[Open RvR]
Siege
- A siege weapon will check for abandonment before being removed because of inactivity.
Rams
- Rams slow the player down by 20% of their total speed rather than 30%.
- Rams will block any player damage that does not scale with Strength.
- Rams have 100% increased resistance towards melee attacks.
- The respawn rate of rams and other attacking siege at higher ranks has been increased, and they will spawn more quickly.
Artillery
- Fixed an issue causing the natural artillery at keeps to use the scenario anti-camp siege handling, dealing significantly more damage than intended.
Keeps
- If a keep is unsafe, any damaged main doors cannot be used. This is to prevent the defending realm from sallying out from a door that should be locked and barricaded, directly on top of the ram, and destroying it.
- The enemy realm will no longer receive broadcasts for siege weapon deliveries to a keep.
- The enemy realm will no longer receive broadcasts when a ram is deployed at a keep.
- The allied realm receives a broadcast when a ram is destroyed.
[Experimental Mode]
Archmage/Shaman
- Self-targeted heals which are boosted by mechanic points will no longer have their effectiveness reduced to match the new cast time. They will still not level up to your Career Rank (instead using your Mastery level) and will not use the item stat bonus factor if that is higher than your Willpower.
Changelog 11/11/16
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Re: Changelog 11/11/16 (Pending)
We did it! We finally did it! After more than a week, we finally took a *beep* keep, lol. Only took 5 hours, a ton of destro players, and lots coordination from all the players.
These changes are gonna make it even more likely to actually take a keep. Thanks Aza!
These changes are gonna make it even more likely to actually take a keep. Thanks Aza!

Re: Changelog 11/11/16 (Pending)
A lot of this looks good, and I've actually really enjoyed the new system in general. However, I'm not so sure that I like the ram's invulnerability to melee, or the inability of defenders to sally forth through the front door. This seems like a move towards the obsolescence of melee in siege combat, especially for the defending side. Forgive me if it has already been mentioned elsewhere, but do you guys have any thoughts about the future place of mdps in siege battles (besides firing a canon, for instance)?
Re: Changelog 11/11/16 (Pending)
Rams will not be immune to melee. Melee will just deal 50% less damage than it currently does, and from what I saw, the damage it does is very high. If +100% resistance meant immune, I would have said so. 
I don't think melee will become any more obsolete than any other class here, or at least, it's not my aim. The attack on a besieging force just needs to come from the posterns (or dropping from the walls) rather than from a door that should not be capable of being used.

I don't think melee will become any more obsolete than any other class here, or at least, it's not my aim. The attack on a besieging force just needs to come from the posterns (or dropping from the walls) rather than from a door that should not be capable of being used.
Re: Changelog 11/11/16 (Pending)
So what if the ram gets lost somewhere in the zone? Is there a limit on how many rams a realm can have at same time?Azarael wrote:
- A ram can never be removed by the inactivity system.
"I came, I saw, I ran away"
- Every order player ever
"My RvR experience improved by 100% after I spent 50 renown points in Improved Flee and Cleansing Wind!"
- Average order player
- Every order player ever
"My RvR experience improved by 100% after I spent 50 renown points in Improved Flee and Cleansing Wind!"
- Average order player
Re: Changelog 11/11/16 (Pending)
Point. Changed the check for decay ticks to abandonment (no player towing or using, player who requisitioned is not within range, plus existing checks)megadeath wrote:So what if the ram gets lost somewhere in the zone? Is there a limit on how many rams a realm can have at same time?Azarael wrote:
- A ram can never be removed by the inactivity system.
Re: Changelog 11/11/16 (Pending)
[Experimental Mode]
Archmage/Shaman
- Self-targeted heals which are boosted by mechanic points will no longer have their effectiveness reduced to match the new cast time. They will still not level up to your Career Rank (instead using your Mastery level) and will not use the item stat bonus factor if that is higher than your Willpower.
Any french can explain me it pls ? I don't really get it... ( Je comprend pas trops ce que cela implique/change :s)
Archmage/Shaman
- Self-targeted heals which are boosted by mechanic points will no longer have their effectiveness reduced to match the new cast time. They will still not level up to your Career Rank (instead using your Mastery level) and will not use the item stat bonus factor if that is higher than your Willpower.
Any french can explain me it pls ? I don't really get it... ( Je comprend pas trops ce que cela implique/change :s)
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Arnagob Brizkran Cocorico
Arnagob Brizkran Cocorico
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Re: Changelog 11/11/16 (Pending)
i'm glad that main door back and forth is gone
though i used it a lot, it was kinda silly movement
no more silly me
though i used it a lot, it was kinda silly movement
no more silly me

SM8, SW8, AM8, WL7, KoBS6, BW6, WP8, WH7, IB8, Eng5, RP5, SL6
BG8, Sorc8, DoK8, WE7, Chs8, Mg8, Ze7, Mara8, BO6, SH7, Shm6, Chop4
SC summary - viewtopic.php?f=8&t=20415
( last update : 2020.06.09)
BG8, Sorc8, DoK8, WE7, Chs8, Mg8, Ze7, Mara8, BO6, SH7, Shm6, Chop4
SC summary - viewtopic.php?f=8&t=20415
( last update : 2020.06.09)
Re: Changelog 11/11/16 (Pending)
could put a timer on entering the door. like go out, but can't come back in for 5 seconds or something. Looking forward to trying it out
-= Agony =-
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