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21

Wednesday, October 29th 2014, 4:24am

My thoughts:
- Properly guarded rams are very useful to help take down gates now more then ever before. :)
- Middle tower guard -> ridiculous increase in abilities. Should be lowered..
- Strat to take tower is easy if no peeps from other side around: Have tank/healer agro/distract mobs. Someone else takes tower. Viola.
- Thanks for general HP updates to gates/catapults/etc.
- Drifting balloon monster still pretty easy to kill.
- Honor Crystal Guard Tower...two hits from it alone and I was dead less alone having to worry about the peeps defending it. Might wanna lower its hit abilities..
- Most of us are now gonna have 1 hour s/w all the time now..
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22

Wednesday, October 29th 2014, 5:07am

As I said before, pulling the guards away and then capping the tower while the guards are still up should be fixed. Not being able to cap a tower while guards are still alive would be the solution.

the only problem is underlevel/gear guilds will not be able to cap the towers in any reasonable form period.

that being said, i also agree that most of these changes are a step towards improvement, but tweaks in balancing are required.
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23

Wednesday, October 29th 2014, 5:13am

my only input THIS WAS THE BEST SW I HAD IN A LONG TIME :phatgrin: :phatgrin: :phatgrin: :phatgrin:


other then that, its like 3 YEARS TOOOOO LATE :beer: :dash: :dash: :dash: :dash: :dash:

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24

Wednesday, October 29th 2014, 5:39am

@cike

there's siege engines for that. 100% possible. Time may be different, but that's how it should be with this system.


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25

Wednesday, October 29th 2014, 12:37pm

the way i feel about siege right now is that there were some good ideas, but the numbers need some fine tuning. Before changes gates were too easy to heal, a single healer could do over 3% every heal. from the numbers i saw, gates have about 2.5 times the hp they use to have or so. I feel that p/wl or ch/m can affect gates way too hard right now though. Doing damage to a gate without a siege engine or a scroll seems very pointless. The last thing i want to say about gates is that yes they are easier to breach, but killing the stuff inside is so hard now it actually gives a chance to fight for what is in their castle to guilds that loose their gate as oppose to the other guild fearless when the gate goes down and by the end of fearless your castle is empty. Kinda brings out the buildings point, yes it's a good thing that they are harder to kill, but i think they went overboard and they are a little too hard. Same goes for the guard leader at towers. the difference in effort between taking the tower by pulling the guard away and actually fighting the guard is so huge it makes no sense at all to ever fight the guard. I feel like the correct value for guards hp would be somewhere between 2.5m and 5m so that it is something guilds can focus on killing early siege for merit but isn't a 1 shot for someone deciding to farm them. wouldn't mind the honor guard been 25m like some ppl say it is now though. Last point, the siege engines i think the siege engine are fine now, the other guild cant simply tstorm your ram through the gate, they have to fight to get it down. might get a little overpowered if ppl start doing mass ram strategies though but would have to see. these things cost a lot of crystals.

so yeah recommandations would be:
-lower building hp by about 50%
-stop % based buffs to be applied on gates
-lower guards hp between 2.5-5m
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26

Wednesday, October 29th 2014, 2:44pm

so yeah recommandations would be:
-lower building hp by about 50%

absolutely no. its a building, u need to struggle to take it down. if u r not able to take it down as a full group, dont even bother to enter enemy castle.

-stop % based buffs to be applied on gates

atm the problem is sw is the% based DAMAGE and not the % buffs to counter the tornado/scroll attacks. ofc, if the enemy is attacking u with % based skills (tornado/scroll), u need to defend with % based skills too. if u disable the % counter measures, then disable the % attacks too.

lower guards hp between 2.5-5m

nope. 2.5-5kk is just a joke for an endgame rogue. the concept of this patch was to prevent the solo-farming of guards. if u put to 2-5kk, they can still be easily solo-farmed. rogue buffs, gangs in hide, all 3 guards dead in 5secs max. we had that for 2years+. time to change.

indeed, sw will be hard for well geared guilds. but since sw is a "global event", u need to take into account both sides, geared and non geared ppl. from now on is time for team play.
- u have issues cause guards have high hp and hit bad? go as a group and not trying solo and wiping and then whining.
- u cant enter enemy castle cause they have alts countering ur scrolls and tornado? do the same and defend ur castle too

new situation is like
1- no more last sec tower ninjaing
2- no more 4mins sw cause enemy broke inside castle and destroyed everything
3- no more solo farming guards
4- sw at last will take full 1hr in 90% of the time. as someone has said in forums before: "when u click the freaking register button, u expect 1hr sw. if u dont end it in 10min, stop whining, cause u knew it should occupy 1hr of ur time when u clicked the button"

+1 from Fin, Mac

27

Wednesday, October 29th 2014, 2:54pm

Funny the guild guard leaders have more HP than the gates.... They didnt mention the pdef/mdef on gates, would be intresting to know also.
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28

Wednesday, October 29th 2014, 6:02pm

Kudos to all changes.
And to anyone whining they cant "hit" down a gate anymore, too bad. A gate should never ever be able to be taken down by players hacking and slashing at it imo.
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29

Wednesday, October 29th 2014, 8:40pm

Keep in mind that I sieged with my lowest level toon last night so I didn't actually fight, but witnessed a lot of fights, and I've been around the block a few times.

The middle guard leader is essentially like an instance boss and you have to treat it as such. Tank, Healer, DPS. The side lackeys though were mega disappointing as they were able to be kited away and killed in short order individually. I was a bit depressed given this fact. An attack on a guard should immediately provoke his buddies no matter what and they should come running. It should not be possible to kite a guard away from his tower.

Addition to the above point, move the two-three balloons that get close to the guards AWAY from the guards. The bloody guards ALWAYS go after them if you put a defense tower anywhere near a crystal tower, leaving your tower completely defenseless from the TOWER guards that are set there to protect it.

The home balloons being level beefed was VERY disappointing as it pretty much makes siege war ultra boring for lower level players. Park on a tower is about your only option unless you're a low level high DPS class (Mage, Rogue, Warrior) and can burn a balloon.

The buildings receiving a huge boost in defenses was a very welcome change - no more guilds being able to one-host buildings through the walls or even IF they get inside your castle. Keep this.

I would reduce the HP and Defense of the Guild Guard Leader to perhaps about 12-15m HP. Having as much HP as he does means it pretty much kicks all the lower level guilds out of siege war, cause they can't take any towers. This again strengthens the mentality of "siege is an end gamers deal, not for us lower guilds". It's going to get extremely depressing during siege war as you've effectively made it so that only the top 20 guilds on the US side can actually compete. The guilds that can siege, however, means they have to have teamwork to win. A huge plus as well.

The guilds that do feel adventurous - capping a tower is going to be:

* kite one smaller guard away, kill.
* kite second smaller guard away, kill.
* kite big guard into a group of 2-3, pop immunes while a third caps the tower.
If your guild doesn't have that many people in, that is almost your ONLY option to cap a tower now.

Siege engines receiving a huge upgrade is a huge deal, as it makes siege engines a viable way to "DPS" a gate without scrolls + tornado.

All in all I am pleased that they're actually paying attention to siege war a bit more than "ah crap, level increase the guards with 1m HP and that's it". but I think it's a bit too much, considering there ARE guilds with lower levels who now may not be able to siege. If those guilds continue to siege there will be a lot of ties, might as well make truces with a lot of your lower level guilds and just not fight. Park on a tower so you're guaranteed the victory packages.

This adjustment basically makes siege war an "end game only" thing, which is not what we should be trying to do.

30

Wednesday, October 29th 2014, 9:42pm

I dont think gates are even worth mentioning. They still function exactly like they did before the changes. Healing gates is still effective, in that it will always outdo any player dps on the gate, and has the potential to add an extra scroll or two worth of health to the gate in the time it takes to tornado. Any healer who is complaining about losing their role in siege should realize that they gained even more perks. A single healer on a set of guild guards can now feasibly hold a tower for a long time as long as they interrupt any ninja-cap attempts. Also, once you get inside a castle through the gates, every single building is a raid boss. It's not unreasonable to think that even against a better guild, it would be possible to clear out all of the players before any buildings go down, and simply healing the buildings to full health will be pretty trivial compared to what it takes to dps them down. I honestly don't think with two reasonably evenly-skilled guilds that gates are even worth bothering with anymore, considering the time it takes to get returns from castle invasions.

Again, this only applies for equally skilled guilds. A high ranked guild will still stomp a low ranked guild and it will only take slightly longer than it did before.

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31

Wednesday, October 29th 2014, 9:54pm

Healing gates is not effective anymore unless you have a couple p/wl alts on the gate because they didn't buff heals done on gates but buff the hp, making it extremely difficult to keep up with torn and scrolls. Not really complaining about losing a role or anything, because we didn't LOSE the role of healing gates when they don't have max hp, it's just 10x more difficult to keep up.
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32

Thursday, October 30th 2014, 12:20am

Gaurd Leader's Xp

The Guard Leader's HP is WAY TO HIGH: for a siege, and were did they come up with the ODD-BALL number of 27 mil xp, I could except 20 mil,..BUT most guild's left on smaller server's don't have enough ppl; or resource's to deal with this, And white hit's should be %/hp based from guards.

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33

Thursday, October 30th 2014, 1:06am

The Guard Leader's HP is WAY TO HIGH: for a siege, and were did they come up with the ODD-BALL number of 27 mil xp, I could except 20 mil,..BUT most guild's left on smaller server's don't have enough ppl; or resource's to deal with this, And white hit's should be %/hp based from guards.

did you farm merits to get siege engines? those hit guards for % based HP.


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34

Thursday, October 30th 2014, 3:58am

Keep same HP for big guard, but reduce defenses and should work fine.
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35

Thursday, October 30th 2014, 4:44am

correct me if i'm wrong but i feel since the changes siege is a lot more about player vs npc/siege engine then it is about player vs player and honestly i feel like it isnt as fun as before.
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36

Thursday, October 30th 2014, 7:06am

I agree pachet.

Now I do understand this is the way siege war was designed to be played, but I've always enjoyed the PvP of this game over all else. And personally I feel it's making siege war much too PvE oriented. I accept changes, and shall still have fun with this one, but I certainly would not have voted on it. ^.^
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37

Thursday, October 30th 2014, 1:19pm

I agree with pachet, it seems its all about the siege engines for any but the OP guilds that can tank/ninja the towers. Gates dont seem as hard as i would have thought to keep healed. Has taken alot of the fun out of siege IMO.

Also agree if the guilds are close to match gear wise that it makes it an intresting siege, but if not..... more of a ones sided fight. But maybe that will level out the guilds points to be matched more accordingly. But kinda doubt that as some hi-end guilds constantly point drop to have easy wins.

And if i remember correctly from the time siege came out it was never truely about the siege engines. 2 to 3 people could take down the guards without using siege engines, but took a little time, not 27mil hp worth of time, but a few minutes, which was more than enough time for the guild your sieging to come fight back to keep the tower.

Now its farm merits, get siege engines to take towers/gates. Unless your OP then its tank pulls guards, and some one caps tower as guards are busy.

I also believe alot of people have not voiced there opinions about siege here in the forums, or you would see more posts like this. As others talk about different ways to enjoy PVP in ROM since the change and not participating in siege at all.
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38

Thursday, October 30th 2014, 1:55pm

Cerb as always, put his finger on it. I am happy to all the changes to siege, BEST MOVE EVER!!! guild guard leaders with 27M HP, that is how it should always have been, building not being able to be taken down by one miserable rogue in hide, that is how it should always have been. Now to get the flames and electrical defense leveled, because they still can be one shot and we will be golden.

Saw 2 rogues in siege last night, 87/80 and they got wrecked by the guards LOL, it was so funny to see. Siege is an all class thing, not only rogues. If you can't kill the guards, take down gates, well learn to play or gear up. The PDEF and MDEF of everything is awesome!!!! and even the balloons.

At least now a only rogues guild won't be all that anymore, there are other classes to play outhere, maybe now people will take an interest in them. Oh guild leader has too much HP and i can't one shot it anymore, well, bouhouhou. You have siege war NPC's that should have had a purpose but was gimped for a long time and totally worthless, now they fixed it and made it right.

But people can QQ away like they did for P/S, at least siege is FUN once again. Because this is PvP blablabla, well i am not gonna lose sleep over it lol. :thumbup:

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39

Thursday, October 30th 2014, 3:42pm

I haven't experienced the new siege yet, but after watching BB's video, I'm definitely going to be logging in soon to check it out. I was planning to return in the summer of 2015 IF the game was changed in a way to make it more appealing. This change to siege, as far as I've seen, is definitely a step in the right direction. SW is now truly a "siege" which is supposed to be a long, drawn out, struggle filled fight. This change will truly test the endurance and teamwork of guilds that are used to quick n' easy fights. I can't wait to drive a ram again... I haven't driven one since 2011.

Little off topic, but this change to siege alongside the news about server merging is definitely going to make this game more appealing to me. The only thing I'm dreading is the chance to things going missing, but what I'm dreading more is the task of screenshotting/video recording items across 123 different toons.

Back on topic: New changes to siege... Love em. Can't wait to jump in and try em. I'm already coming up with unique strategies to fit siege's new structure lol
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40

Thursday, October 30th 2014, 4:33pm

After seeing 2 siege wars and playing in one....I'm starting to waver my opinion a bit.

Why?

Because it's now become a game of "kite the guard away while the tower is capped". You either need to use a player with some immunes or a siege engine. "Ah crap, a guard, someone get the battering ram" is pretty much what it comes down to.

Don't get me wrong, the plus stats to buildings? LOVE IT! Keep that. The plus stats to gates? Love THAT! Keep it. The plus stats to guards? Love it in the sense that they're getting beefed up, but I think the change is a bit too extreme.

The ONLY feasible way to cap a tower now is a kiting game, kite the guards away from the tower and use someone else to cap it. A proper 4 man party of a tank, healer and two DPS cannot take down the guard leader unless they have a lot of time, in which they're already dead from players killing them. While the change of not having one character go farm all the guards on all the towers, the effect could have been achieved with much less extreme buffing.