Xancathb16_ESO wrote: »Yeah, one of the problems is that currently DK's, werewolves and nightblades can jump walls using their teleport/leap style charges.
Tintinabula wrote: »if Zos doesnt fix this(make it so you cannot enter a keep unless a wall has come down/put up a mile high invisible wall that drops once the walls are breached...something!!)..Players are gonna start ignoring regular tactics and simply roll a toon on another account who is DK to pull them up.
Patch notes say that youre not going to be able to roll multiple characters on the same campaign who are from different alliances(you'll have to PAY for that cheating tactic and buy another account) which tells me ZOS knows about it..and they wont do anything about it as long as it makes them money.
Just a FYI...You know reflect skills work the other way around with DKs pull right?... Maybe the DKs were trying to pull them down but the enemy had a reflect skill activated.
Tintinabula wrote: »if Zos doesnt fix this(make it so you cannot enter a keep unless a wall has come down/put up a mile high invisible wall that drops once the walls are breached...something!!)..Players are gonna start ignoring regular tactics and simply roll a toon on another account who is DK to pull them up.
Patch notes say that youre not going to be able to roll multiple characters on the same campaign who are from different alliances(you'll have to PAY for that cheating tactic and buy another account) which tells me ZOS knows about it..and they wont do anything about it as long as it makes them money.
Just asking, not flaming,
But isn't it a feature, having a possibility to get on the walls, or inside the keep, during keep siege for the attacking faction?
In War AoR
All mdps could bypass the postern
You could jump on the walls by flying from your keep to the other keep.
Group could grab an Ogre rat to throw peeps from their group/warband on the walls.
It does add some flavor to keep siege/defence as long as you can't take a keep without having both walls down of course.
X-realming is ugly and nearly impossible to root out. Also for a lot of players 30$ a month is nothing, so ...
Let's wait till the multi-boxers are going to show up in Cyrodiil. Take my word that you'll be more than happy that ZOS has put a cap on aoe.
SinisterJoint wrote: »I like the scout idea. Lets be real honest here and I'm sure we can ALL agree that nobody should be in the keep unless the walls are down yes?
OK simple fix with a twist on the scouts.
Put scouts in the keeps that will ONLY attack an enemy when the wall is up with an instakill shot. If the outer wall goes down, then the outer keep scouts despawn.
Same thing with inner keep, If an enemy is in the keep and the inner wall isn't down... you get the picture.
This by itself shouldn't be too hard and will prevent any other glitches, jumps or pulls.
Also if you put some limitations on the chain (y axis) this will prevent keep owners from exploiting this at all.
easy cure would be to put 4 guards per upper entrance as well as lower entrances to prevent this without a brutal fight.
another is to add pair of "scout" type guard which patrol the walls and when they see a player all the guards on that section of the wall and below come storming up to deal with them
Head.hunter wrote: »So that's how they got the scrolls? Desperation? EP has been holding Arius for what seems like days from mass AD and DC zerg, and finally this is what it takes? Thank you, truly, for revealing your own weakness and our supreme never ending power.
frwinters_ESO wrote: »By the way we sill defended the scroll. There plan failed. they had knocked down the eastern and western postern walls on the inner keep and we held them as they tried to attack from both sides. They could have rushed us and probably killed us but they didnt. We thinned the numbers and we rushed. They tried to cheat and failed.
but it doesnt get you above walls/rocks/anything else.Xancathb16_ESO wrote: »Yeah, one of the problems is that currently DK's, werewolves and nightblades can jump walls using their teleport/leap style charges.
Templar has a teleport/leap too.
Equip a 2-handed and you have a teleport too