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21

Monday, February 2nd 2015, 3:23am

Personally I'd like it if they got rid of the capping towers as a whole and instead changed towers into like zones or rings and it should be a king of the hill over it with like a 30-45 sec cap while being contested if your enemies are visible and are inside the ring.

22

Monday, February 2nd 2015, 3:41am

I think sw needs more diyce rogues
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23

Monday, February 2nd 2015, 9:48am

So now healers can't even heal or give buffs because it bugs you? LMAO great going there on making sense

I am healer, i agree with this. removing heals and buffs on gates means im completely useless in siege and cant heal or buff at all. GM's ples banned all these peoples requesting removal of heal and buff on gate.

Also request close thread, everyone is againts me + zid.
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This post has been edited 1 times, last edit by "Aristatic" (Feb 2nd 2015, 9:54am)

This post has already been reported.

24

Monday, February 2nd 2015, 10:19am

as it was already stated in another thread and mods left it in, it should be safe to put here. You dont need fearless to cap. So why are you griping about 1 skill that has 7-8min cooldown? I forget exactly mainly do to i hardly ever sw. A rogue can cap with ISS Escape (this does work) with all 3 guards up. It was pointed out at the same time this can also be done by anyone using an invis pot( i have not tested this after all i'm a rogue). So for capping the towers, making it mandatory to have all 3 guards dead would actually work the best overall. As to buffs and healing gates. This is something that should have been done away with long ago. When you can have a level 50 alt(c/m) just afk autoclick 1 button spamming buff on gate its a lose situation.

The suggestion for making it mandatory to use Siege engines to heal your own gate is actually a good idea.

25

Monday, February 2nd 2015, 10:41am

The big guard just takes too long to kill for small guilds. Having a requirement of killing it to to take tower is bleh.
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26

Monday, February 2nd 2015, 10:44am

The big guard just takes too long to kill for small guilds. Having a requirement of killing it to to take tower is bleh.

That's why there should be siege engines able to take it out in a fair amount of time.


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27

Monday, February 2nd 2015, 12:22pm

Yea I know. Siege engines for guards would be cool. Would give lower level/gear players something to do.
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28

Monday, February 2nd 2015, 1:58pm

I am somewhat confused.
First fearless capping is sometimes the only way a guild who has to tolerate constant forced ties can hope to get out of that rut.
Our guild has several other guilds that go up against us that should be going against people of their own caliber. Instead they go in and if you do not agree with a tie they force one. So you end up constantly against the same guild.
We recently went up against another guild who requested a tie, when we refused they at least beat us, mind you it was commented during siege by them " We asked for a tie". In other words you didn't do as we wanted and look what happened.
As far as healing gates as a good healer I can tell you that I cannot heal past a siege engine, the gates will go down. My uses in siege can be somewhat limited. I can heal my guildies no problem having said that anyone who sieges knows the person to take out is the healer. I am not complaining just stating a fact. The gates are at times the only way I can help the guild when we are against someone out of league.
If you wish to make siege engines that heal then make the damage and the healing equal, which I bet wont impress anyone.
I am not really complaining about being beaten by better guilds, they are better and they win. I do however have a problem when guilds force ties on a constant basis. I know there are guilds who consider themselves sister guilds and request a tie for that reason alone. That is a personal choice and although I do not always agree with it that's how it is.
I don't believe in calling cheat when someone beats me nor do I think that is in good taste, sure sign of a poor loser.
As far as the guards etc on a tower go, this isn't the first time that the guard levels have been upped along with gates etc. So for me it is a logical conclusion as our levels increase so should the levels of the gates, guards etc.
I do not want to walk in and win, what I want is a fair and fun fight with guilds who are within our ability range.

29

Monday, February 2nd 2015, 3:25pm

I've seen people use siege engines (fearless lion rams usually) to pull guards, hop out of the ram and cap the tower. While this doesn't help to kill the guards, it does make clever use of the siege engine to cap a tower without fearless.

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30

Monday, February 2nd 2015, 4:58pm

GM's ples banned all these peoples requesting removal of heal and buff on gate


I am going to guess (hope?) that this was an attempt at humor, and not a serious request.

Folks, if you are reporting posts for any other reason than "Spam or other unsolicited advertisement, inappropriate content or other material of an offensive nature (ie: racism, vulgarity, aggressiveness, discrimination or sexism)" then you are doing it wrong. Knock it off or expect a vacation. See also this thread or PM a mod if you have further questions.

Back to your regularly scheduled discussions of fearless capping and siege in general.

31

Monday, February 2nd 2015, 6:14pm

1) I agree with making it take a little longer to cap a tower, Fearless can remain as is but I do think the cap time needs to be a little longer. Either that or do it like some capture the flag games do. X number of people near the tower gives the fastest cap. 1 person, slow, 2 faster, 3 fastest, etc. Personally I have no issue with the mechanics as is, but I can see the point to have this changed.

2) Yes siege engines are better now, and they do have uses (some of which people haven't realized). I think they could still be better against the guards.

3) healing gates/buffing gates. I think that if you can debuff gates you should be able to buff them. If you removing buffing them remove debuffing them (I am not sure if this hasn't been done, been a while since I sieged). As for Healing gates I was never 100% sure about this.. if the gate is destroyed try to put it back up. However, that is assuming it doesn't glitch. I can support healing a gate if there is a chance of them still glitching. If they were 100% to be put back up... I would be more inclined to say to remove healing them.

I have never understood the mentality of some guilds with the healing of gates. "The opposing guild has beaten us back to our castle and taken all the towers. We cant do anything, but we can sit in our castle and heal the gates and extend this loss to the full hour! Then we can tell ourselves that at least they didn't take our last crystal!!!!!!!" I have never, nor will I ever, understand this position. If you are getting beat that badly, you are going to lose. There is no chance to win... so you will waste MORE time out of your day just to hold the inner crystal which gives you NOTHING since you are still going to lose. *shrugs* Maybe it is that I have too much other stuff to do in my life than to waste extra time on a siege I am ultimately going to lose. If I were to be signed up against.... PPK ... lets say. I would either not show, or just log my chars in and let them get killed for a losing package and do laundry. Either that or accept I am going to lose and at least see if I can kill... maybe one of their players... which I probably wont be able to. I wouldn't work to extend the siege though.

I could be totally not the targeted market player for siege though....

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32

Monday, February 2nd 2015, 6:43pm

@Aristatic Stop it you're killing me :'D

@Blank Yes but a couple traps or 1 enemy watching the tower kinda of makes capping as lesser level or geared person impossible without fearless or further assistance.

@DKjester I get where you are coming from, and tbh if I had laundry to do at the time, I wouldn't show up to a match like that either, even being on the winning side of it :p However there can still be some fun to be had of it, for there is usually a few that still will take a run outside of the castle looking for a fight, and when on the losing side, I am always one of them :)
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33

Monday, February 2nd 2015, 8:15pm

Agreed with DK. Id prefer to lose siege quickly if it is going to be being locked in castle all siege. Though I have seen a siege where it did make a difference. We had a siege once where we were locked in our castle the whole hour and kept healing gates. We fearless capped 3 towers at the end and tied rofl.
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34

Monday, February 2nd 2015, 9:18pm

You people, in general, make me shake my head and LMAO off at the same time. (Getting dizzy...)

"Let's nerf this, and let's buff that, and that will fix everything that I'm not happy with."

What a bunch of maroons.

Allow me to point out a handful of observations:


1. Has nobody noticed that siege is now more challenging?

("But Mal, we don't want a challenge, we want to go through siege like oats through a goose!")

2. Has nobody noticed that gates and castle buildings are tougher to take down?

("But Mal, we want to be able to burn through gates and buildings as if they were made of rice paper!")

3. Has nobody noticed that RW finally made siege engines USEFUL again?

("But Mal, we really don't give a rat's patoot about siege engines!")

4. Since siege engines are USEFUL again, they're the perfect things for lower-level players to use--to be USEFUL.

("But Mal, the only low-level toons we have in our guild are alts that gain badges and rewards by tower-humping!")

5. Has nobody noticed that it is bloody difficult to heal gates, buffs or no buffs?

("But Mal, we want to keep people out of our castle while we rape their castle!")


Concerning the tower guards:

Do guilds no longer know how to work as teams? Especially high-point and/or OP-geared guilds? Hell, you don't even need to be particularly OP. Kill the two smaller guards, tank the leader with a good dedicated healer, drag guard leader far enough away, others guard tower attackersa from being interrupted, and someone caps tower, done. Winner, winner, chicken dinner.

Gawd, you people are dense, have too much time on your hands, and just want to carp and complain that it's "too HARD".

If you hate it so much, stop playing siege and go burn bosses in instances. Then polish your epeens some more until they're blindingly shiny.

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35

Monday, February 2nd 2015, 10:43pm

Kill the two smaller guards, tank the leader with a good dedicated healer, drag guard leader far enough away, others guard tower attackersa from being interrupted, and someone caps tower, done. Winner, winner, chicken dinner.


That shouldn't be possible.

Guard aggro break distance should be lowered so that his AoE will always hit the person capping the tower.

The guard should have to be able to be killed in order for a tower to be occupied.

>enter siege weapons

(atm guards kill engines super fast and thats bad. make the npc specific vehicle more able to handle with the leader) <-- thats what i've read from the forums at least. don't rams have heal options and buffs to reduce NPC damage at stable or something?

still. all guards should have to be killed in order to occupy, but gear shouldn't be the restriction.

>enter siege weapons


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36

Monday, February 2nd 2015, 10:43pm

Fear capping:

1. Adjustments to fearless duration and cap times to prevent an immune combo to bypass all defenses and cap.
2. Adjust the hp/defenses of static defenses like electric and flame towers so one toon cant clear everything with aoes in 10 seconds allowing the immune combo to run in and cap.

Guards:

Sounds like most of you have never been in a closely matched siege because if you had you'd understand how much the big guard/summoned guard wreck people.

Gates:

% based heals and immune buffs by random bs low lvl alts are really annoying. I don't think anyone really has a problem with normal heals.
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37

Monday, February 2nd 2015, 10:55pm

Sounds like most of you have never been in a closely matched siege because if you had you'd understand how much the big guard/summoned guard wreck people.
THIS! THIS! AND AGAIN THIS!

I almost feel bad for you Mal, you must have the most boring sieges ever if you can use that simple pull guard cap tower tactic everytime.

You're talking from personal experience, which is fine, but until you play low/mid/high level siege, sorry to say, you know as much on the subject as a newborn baby. So calling everyone morons simply because you have sieges without a high number of players in, simply makes you one.

That is all. :) Because everyone else posting in this thread are actually trying to pool together suggestions for a better outcome. Because that's what they are SUGGESTIONS.

Back to topic; So far the ideas that i've really entertained the thought of have been, lowing in stats of main guard/guild honor guild. Having a requirement for them all to be dead before a tower can be capped. And no buffs being able to be placed on gates, however introduce a healing type siege engine to combat rams/cata's.
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38

Tuesday, February 3rd 2015, 12:43am

There is really no call to be name calling and bashing people. Likewise no call to be insulting each other's intelligence or body of experience. Keep the PvP to the playfield if you please.

The forums really have gotten out of hand in this way lately. Maybe it's time for some of our hotter heads to step away and cool off, by choice or otherwise.

This is the last time I will step into this thread. Expect no further redirection, except perhaps a /closed.

39

Tuesday, February 3rd 2015, 12:45am

how i think sw should work...

- cap towers only after all 3 guards are dead
- no player buffs/debuffs on gates (except for scroll debuffs)
- every tower owned gives your gates -25% all damage reduction and +25% healing, up to a max of -75%/+75%(3 towers owned gives you full gate buffs and no towers owned gives you no gate buffs)
- also no p/wl % heal on gate :P

i believe sw would be a little more interesting like this :)

p.s. fearless is fine

40

Tuesday, February 3rd 2015, 2:10am

lmao Cike... anyways, from what I've read and seen Heals on gates are fine. The only problem is, %HP heals that an ungeared alt can do. I've seen ppl switch to D/W, even if they're ungeared, just for Nourish just to keep the gate up... like dafuq? Or just spamming Lv50- alts on gates?
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