Author Topic: 1.54H Comments on RVR changes
Shieldthane  472 posts
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Date Posted: 10/29/02 1:04pm Subject: RE: 1.54H Comments on RVR changes
Interesting changes.

Thanks for fixing Moose Form for heroes...at least someone there must have their head on straight.

Please fix other obvious bugs that the class TLs have been telling you about (e.g. Thane Str. buff for example).

I will say this.

I thought you were looking into bonuses for underdog realms.

Giving a healing bonus for power relics, while nice, means that dominant realms will grow yet stronger.

Not quite the help for underdog realms we were looking for, is it?

Not criticizing, just wondering where things go wrong between thought and implimentation.

G.

 

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Rayvn199  892 posts
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Date Posted: 10/29/02 1:06pm Subject: RE: 1.54H Comments on RVR changes
yes.. I have to agree with a few people here.
If you are going to give MEZZERS realm points for MEZZING, then you shoudl seriously consider giving HEALERS realm points for HEALING.

Also.. having the power relics help the healing classes heal.. well this favors Hibernia greatly since they currently have hve 4 classes that can spec in healing, where the other realms have 2.

I think the DEV TEAM should look at the balance of this patch across all realms.


And again.. why on earth are we giving the mezzers more incentive to mez and not giving the healers mroe incentive to heal?
Oh is it because bards and healers can mez effectively AND heal? hmmm.. maybe look at reducing that crippling timer on the cleric MEZ shout huh?

 

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Zato-  2643 posts
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Date Posted: 10/29/02 1:07pm Subject: RE: 1.54H Comments on RVR changes
I like any boost to healing.. but the power relic already had a MUCH more profound effect than the strength relic.

This is a huge boon to Hibernia, as they have the power relics on most servers. It does get more incentive to try to take them though.

Too bad Albion's power relic keep is near impossible to defend. Hibernia came and knocked down all 4 doors over the weekend just for fun (we have no power relics), and no one even knew they were there.

Strength relic needs to have increases importance as well. Some ideas:
-Allow everyone to carry more weight
-Higher chance to critical hit (in melee)
-Higher chance to block

 

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Minthorne  582 posts
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Date Posted: 10/29/02 1:08pm Subject: RE: 1.54H Comments on RVR changes
I would request that relics be reset after this patch goes live. The guard changes and guild notification of guards bein killed has had a dramatic effect or relic taking.

 

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keshian  2117 posts
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Date Posted: 10/29/02 1:09pm Subject: RE: 1.54H Comments on RVR changes
So talking this over we figure that you'll need 2 fg MINIMUM to take a lvl 10 keep. Guards will spawn at around lvl 55-65. Relic guards are lvl 65 I belive with the interior "guardians" at lvl 60 just as a reference. Archers will con orange/red to lvl 50's which means they will last longer which makes them even more of an ae target for ae casters heh. With a keep set at lvl 10 that pushes that keep's named guards at the rk to lvl 70-75 which is pretty sick.

End result? Ninja raid : take your time and get all 7 keeps then hope that your 100-150 people can take down the 40 or so that make it to the rk with zero guard pop.

I can't conceive of a prime time raid occuring after this patch. I like the changes but I'm still struggling to see how this could work in a prime time environment.

 

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penman9  1884 posts
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Date Posted: 10/29/02 1:09pm Subject: RE: 1.54H Comments on RVR changes
Some great changes - i also have concerns about underdog realms never seeing a relic again but in general think that the RP change for root/debuff/mez etc is great! Let's get some rp's for healers somehow and tweak the Relic defense thinking but overall much needed additions to the frontier!

 

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{old}CaramonFey  2033 posts
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Date Posted: 10/29/02 1:10pm Subject: RE: 1.54H Comments on RVR changes
"mostly cool. but common the merchant keep in hibernia with the granny camp in the courtyard is bit unfair. will be funny seeing hibs arguing who can claim it to exp in."

um what's stopping Mid or Alb guild from taking it? Certainly nothing in past year...

 

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{old}Moidyn  592 posts
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Date Posted: 10/29/02 1:12pm Subject: RE: 1.54H Comments on RVR changes
I'd really like a relic reset for this patch too. I know it's unlikely, but coming from Nimue, this will make things really rough for Hibernia and Albion.

Beyond that, I'm a little disappointed that Wardens still can't do much that earns RPs. But we'll hang in there.

Moidyn Tregarrick
Warden of Nimue.

 

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Wega_Wellwisher  3897 posts
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Date Posted: 10/29/02 1:13pm Subject: RE: 1.54H Comments on RVR changes
I love the changes, thank you for making this a better game instead of appeasing crybabies that are playing the wrong classes.

 

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Maug  1331 posts
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Date Posted: 10/29/02 1:16pm Subject: RE: 1.54H Comments on RVR changes
So basically, my realm, which currently faces 2 or 3 to 1 odds in actual players, is now faced with having to retake keeps where the Men at Arms will be level 55-56 (red con), the Knight Commanders level 61-62 (purple con) and the Keep Lord at level 72+ (deep purple con)? Gee, thanks for the damn help Mythic.

 

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Fizler  2448 posts
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Date Posted: 10/29/02 1:17pm Subject: RE: 1.54H Comments on RVR changes
Almost have to have a Relic reset. As it stands now it's almost impossible for Underdog realm to take a relic. If this change goes live it will be impossible.

Two suggestion to improve healing....

1) RP's for healing in Combat = Fair. Especially if people are going to start getting them for Mezz'ing, De-buffing, etc...

2) Please make the LoS for healing more liberal. Don't really need it removed, but tonted down a bit. No one should be able to heal through keep walls, but in a forest or up a hill should not pose such a problem.

 

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Insolent_Ant  7250 posts
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Date Posted: 10/29/02 1:28pm Subject: RE: 1.54H Comments on RVR changes
The first thing I noticed was that while you made it harder to take keeps the normal way, you have done nothing to improve defense vs. assassin 1 group keep takes.

Please make it impossible (or nearly so) to take keeps with 1 group consisting of assassins + support.

 

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Soulseeker000  1054 posts
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Date Posted: 10/29/02 1:29pm Subject: RE: 1.54H Comments on RVR changes
Could we get some clarification on this XP bonus thing? I have a couple of questions:

1. Where is the 1600 unit circle calculated from? The center of the courtyard?

2. Do the monsters you fight have to spawn within 1600 units of the keep, or just die within 1600 units of the keep.

3. Does this XP bonus go above the XP cap, or does it just make it easier to hit the cap?

 

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Thunor_GlassJaw  1025 posts
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Date Posted: 10/29/02 1:32pm Subject: RE: 1.54H Comments on RVR changes
Took you over a year to fix the sprint/steath bug and we're supposed to be impressed? What a joke this game has turned out to be.

 

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BastaDorn  1423 posts
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Date Posted: 10/29/02 1:33pm Subject: RE: 1.54H Comments on RVR changes
I agree that upgrading guards requires a reset to be fair, even though it is unfair to those that have them now.

I am sure that realms that lose any relics would agree that if the shoe were on the other foot, they would want to start on even ground as well.

 

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