag champ damage on bugtracker--->400 damage on a wp instead 600 damage on a tank like it's now.
So keep lord doing 1k damage should be changed.
A middle way to not ingore it and still be tankable if ppl decide do defend lord floor should be the aim of the changes instead leave keep too easy to def.
If the attackers must not have the easy way why should defenders?
So keep lord doing 1k damage should be changed.
A middle way to not ingore it and still be tankable if ppl decide do defend lord floor should be the aim of the changes instead leave keep too easy to def.
If the attackers must not have the easy way why should defenders?

Re: Keep Lord
I believe it was possible to punt main tank out of the keep and lord ran back to middle and reset to full HP usually with some nice bonus like swap aggro to main healer and insta kill him before going back to flag room to drink some beer. Only hope was to pay attention and to have another tank who instantly taunted the lord to avoid that "follow the punted tank" and reset.
Now he bahave in some mysterious way and especially hate the engi turrets that prevent him to reset. Should be fixed.... And then u can lower the dmg he recieves.
Btw I think it was possible to pull champs 1by1 but the moment u attacked lord all champs wewre pulled aswell.
Now he bahave in some mysterious way and especially hate the engi turrets that prevent him to reset. Should be fixed.... And then u can lower the dmg he recieves.
Btw I think it was possible to pull champs 1by1 but the moment u attacked lord all champs wewre pulled aswell.
Re: Keep Lord
With agro system not working hero reset every time it kill someone, that's make quite hard tank it unless you are in boss room and obviusly it became impossible with defenders.
Keep lord never done this much damage so this make it even more hard plus add the aoe trought walls, that we all still use indeed even if walls would block los but it's a lot more efficent this way.That said with 1 zone only i dont bother how much keep are hard to take, ppl will still gather there to fight at least, if it became too hard when multiple zone get relased that could re-open the era of empty keeps so when times came would preferable have better balanced hero/champ, and keep 5 min reset after the keep take.
Keep lord never done this much damage so this make it even more hard plus add the aoe trought walls, that we all still use indeed even if walls would block los but it's a lot more efficent this way.That said with 1 zone only i dont bother how much keep are hard to take, ppl will still gather there to fight at least, if it became too hard when multiple zone get relased that could re-open the era of empty keeps so when times came would preferable have better balanced hero/champ, and keep 5 min reset after the keep take.

Re: Keep Lord
I hear you Tesq and I kinda agree with you. Sure atm its far from being optimal.
On the other hand even with fixed aoe keep should be near impossible to take if u have equal numbers. If we talk about open pug wbs.
I like the idea about flag when u kill lord a chance to retake it back. I honestly think it might be interesting to spawn the flag u have to interact with. If attackers wont take the flag under 5 mins, lord would respawn. If attackers take it under 5 mins, it would give defenders 5 mins to retake or the keep is lost.
Though no idea if its possible to code... But it might be hell of a fun unless more zones open so players would rather take undefended keeps as usual...
On the other hand even with fixed aoe keep should be near impossible to take if u have equal numbers. If we talk about open pug wbs.
I like the idea about flag when u kill lord a chance to retake it back. I honestly think it might be interesting to spawn the flag u have to interact with. If attackers wont take the flag under 5 mins, lord would respawn. If attackers take it under 5 mins, it would give defenders 5 mins to retake or the keep is lost.
Though no idea if its possible to code... But it might be hell of a fun unless more zones open so players would rather take undefended keeps as usual...
Re: Keep Lord
Keep lords st damage was always easy to tank and they had a **** ton of HP. It was their 5s cleave/aoe that did the real damage so it needed to be tanked properly or it could wipe the group.

- warhammer1995
- Posts: 284
Re: Keep Lord
What if leav keep lord in same stop but make flag ,if lord gone order/destro still can take keep?
or put flag on floor 3 and make vendor npc champions.
or put flag on floor 3 and make vendor npc champions.
RP - Pavoss 

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Re: Keep Lord
aye, flag must pop after the keep lord is gone, with 5 min reset if in those 5 min of reset no enemy faction re-claim the flag (10-30 sec ) the keep get claim. PPl get reward and loot pop.Telen wrote:Surely if there was a flag people would try to bug the lord
Also flag need anyway to pop cos there are quest related to conquer the flag inside the keep that as said should pop after you kill the keep lord.

Re: Keep Lord
yea but these are not the situation in the exams, i agree with you but the problem it's when there is 2 party/1 wb to each side only.grumcajs wrote:
On the other hand even with fixed aoe keep should be near impossible to take if u have equal numbers. If we talk about open pug wbs.
With higer number even if keep lord nearby oneshoot with so many healer it's not a problem at all viceversa with so many number you alredy have a way to def keep due to tank wall etc.
But smaller numbers have problems put a fight.
It's hard if not impossible take a keep with 0 defender and 2 party. That should not be the case. I agree that defenders should have and advantage with keep lord, but we do not have to repeat the errors of past
Def farm was bad. And i saw a lot from order side these days. They have numbers but they dont attack ST keep, they prefer stay to their keep near the wc.
Keep siege should be design for 2 party+, with that in mind it should scale better with higer numbers.

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