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Keep Lord

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chaoscode
Posts: 202

Re: Keep Lord

Post#31 » Wed Jul 22, 2015 12:12 pm

If you scale the diffculty then you need to also scale the rewards.

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Azarael
Posts: 5332

Re: Keep Lord

Post#32 » Wed Jul 22, 2015 12:18 pm

Keep Lord issue identified. Waypoint system sucks.

dave2278
Posts: 143

Re: Keep Lord

Post#33 » Wed Jul 22, 2015 1:46 pm

Azarael wrote:Keep Lord issue identified. Waypoint system sucks.
Are keeplords supposed to drop loot
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Tesq
Posts: 5713

Re: Keep Lord

Post#34 » Wed Jul 22, 2015 2:11 pm

chaoscode wrote:If you scale the diffculty then you need to also scale the rewards.
Why? difficulty concern the point of a normal balance fight between realms. It's not a pve istance.
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PartizanRUS
Posts: 612

Re: Keep Lord

Post#35 » Wed Jul 22, 2015 2:16 pm

warhammer1995 wrote: In old game always was flag in keep.
Not always. See old videos on youtube. There was a patch that removed Lords from keeps and replaced it with flag. I was playing at that time. Also I can remeber when resource system and npc "carriers" appeared.
Burn heretics and mutants, purge the unclean. ingame - Partizan . Hammer of Sigmar guild [RUS]
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Tiggo
Former Staff
Posts: 1948

Re: Keep Lord

Post#36 » Wed Jul 22, 2015 3:12 pm

this was already discussed to length. personally i think we could have both.

a keep lord and champions protecting the flag, lord has to be killed and flag taken to get the keep.

best of both worlds imho.
- Martock - Tiggo - Antigonos - Mago - Hamilkar - Melquart
- Smooshie (Destro)

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Jaycub
Posts: 3130

Re: Keep Lord

Post#37 » Wed Jul 22, 2015 5:42 pm

Tiggo wrote:this was already discussed to length. personally i think we could have both.

a keep lord and champions protecting the flag, lord has to be killed and flag taken to get the keep.

best of both worlds imho.
This would be a nice failsafe for when the lord does bug out.
<Lords of the Locker Room> <Old School>

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magter3001
Posts: 1284

Re: Keep Lord

Post#38 » Wed Jul 22, 2015 6:56 pm

Jaycub wrote:
Tiggo wrote:this was already discussed to length. personally i think we could have both.

a keep lord and champions protecting the flag, lord has to be killed and flag taken to get the keep.

best of both worlds imho.
This would be a nice failsafe for when the lord does bug out.
Except this would be like the bugged BFOs are now. If the Lord decides to travel somewhere, you can't cap the flag because it requires the Lord to be dead. If you want to be able to get the keep regardless of the requirement, then you open the idea to a tank challenging the remaining champs and kiting them while one person caps the flag.
Agrot 35/40 Aggychopp 32/40
Grelin of Magnus/Badlands ;)

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Tesq
Posts: 5713

Re: Keep Lord

Post#39 » Wed Jul 22, 2015 10:27 pm

exatly the best is leave the lord as it work atm it just need to be fix to not go out and damage scale properly.
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warhammer1995
Posts: 284

Re: Keep Lord

Post#40 » Thu Jul 23, 2015 9:46 am

Remove lord.
Make more hp on keep door.so enemy hawe more time come inside keep.
if enemy want deff keep they must block door.
leav champions in floor 1.
leav champions in floor 2.
On Floor 2 make flag.


Now days.
Keep door fall down very fast,not enough time come inside keep.
Enemey tanks only using skills blasts enemy away.
RP - Pavoss :idea:

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