Some time ago we said we’d look further into the keeps and what could be done to make raiding them more appealing, the purpose of these changes is not to make keeps the end all be all of RvR but at the same time keeps should not be just nice decoration that's practically pointless and people who like the keep warfare style should have a reason to pursue them.
These changes will be introduced in one of the next updates. Depending on the ingame reaction to those changes they'll be adjusted or even removed if they completely miss their mark.
There are 2 major goals:
1) We do not want 2 opposing realm BGs circle raiding keeps without ever interacting with each other, to that end the changes will not include direct bonuses to taking undefended keeps
2) We do not want the success of one realm to snowball which would lead to a population shift (some may call it winning team joining) because of how they do in the keep warfare. One of the changes has the danger of making that happen and as such is something we will monitor and the primary reason for mentioning the potential removal of a change in the beginning.
General changes
- Keep door health will be adjusted
- Guards will have their level scaling reduced, only level 10 keeps will have purple guards
- Guards have their health halved and therefore then the same hp as normal mobs of the same level. This does not affect keep lords.
- There will be more guard spawn points in and around keeps
- Guards will respawn faster, to the point where it might actually happen while a raid is going on
Incentives:
1) Increasing reward for continued keep fights
The intention behind this incentive is to give people who like keep warfare a reason to form keep raid / defend bgs that attack / defend multiple keeps.
Each participation in a keep take involving enemy realm players, as indicated by the message "your efforts at keep xy haven't gone unnoticed", will have an increasing multiplier for the keep pool rp you receive. This multiplier is per character.
This pool is generated only by player death / combat in the keep region and a such not applicable to pve only keep raids. The multiplier does not "steal" rp from other participants with a lower multiplier, instead it "generates" additional rp. If your participation would give you 200 rp and your multiplier is 1.5 you will receive 300, these extra 100 rp have no effect whatsoever on the rewards of other people.
To ensure there are no misunderstandings, the tasks and keeps have and will keep their separate rp pools, this multiplier only applies to the keep rp pools.
Fighting over the keep task keep will increase the multiplier as 3 normal keep fights would do.
Until we are sure we really want to keep this feature, the multiplier will reset on every server restart, once we decided we want to have it it will either reset daily together with the personal tasks or each increase (aka participation in a keep fight) will apply for 24h.
2) Realm wide rp bonus / penalty based on keep ownership
The intention behind this incentive is to make it likely for reraids to happen and, well, just be an incentive to raid keeps and to actually defend them.
A realm owning 7 keeps has no bonus / penalty.
Each additional owned keep provides a 5% bonus, each missing / lost keep has a 5% penalty.
We will monitor the effect of this closely and, depending on what happens, potentially act quickly here. The action could be the removal of the penalty or reduction of the % or even the removal of this incentive entirely.
For the next while we will also focus on fixing bugs surrounding keep warfare and finally introduce the missing patrols, further we will also take another look at the relic system.
These changes will be introduced in one of the next updates. Depending on the ingame reaction to those changes they'll be adjusted or even removed if they completely miss their mark.
There are 2 major goals:
1) We do not want 2 opposing realm BGs circle raiding keeps without ever interacting with each other, to that end the changes will not include direct bonuses to taking undefended keeps
2) We do not want the success of one realm to snowball which would lead to a population shift (some may call it winning team joining) because of how they do in the keep warfare. One of the changes has the danger of making that happen and as such is something we will monitor and the primary reason for mentioning the potential removal of a change in the beginning.
General changes
- Keep door health will be adjusted
- Guards will have their level scaling reduced, only level 10 keeps will have purple guards
- Guards have their health halved and therefore then the same hp as normal mobs of the same level. This does not affect keep lords.
- There will be more guard spawn points in and around keeps
- Guards will respawn faster, to the point where it might actually happen while a raid is going on
Incentives:
1) Increasing reward for continued keep fights
The intention behind this incentive is to give people who like keep warfare a reason to form keep raid / defend bgs that attack / defend multiple keeps.
Each participation in a keep take involving enemy realm players, as indicated by the message "your efforts at keep xy haven't gone unnoticed", will have an increasing multiplier for the keep pool rp you receive. This multiplier is per character.
This pool is generated only by player death / combat in the keep region and a such not applicable to pve only keep raids. The multiplier does not "steal" rp from other participants with a lower multiplier, instead it "generates" additional rp. If your participation would give you 200 rp and your multiplier is 1.5 you will receive 300, these extra 100 rp have no effect whatsoever on the rewards of other people.
To ensure there are no misunderstandings, the tasks and keeps have and will keep their separate rp pools, this multiplier only applies to the keep rp pools.
Fighting over the keep task keep will increase the multiplier as 3 normal keep fights would do.
Until we are sure we really want to keep this feature, the multiplier will reset on every server restart, once we decided we want to have it it will either reset daily together with the personal tasks or each increase (aka participation in a keep fight) will apply for 24h.
2) Realm wide rp bonus / penalty based on keep ownership
The intention behind this incentive is to make it likely for reraids to happen and, well, just be an incentive to raid keeps and to actually defend them.
A realm owning 7 keeps has no bonus / penalty.
Each additional owned keep provides a 5% bonus, each missing / lost keep has a 5% penalty.
We will monitor the effect of this closely and, depending on what happens, potentially act quickly here. The action could be the removal of the penalty or reduction of the % or even the removal of this incentive entirely.
For the next while we will also focus on fixing bugs surrounding keep warfare and finally introduce the missing patrols, further we will also take another look at the relic system.