So I wasn't clear during the test on how much of the status of these attributes was just not complete, intentional changes, or revisions from live I wasn't around for. The major differences I noticed that were a little disappointing or problematic were:
1. Level of unclaimed or freshly captures towers/keeps. These appeared to be far stronger than I recall. In fact, I used to solo level 1 towers on my Nightshade by demolishing them, or hiding inside after they were captured. Will these actually be permitted to level, will they be considerably weaker at low level?
2. Ability to demolish towers and keep walls with trebuchets.
3. Level of guards - just tying in to #1.
4. Level of tower lords, again, tying in to #1. I was flabbergasted though at the amount of time it took 60 players to kill a tower lord, it seemed to far exceed what I recall from even level 10 towers on old live.
So, really just hoping to gauge what the devs here had in mind for these aspects, but I'll also share my perspective and why what I saw seemed to be missing a lot of opportunity for NF playstyles.
When I got bored of playing the typical routes, what I really appreciated about NF was the ability to create your own action. I could solo, or with my guildmates, start a fire at a tower or keep that might initiate some skirmishes in that region. If ignored, that fire might run out of control and become something much bigger as more and more people get involved. I missed being able to take some ownership for the status of the frontier, to have the opportunity to conquer something with a group of friends, and to then try to defend that real estate. What was once possible, was completely impossible during the test. Is there any intent to adjust things down to a level such that single groups or smaller can actually influence structures?
1. Level of unclaimed or freshly captures towers/keeps. These appeared to be far stronger than I recall. In fact, I used to solo level 1 towers on my Nightshade by demolishing them, or hiding inside after they were captured. Will these actually be permitted to level, will they be considerably weaker at low level?
2. Ability to demolish towers and keep walls with trebuchets.
3. Level of guards - just tying in to #1.
4. Level of tower lords, again, tying in to #1. I was flabbergasted though at the amount of time it took 60 players to kill a tower lord, it seemed to far exceed what I recall from even level 10 towers on old live.
So, really just hoping to gauge what the devs here had in mind for these aspects, but I'll also share my perspective and why what I saw seemed to be missing a lot of opportunity for NF playstyles.
When I got bored of playing the typical routes, what I really appreciated about NF was the ability to create your own action. I could solo, or with my guildmates, start a fire at a tower or keep that might initiate some skirmishes in that region. If ignored, that fire might run out of control and become something much bigger as more and more people get involved. I missed being able to take some ownership for the status of the frontier, to have the opportunity to conquer something with a group of friends, and to then try to defend that real estate. What was once possible, was completely impossible during the test. Is there any intent to adjust things down to a level such that single groups or smaller can actually influence structures?