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Keep Lords

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Broseidon
Posts: 49

Keep Lords

Post#1 » Tue Jun 21, 2016 12:51 pm

As this day in age keep lords are easy to kill. They essentially drop in a few seconds when a zerg hits the keep preventing any sort of inner sanctum defense.

My proposition is to replace the Lord with either an actual Lord character or to place a capturable flag in the center of the Lord room making it truly unflippable until you kill a good enough percentage of the defenders to prevent them from AoE'ing on the flag and stopping the cap

My suggestion is Lord>Hero OR flag.
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Brotege 40/** WP
Broseidon 40/** WH
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Sizer
Posts: 216

Re: Keep Lords

Post#2 » Tue Jun 21, 2016 1:03 pm

I remember the t2 lords before they were fixed months ago. They were still killable, but it took a surprising amount of effort for a keep - people had to crossguard, and be careful with pulling, and so on. It still wasnt a great system, and obviously it wasnt intentional, but it was interesting.

It wouldnt work with an even number of defenders, it would be impossible to take anything, but if you made npc strength scale with aao, it could work. So if there were 0% aao for either side, the lord would just be like it is now, and not do anything. If there is 400%, it would be like the above, and be a serious challenge for the attackers, with the potential to wipe them.

Also, since we're just throwing out ideas, imo put in BOTH a flag and a lord. Put the flag on the 3rd floor, so you have to kill the lord, then wipe the defenders and take the flag. None of this rushing in, killing a npc and taking the keep while completely ignoring the warband of defenders up top.
Aenea - SW / Aeneaa - AM
Sizer - Shaman / Artsupplies - Sorc

Tiggo
Former Staff
Posts: 1948

Re: Keep Lords

Post#3 » Tue Jun 21, 2016 1:48 pm

my favorite would be both! Need to capture the flag but there is a keep lord and guard who guard the flag.

Best of both worlds! Still the lord needs 10times the hp ^^^#


oh sizer beat me to it lol
- Martock - Tiggo - Antigonos - Mago - Hamilkar - Melquart
- Smooshie (Destro)

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Vayra
Posts: 577

Re: Keep Lords

Post#4 » Tue Jun 21, 2016 1:55 pm

IMO it would be a much simpler fix to force the keep lord to be fought inside the lord's room. It's quite silly that you can just pull him out to the balcony and nuke him while effectively hiding from most of the defenders.
Vayra - Sorc
Forkrul - DoK
Kalyth - BG

Tiggo
Former Staff
Posts: 1948

Re: Keep Lords

Post#5 » Tue Jun 21, 2016 1:56 pm

Vayra wrote:IMO it would be a much simpler fix to force the keep lord to be fought inside the lord's room. It's quite silly that you can just pull him out to the balcony and nuke him while effectively hiding from most of the defenders.

dead in 10s it doesnt matter where he dies ;)
- Martock - Tiggo - Antigonos - Mago - Hamilkar - Melquart
- Smooshie (Destro)

Dajciekrwi
Suspended
Posts: 715

Re: Keep Lords

Post#6 » Tue Jun 21, 2016 2:23 pm

These all concepts just move only to endless defenses, already mobs running from walls like ghost doing enough mess on attack.

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Tesq
Posts: 5713

Re: Keep Lords

Post#7 » Tue Jun 21, 2016 3:16 pm

Tiggo wrote:my favorite would be both! Need to capture the flag but there is a keep lord and guard who guard the flag.

Best of both worlds! Still the lord needs 10times the hp ^^^#


oh sizer beat me to it lol
ad the keep reclaim/reset in 5 min and not ista lock

as band aid should at least be hard to kill like 1/4 of door hp.
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Gerv
Banned
Posts: 811

Re: Keep Lords

Post#8 » Tue Jun 21, 2016 4:28 pm

Torquemadra wrote:Lords are not complete and are missing abilities and their level and difficulty can be adjusted. Everything in this alpha it's in a state of test and much is incomplete.
Good to know, guess we will wait and see what happens.
Sia - DoK - Lords
Boyd - WP - O.S.

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