Another issue with this is that it makes it incredibly easy for a player to just ride up after a battle is nearly over and repair a wall once (as there's so much to repair) and share in all the AP for that defence tick they did no work for, which was the reason for the changes in the first place. You've countered your own change ZOS.
ZOS_BrianWheeler wrote: »Walls are sometimes reporting above their intended 305k (at max upgrade levels) that matches prior update max HP levels. We are looking into this issue along with the HP rubber-banding at level 0 to level 1.
ZOS_BrianWheeler wrote: »Walls are sometimes reporting above their intended 305k (at max upgrade levels) that matches prior update max HP levels. We are looking into this issue along with the HP rubber-banding at level 0 to level 1.
Lieblingsjunge wrote: »Pls don't change it. Before you could 20/20 a scroll-keep and nobody would have time to react, because it would be so easy to break outer/inner main. Now you at least have to work for it - and it gives people some time to react, and rightfully so. I enjoy this more tbh. It actually gives people time to react instead of being all "Yo, the keep is gone since it's 20/20".
Although I can see the issue when you're sieging emp keeps. How about you keep the 3 backmost-keeps (Fare/BB/BM, Arrius, KC, FG etc.) the same it is now (Max it out and 550k or 600k or something, maybe). But change the emp-keep-ring.
Now it's actually a hazzle to siege keeps and it doesn't reward PvDoor with 72k AP/Hour.
ZOS_BrianWheeler wrote: »Walls are sometimes reporting above their intended 305k (at max upgrade levels) that matches prior update max HP levels. We are looking into this issue along with the HP rubber-banding at level 0 to level 1.
Lieblingsjunge wrote: »Pls don't change it. Before you could 20/20 a scroll-keep and nobody would have time to react, because it would be so easy to break outer/inner main. Now you at least have to work for it - and it gives people some time to react, and rightfully so. I enjoy this more tbh. It actually gives people time to react instead of being all "Yo, the keep is gone since it's 20/20".
Although I can see the issue when you're sieging emp keeps. How about you keep the 3 backmost-keeps (Fare/BB/BM, Arrius, KC, FG etc.) the same it is now (Max it out and 550k or 600k or something, maybe). But change the emp-keep-ring.
Now it's actually a hazzle to siege keeps and it doesn't reward PvDoor with 72k AP/Hour.
I disagree completely. I find the new system to just be more tedious and time consuming. Most pvdoor attempts (at least on shor) never reach higher than 10 siege. And most of the gameplay on shor is small group play, so the higher hp values really hurt the flow of the map because small groups cant flip a keep fast enough.
I feel like the stronger npcs that were introduced last patch making siege a high level keep difficult enough, and provides most players (at least on shor) plenty of time to react.
I thought the changes were valid, not a bug. Strange. They need repairing way too often though, people gonna get to GO repairing walls.
The one good thing that it looked like zos did and its a f'ing bug. Oh well lets all wait for the pvdooring to begin again.,
ZOS_BrianWheeler wrote: »Walls are sometimes reporting above their intended 305k (at max upgrade levels) that matches prior update max HP levels. We are looking into this issue along with the HP rubber-banding at level 0 to level 1.
Were keep gates hp values supposed to get increased? Before the update both inner and outer keep gates had 150k hp at level 0 and 225k at level 5. Post-update outer keep gates have a constant 225k hp and inner keep gates have a constant 375k hp. The gates also do not seem to upgrade or degrade at any point.
ZOS_BrianWheeler wrote: »Walls are sometimes reporting above their intended 305k (at max upgrade levels) that matches prior update max HP levels. We are looking into this issue along with the HP rubber-banding at level 0 to level 1.
Another issue with this is that it makes it incredibly easy for a player to just ride up after a battle is nearly over and repair a wall once (as there's so much to repair) and share in all the AP for that defence tick they did no work for, which was the reason for the changes in the first place. You've countered your own change ZOS.
ZOS_BrianWheeler wrote: »Walls are sometimes reporting above their intended 305k (at max upgrade levels) that matches prior update max HP levels. We are looking into this issue along with the HP rubber-banding at level 0 to level 1.
Tonight EP was trying to take back BRK and the walls were invincible.
Some of the outer and most of the inner could not be damaged
Took them over 45 minutes to find a soft spot and seige.
It was nuts
Vilestride wrote: »It's been far too long that keeps were easy takes. The wall health is fine in fact it should go higher. Bursting a keep in under 1 min was stupid and not realistic. little 5 man teams that can plow through a keep was game breaking. The fact that you now have to work in larger groups to take something is refreshing. The fact that we can port to a keep without transit is game changing. The reality should always be defending something earns more reward than PV dooring something just for the sake of objective farming.
CONGRATS TO ZOS FOR FINALLY LISTENING TO THE PLAYERS
I will add the buggy up and down grades need to be fixed though.
I cant beleive this but I actually agree with taran here. I'd rather not go back to enabling bursting an undefended keep, getting in and flipping flags all within 120 seconds.
Keep fights SHOULD be long, hard contested epic events. Not a quick in and out reach around then move on.
The walls HP is definitely insane but the biggest problem is counter siege. at least on PS4 NA it is now just siege vs siege for like an hour plus, nobody can get inside and its just stupid honestly. More pve than anything. counter siege hits way too hard, 17k ticks? that's insane. These castle take way to long to take. If people were worried about the PvDoor (which is a problem) they should just nerf Offensive ticks. I remember when it was actually player vs player....
ZOS_BrianWheeler wrote: »Walls are sometimes reporting above their intended 305k (at max upgrade levels) that matches prior update max HP levels. We are looking into this issue along with the HP rubber-banding at level 0 to level 1.