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Keep walls, are they enough?

Anazasi
Anazasi
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There has been a lot of discussion on group and solo type play in pvp. I'm for both actually. The fact that ZOS is working on adding more map objectives on the map in the towns is pretty cool it certainly will divert some of the congestion. But lets think about map control and group fighting for a few minutes. Six minutes. That's just a little longer than it takes to step away from the key board and grab a drink and a smoke. This brings me to the question are keep walls strong enough? Yes i understand the down side to prolonging a keep siege. It will increase the number of players either defending or attacking. But in a perfect world should a keep actually fall to the enemy in under 6 minutes? I think its time we see either stronger guards or stronger walls. In fact i think its time we see both.
  • Rohamad_Ali
    Rohamad_Ali
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    The balance pendulum always swings in the favor of defense in this game . We need to be careful buffing keep defenses . The defense should always come down to the skill of the defenders in the keep , not the NPCs and walls .
  • HouLiGaN
    HouLiGaN
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    The balance pendulum always swings in the favor of defense in this game . We need to be careful buffing keep defenses . The defense should always come down to the skill of the defenders in the keep , not the NPCs and walls .

    I agree, It Keep also is designed diferently, thats why some keeps are harder to defend and others not... for example ASH/Brk/Alessia Are really easy keep`s to Defend.

    Now if your problem is that the siege goes underattack and you cannot get there in time, then maybe feed your horse xD
  • Anazasi
    Anazasi
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    I understand your position. But the reality is stone trebs do 4k damage to a wall per hit every 8 ( i beleive that is the reload time) seconds. siege cap is 20. Thats 80k damage every 8 seconds. In 1 minute 20 siege can do 560k damage to a wall. The numbers can be pretty consistent and the outcome will always be the same. The keep will fall simply because you can not with the current speed conditions respond to any keep fast enough. Those rocks are hell on hoofs. Also considering the speed issue that was introduced with TG has yet to even be addressed or fixed. How many of you get on a mount cast rapids and feel like your swimming through quicksand? Perhaps it is intended that players can not respond to a keep for defense or perhaps its just another bug that will never get addressed, but doubling the keep wall health would at least double the time to to take it and perhaps make defending a little easier for all factions.
  • Rohamad_Ali
    Rohamad_Ali
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    Anazasi wrote: »
    I understand your position. But the reality is stone trebs do 4k damage to a wall per hit every 8 ( i beleive that is the reload time) seconds. siege cap is 20. Thats 80k damage every 8 seconds. In 1 minute 20 siege can do 560k damage to a wall. The numbers can be pretty consistent and the outcome will always be the same. The keep will fall simply because you can not with the current speed conditions respond to any keep fast enough. Those rocks are hell on hoofs. Also considering the speed issue that was introduced with TG has yet to even be addressed or fixed. How many of you get on a mount cast rapids and feel like your swimming through quicksand? Perhaps it is intended that players can not respond to a keep for defense or perhaps its just another bug that will never get addressed, but doubling the keep wall health would at least double the time to to take it and perhaps make defending a little easier for all factions.

    I think the ability to "troll repair" walls still above 90% are a countermeasure to this . Someone just has to be there to do it . If you double a keep walls strength your compiling this ability as well . It could get nasty trying to breach any wall defended .
  • Delsskia
    Delsskia
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    I think the ability to "troll repair" walls still above 95% are a countermeasure to this .

    There, fixed it for you.
    NA-PC
    Fantasia
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