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1,061

Sunday, April 28th 2013, 5:38am

I think warden pets need to be relooked at in siege. It has become a new tactic to use Warden pets to take out defenses at a tower, without taking any damage at all. Since they are immune to area damage they are immune from most if not all attacks from faces, Fire towers, lightning towers, NPCs... making them a perfect way to kill all defenses without any skill what so ever.

I think that their immunity to area affects needs to be relooked at for siege as it is a complete unbalance.

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Sunday, April 28th 2013, 6:33am

Quoted from "Dkjester;599428"

I think warden pets need to be relooked at in siege. It has become a new tactic to use Warden pets to take out defenses at a tower, without taking any damage at all. Since they are immune to area damage they are immune from most if not all attacks from faces, Fire towers, lightning towers, NPCs... making them a perfect way to kill all defenses without any skill what so ever.

I think that their immunity to area affects needs to be relooked at for siege as it is a complete unbalance.


I don't think removing the immunity to Flames/Electric will really make any difference. The 500 damage from towers will never kill a warden pet anyway.

I'm most concerned about Warden Pets attacking buildings. While I've heard all the talk about that the pets dont aggro unless attacked, I've witnessed multiple times where with no Flames/Electrics, a warden pet consistantly runs into the castle and attacks the Proc. Killed pet, it came back again for 6 more times, each time instantly attacking the proc, until I went out to kill the warden.

Unless our proc was somehow doing invisible attacks against the pet...
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1,063

Sunday, April 28th 2013, 6:40am

If a Warden's Pet is taking out your towers, you need to be awake during Siege War. You should be one shotting Chiron or Oak Walker. And Spirit of the Oak is not strong enough to take out your towers.
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1,064

Monday, April 29th 2013, 7:23pm

Quoted from "ruisen2000;599439"

I don't think removing the immunity to Flames/Electric will really make any difference. The 500 damage from towers will never kill a warden pet anyway.

I'm most concerned about Warden Pets attacking buildings. While I've heard all the talk about that the pets dont aggro unless attacked, I've witnessed multiple times where with no Flames/Electrics, a warden pet consistantly runs into the castle and attacks the Proc. Killed pet, it came back again for 6 more times, each time instantly attacking the proc, until I went out to kill the warden.

Unless our proc was somehow doing invisible attacks against the pet...


Ruisen, roll a Warden and check it out. NO, it does not require a building to attack it to aggro to that building, Warden pets are completely controllable, if I want it to attack your proc I direct it to do so; all that is required on the Wardens part is to be able to target the building. I believe you are confusing warden pets with other pets.
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1,065

Wednesday, May 1st 2013, 1:36pm

sooo this was new to us :P our entire guild playing around at main gate tearing it down by straight attacks while we wait for scrolls to come up... and then out of the blue.... the gate turns sideways like the other guild was HEYYY, come on in!! we got tea and scones :P
anyone know what the deal is with that??
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1,066

Wednesday, May 1st 2013, 2:06pm

Quoted from "FarmerTom;599759"

sooo this was new to us :P our entire guild playing around at main gate tearing it down by straight attacks while we wait for scrolls to come up... and then out of the blue.... the gate turns sideways like the other guild was HEYYY, come on in!! we got tea and scones :P
anyone know what the deal is with that??


This is a known fault in the game. Someone on your team caused it to happen, possibly without knowing it.
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1,067

Wednesday, May 1st 2013, 2:08pm

oh i can assure you nobody knew how to do it rofl... cuz everyone in TS and in guild was like wtf ??? whats goin on?? htf? etc.. etc.. i heard one complaint of a r/wd can do it, and then another complaint of a ch/r can do it idk i figured id atleast bring it to light tho :P FIX IT
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1,068

Wednesday, May 1st 2013, 7:05pm

Quoted from "FarmerTom;599759"

sooo this was new to us :P our entire guild playing around at main gate tearing it down by straight attacks while we wait for scrolls to come up... and then out of the blue.... the gate turns sideways like the other guild was HEYYY, come on in!! we got tea and scones :P
anyone know what the deal is with that??


I've seen this happen--and no, I'm not going to detail or describe *how* it's done. The honorable thing (IMO) to do is to avoid the temptation to squeeze past the gate. Instead, go to another gate and take it down the "right" way.

1,069

Wednesday, May 1st 2013, 8:25pm

some of my guys got creative and spent 5mins fixing it...they got it back in position and gate pounding continued :D

1,070

Wednesday, May 1st 2013, 8:29pm

I don't think most people know how that gate glitch happens - I know I sure don't. I've seen it happen probably ~5-6 times in the entire time I've been sieging, so it's rare, but it has been here for a very long time. I agree with Malignatus, if you see a gate doing that, you shouldn't be going through it. Just treat it like it's still a closed gate and move to another one, or finish taking that one down before entering the castle. I always refused to go near a gate that did that.

As for warden pets, yeah, they're controllable, and I do think pet AI needs to be looked into. They shouldn't be able to walk through walls. If ranged classes aren't (for the most part) allowed to shoot through walls, pets shouldn't be able to shoot through or walk through them either. There are way too many wardens that take advantage of this and send Chiron after healers in their castle to make attacking gates easier. Worst part is Gameforge has already said they won't ban for this since it's pet AI at fault, so people do it as much as they want with no fear of repercussions. It's dirty play, IMO.

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1,071

Wednesday, May 1st 2013, 8:56pm

And it is not pet AI. For the buildings, no, towers, well, it can and does happen, but most of the time it is directed...
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1,072

Thursday, May 2nd 2013, 12:01am

kinda hard to go to another gate when its the main one ><
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1,073

Thursday, May 2nd 2013, 12:48am

Quoted from "Auros;599793"

And it is not pet AI. For the buildings, no, towers, well, it can and does happen, but most of the time it is directed...


It's AI in the sense that pets are coded to ignore obstacles. If they didn't ignore obstacles, they wouldn't be able to do this. GMs have said that's why it's not bannable, even though it clearly should be labeled an exploit. They blame their faulty coding and say they can't ban because of that...which is stupid, imo, since a lot of players use this to their advantage and intentionally send their pets in to kill people or buildings.

I never said that pets did it on their own, lol. Obviously buildings don't aggro warden pets, and healers just healing gates shouldn't aggro them either.

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1,074

Thursday, May 2nd 2013, 6:57am

Quoted from "FarmerTom;599763"

i heard one complaint of a r/wd can do it, and then another complaint of a ch/r can do it idk i figured id atleast bring it to light tho :P FIX IT


I'd think its the R/Wd. There was a R/Wd tearing down the A side gate with you and Druidana healing him, and the A side gate bugged. Then he came over started tearing down main gate, and main gate bugged too lol.
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1,075

Thursday, May 2nd 2013, 12:33pm

yes i have to agree, i think so as well, still nobody is sure as to why yet tho, but we didnt go inside when main gate did it tho :P we waited until we burned it down first :P sorry for those anyway, but i can assure aint nobody got a damn clue on how to do it. we just happen to have about 6 or so r/wds in guild now who were once r/s etc, soo they all learnin new toons etc :P

I love when people say ohh thats a known issue.. yet im like on these forums a lot, and idk i mustve failed and completely missed anything about it... but a r/wds bleeds are pretty nasty on gates.. soo itd be nice if the powers to be, got good word about this to fix issue... Something about r/wd glitches gates sideways peoples.. again like previous post FIXX IT :P

didnt even know ruisen was in heavensfury :P now i recognize name facepalm :P
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1,076

Thursday, May 2nd 2013, 4:48pm

Wait, what? Bleeds on gates, say it ain't so....
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1,077

Thursday, May 2nd 2013, 10:55pm

How bout we not discuss how to turn gates mkay?

As for warden pets - I don't believe they should be able to bypass LOS, but they do. Just like I didn't believe treacheries should be able to take down gates - but they did.

Both labeled as "not an exploit", however. IMO, as long as those pets aren't used to take down necessary/irreplaceable buildings (i.e, stables/procs/forge/farm), anything is fair game. If a flame tower attacks a warden pet, and the warden happens to have the pet's "Counterattack" enabled, I also believe its fair game to take down that defense. Anything that attacks, should be attackable, by some means. If its an NPC/AI, then an offensive NPC/AI should be able to combat it. Most towers defenses are placed beyond LOS and out of reach of the individual player, yet can still attack the opponent.

Thats the problem with it all really, and in order for these things, LOS, targetting through walls, etc to be fixed, it would require a major recoding of the game's environment. Something I don't think RW is capable of doing.

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1,078

Thursday, May 2nd 2013, 11:52pm

Quoted from "Ravesden;599862"



Thats the problem with it all really, and in order for these things, LOS, targetting through walls, etc to be fixed, it would require a major recoding of the game's environment. Something I don't think RW is capable of doing.


They took the water out of the middle, how hard could it be to add those little fences that block LOS in the wild, inside the walls?
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1,079

Friday, May 3rd 2013, 1:05am

Quoted from "Auros;599865"

They took the water out of the middle, how hard could it be to add those little fences that block LOS in the wild, inside the walls?

Adding objects within objects would only create rendering lag and solve nothing, as every object that is not a "target" or "named" is able to be targetted through. Water texture is something different from a solid object, such as a fense, and is irrelevant.

What they *could* do to fix the issue of being to target through walls (thus solving the problem of using skills that bypass LOS through walls) is make castle walls a Named object. Similar to how "Guard Crystal Tower" or "Torch" are named objects, yet not killable/targettable/damageable. Name them "Guild Castle Wall" and not be targettable/damageable - problem solved, at least a portion of it.

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1,080

Saturday, June 29th 2013, 4:07pm

Ummm... Is it just me, or did 50 pages from this thread go poof? I thought there was 110 pages or so before forum move...
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