Yes, you did:they are going to heavily limit blood porting to a certain radius around a keep; where to scan only port to a keep you're in the radius of if you die
i never stated anywhere in that they would be ported to the home gate shrine LOL
Really? You say you can only rez if within limited range. So where else do you respawn? You can't be that ignorant of consequences.
driosketch wrote: »They will most like work like a blood port but cost you 10k-20k AP. That makes the most sense, and it's not really game breaking as you could still die and get the same effect for free. It's more immersive than you dying to get a port to a keep that's been cut off but not burst, as well as combat the counterintuitive strategy of leaving a home resource uncapped.
driosketch wrote: »They will most like work like a blood port but cost you 10k-20k AP. That makes the most sense, and it's not really game breaking as you could still die and get the same effect for free. It's more immersive than you dying to get a port to a keep that's been cut off but not burst, as well as combat the counterintuitive strategy of leaving a home resource uncapped.
If blood porting is left the same and recall stones are the way you say; they will never get used; like ever; it's gonna be something different or something is changing to fit em
A keep recall stone will be a named stone for each keep bought for 20k ap. If the keep is not flagged you can use the specific stone and port to the keep when transit is unavailable. If the keep is not owned by your alliance you won't be able to port. The purpose of the stone is to take up inventory space so you will have to buy more space. Good news is they will stack though. You buy specific stones at each keep. The down side to this is at some point someone will figure out how to exploit them so they can port directly into a keep they are not supposed to; as if all the other glitches for getting inside a keep weren't enough....
Just another effort by ZOS to force resource farming and yet allow players to get inside a keep.
Wonderful feature cant wait till it hits the crown store as a purchasable item.
driosketch wrote: »driosketch wrote: »They will most like work like a blood port but cost you 10k-20k AP. That makes the most sense, and it's not really game breaking as you could still die and get the same effect for free. It's more immersive than you dying to get a port to a keep that's been cut off but not burst, as well as combat the counterintuitive strategy of leaving a home resource uncapped.
If blood porting is left the same and recall stones are the way you say; they will never get used; like ever; it's gonna be something different or something is changing to fit em
As someone who spends 146 gold to directly port somewhere, when a free guild port would mean two load screens, you underestimate the convenience factor. Especially true if you're nearest blood port is a horse ride away. I can see small or guild groups using these to get back into the action after grabbing a delve boss AP boost, or to jump around to defend a keep. Adds to the dynamic of the need for scouts left in keeps vs false sieges to bait groups off the front line.
usmguy1234 wrote: »usmguy1234 wrote: »I agree something is going to have to change or this will be really op. I just imagining ep zerg in vivec on Xbox na just porting at will to defend keeps...*shudders. I think this will heavily favor the larger alliances and completely decimate the smaller ones.
Something is going to have to change? I don't think ZOS has explained what they do yet...?
My guess is they'll be something to allow players to port to keeps and outposts controlled by their faction. Perhaps even when flagged. Maybe it's a solution to pvdoor.
If they work like retreat sigil in imp city they will. While I agree we don't know how they work, I do know Zos and how they like to copy and paste stuff and call it new.
have a little more faith in ole zos friend
usmguy1234 wrote: »usmguy1234 wrote: »I agree something is going to have to change or this will be really op. I just imagining ep zerg in vivec on Xbox na just porting at will to defend keeps...*shudders. I think this will heavily favor the larger alliances and completely decimate the smaller ones.
Something is going to have to change? I don't think ZOS has explained what they do yet...?
My guess is they'll be something to allow players to port to keeps and outposts controlled by their faction. Perhaps even when flagged. Maybe it's a solution to pvdoor.
If they work like retreat sigil in imp city they will. While I agree we don't know how they work, I do know Zos and how they like to copy and paste stuff and call it new.
have a little more faith in ole zos friend
I loled at ^^. Thks
usmguy1234 wrote: »usmguy1234 wrote: »I agree something is going to have to change or this will be really op. I just imagining ep zerg in vivec on Xbox na just porting at will to defend keeps...*shudders. I think this will heavily favor the larger alliances and completely decimate the smaller ones.
Something is going to have to change? I don't think ZOS has explained what they do yet...?
My guess is they'll be something to allow players to port to keeps and outposts controlled by their faction. Perhaps even when flagged. Maybe it's a solution to pvdoor.
If they work like retreat sigil in imp city they will. While I agree we don't know how they work, I do know Zos and how they like to copy and paste stuff and call it new.
have a little more faith in ole zos friend
I loled at ^^. Thks
PTS Patch Notes wrote:Keep Recall Stones
We’ve added a new method of navigating Cyrodiil! Keep Recall Stones are new items you use from your inventory or quickslot wheel to recall to a Keep or Outpost. These can be purchased for 20,000 AP or earned from Rewards of the Worthy. There are several restrictions in place to use these items:
You cannot recall to a structure that is under attack (shown on the UI as a starburst icon).
You cannot recall to a structure while standing inside the region of a Keep, Resource, Outpost or Town.
You cannot use a Recall Stone while actively in combat.
Recall Stones can be used while in Caves of Cyrodiil, but not in the Imperial City.
Recall Stones are account bound, so they can be banked but not traded to other players.
You cannot use a Recall Stone while carrying an Elder Scroll.
Keep Recall Stones
We’ve added a new method of navigating Cyrodiil! Keep Recall Stones are new items you use from your inventory or quickslot wheel to recall to a Keep or Outpost. These can be purchased for 20,000 AP or earned from Rewards of the Worthy. There are several restrictions in place to use these items:
- You cannot recall to a structure that is under attack (shown on the UI as a starburst icon).
- You cannot recall to a structure while standing inside the region of a Keep, Resource, Outpost or Town.
- You cannot use a Recall Stone while actively in combat.
- Recall Stones can be used while in Caves of Cyrodiil, but not in the Imperial City.
- Recall Stones are account bound, so they can be banked but not traded to other players.
- You cannot use a Recall Stone while carrying an Elder Scroll.
usmguy1234 wrote: »usmguy1234 wrote: »I agree something is going to have to change or this will be really op. I just imagining ep zerg in vivec on Xbox na just porting at will to defend keeps...*shudders. I think this will heavily favor the larger alliances and completely decimate the smaller ones.
Something is going to have to change? I don't think ZOS has explained what they do yet...?
My guess is they'll be something to allow players to port to keeps and outposts controlled by their faction. Perhaps even when flagged. Maybe it's a solution to pvdoor.
If they work like retreat sigil in imp city they will. While I agree we don't know how they work, I do know Zos and how they like to copy and paste stuff and call it new.
have a little more faith in ole zos friend
usmguy1234 wrote: »usmguy1234 wrote: »I agree something is going to have to change or this will be really op. I just imagining ep zerg in vivec on Xbox na just porting at will to defend keeps...*shudders. I think this will heavily favor the larger alliances and completely decimate the smaller ones.
Something is going to have to change? I don't think ZOS has explained what they do yet...?
My guess is they'll be something to allow players to port to keeps and outposts controlled by their faction. Perhaps even when flagged. Maybe it's a solution to pvdoor.
If they work like retreat sigil in imp city they will. While I agree we don't know how they work, I do know Zos and how they like to copy and paste stuff and call it new.
have a little more faith in ole zos friend
Seriously?
https://youtu.be/_n5E7feJHw0
Enjoy having so many enemy stacked on a keep that the lag let’s you get in an ability maybe once every eights seconds.
IxSTALKERxI wrote: »They basically replace blood porting. No different to using spell sym and jumping off a cliff to port back to the gate, except you can get to keeps that have lost all their resources which you wouldn't normally be able to transit to.