Necrotech_Master wrote: »or they could just fix balance issues so people actually die easier lol
one of the reasons i prefer playing in vengeance is because people cant really do this troll tactic to the level of effectiveness as in grey host/blackreach
Necrotech_Master wrote: »or they could just fix balance issues so people actually die easier lol
one of the reasons i prefer playing in vengeance is because people cant really do this troll tactic to the level of effectiveness as in grey host/blackreach
I keep reading this, “one of the reasons i prefer playing in vengeance” yet every time I pop in that campaign on Xbox NA it is completely dead.
If our server has rejected that idea entirely, I can’t imagine it’s any better on other platforms.
Necrotech_Master wrote: »or they could just fix balance issues so people actually die easier lol
one of the reasons i prefer playing in vengeance is because people cant really do this troll tactic to the level of effectiveness as in grey host/blackreach
I think keeps need a mechanic to deal with players who simply remain inside an enemy-controlled keep indefinitely after it has been captured.
My suggestion:
If an enemy player remains inside a keep for more than 2 minutes after the keep changes ownership, all surviving keep guards are granted Town Guard-style immunity and begin actively hunting that player.
At that point the guards should converge on them rather than standing around waiting to be individually pulled or ignored. The intention isn't necessarily that the guards instantly kill the player, but that they make remaining inside the keep increasingly untenable until the player either escapes or dies.
This would still leave plenty of room for legitimate play:
Players trapped during a keep flip would have time to fight their way out.
A Nightblade could still hide temporarily and attempt an escape.
Players could still disrupt repairs or cause trouble during the immediate aftermath of a siege.
It wouldn't affect normal fighting while the keep is contested.
What it would prevent is the situation where one or several extremely tanky players remain inside an enemy keep for five, ten or fifteen minutes, running around towers and courtyards while half the defending faction wastes its time chasing them.
At some point the keep has been captured. The battle is over. The NPC garrison should actually behave like a garrison and remove hostile troops who refuse to leave.
Two minutes seems generous enough for escape while still putting an end to the endless "chase the unkillable tank around our own keep" minigame.
Call it guards revenge.
BaronSamedl wrote: »I think keeps need a mechanic to deal with players who simply remain inside an enemy-controlled keep indefinitely after it has been captured.
My suggestion:
If an enemy player remains inside a keep for more than 2 minutes after the keep changes ownership, all surviving keep guards are granted Town Guard-style immunity and begin actively hunting that player.
At that point the guards should converge on them rather than standing around waiting to be individually pulled or ignored. The intention isn't necessarily that the guards instantly kill the player, but that they make remaining inside the keep increasingly untenable until the player either escapes or dies.
This would still leave plenty of room for legitimate play:
Players trapped during a keep flip would have time to fight their way out.
A Nightblade could still hide temporarily and attempt an escape.
Players could still disrupt repairs or cause trouble during the immediate aftermath of a siege.
It wouldn't affect normal fighting while the keep is contested.
What it would prevent is the situation where one or several extremely tanky players remain inside an enemy keep for five, ten or fifteen minutes, running around towers and courtyards while half the defending faction wastes its time chasing them.
At some point the keep has been captured. The battle is over. The NPC garrison should actually behave like a garrison and remove hostile troops who refuse to leave.
Two minutes seems generous enough for escape while still putting an end to the endless "chase the unkillable tank around our own keep" minigame.
Call it guards revenge.
Or something easier for the devs.Take the insta kill on enemy players inside when faction gates close, apply it to keeps, and set on a two min delay after the defense reward trigger.
I think keeps need a mechanic to deal with players who simply remain inside an enemy-controlled keep indefinitely after it has been captured.
My suggestion:
If an enemy player remains inside a keep for more than 2 minutes after the keep changes ownership, all surviving keep guards are granted Town Guard-style immunity and begin actively hunting that player.
At that point the guards should converge on them rather than standing around waiting to be individually pulled or ignored. The intention isn't necessarily that the guards instantly kill the player, but that they make remaining inside the keep increasingly untenable until the player either escapes or dies.
This would still leave plenty of room for legitimate play:
Players trapped during a keep flip would have time to fight their way out.
A Nightblade could still hide temporarily and attempt an escape.
Players could still disrupt repairs or cause trouble during the immediate aftermath of a siege.
It wouldn't affect normal fighting while the keep is contested.
What it would prevent is the situation where one or several extremely tanky players remain inside an enemy keep for five, ten or fifteen minutes, running around towers and courtyards while half the defending faction wastes its time chasing them.
At some point the keep has been captured. The battle is over. The NPC garrison should actually behave like a garrison and remove hostile troops who refuse to leave.
Two minutes seems generous enough for escape while still putting an end to the endless "chase the unkillable tank around our own keep" minigame.
Call it guards revenge.
Erickson9610 wrote: »When the gates to an enemy scroll temple close, you'll instantly die if you're too close to their scroll. There's already precedent for this suggestion in-game.
People could also learn how to kill other players in Pvp.
Erickson9610 wrote: »When the gates to an enemy scroll temple close, you'll instantly die if you're too close to their scroll. There's already precedent for this suggestion in-game.
Necrotech_Master wrote: »or they could just fix balance issues so people actually die easier lol
one of the reasons i prefer playing in vengeance is because people cant really do this troll tactic to the level of effectiveness as in grey host/blackreach
Erickson9610 wrote: »When the gates to an enemy scroll temple close, you'll instantly die if you're too close to their scroll. There's already precedent for this suggestion in-game.
Reginald_leBlem wrote: »You want the NPCs to fight players for you so you don't have to? That’s not in the spirit of the game.
No one is forcing you to chase a few tower trolls around. Just leave them and go somewhere else. If you can't kill them just let them have it.
Or, bring more pressure next time.