Spice Attempt # 2: Make Keeps Defendable, Let's Change Port Mechanics

Started 14 Feb 2021
by jlxharville
in RvR
I'd like to see a very mechanical change, one of which I had brought up in the past, but would like to refresh it. This change changes the shape of the battlefield for all parties and frankly for the better. As of now, keep play and zerg play are stale, and without challenge. All we do right now is run around back-capping eachother.

Proposal: To cut off a keep teleport to defenders, require all towers to be capped. If a Battlegroup of 100+ wants to descend upon a keep, it should not be a fight that lasts 10 minutes. As it is now, you go up to tower 1, beat it open in 30 seconds, and cap it. At this point, nobody can port over to defend, and due to how quickly towers are taken this is instant. The fights over. By taking one tower you've won the keep. Yay?

Where is the fun in this scenario? The challenge? The merit? I see none. We are at the late stages in my opinion of this game and as a community server. The population is less than it use to be, fights are harder to find, and a large portion of this server enjoys zerg play. I won't deny that. But why deny yourself a challenge? With 100+ people you should be able to coordinate a 3-prong attack on a keep to cut port or even 4-prong. If tower difficulty remains as is, this would just spark some really good fights and defenses.

Scenario: Hib leader X leads 100 hibbies to attack keep A in Alb. With these new mechanics, they know they need to cap all the towers to cut the port for defenders off from porting in. When the flames show on the map, defenders come to join the fray. Either they work up the salt to beat the BG off, or they get smashed and lose. I'd like to see a new mechanic introduced alongside the port changes. It basically says that if an enemy force takes an enemy tower, they get a slight bonus in resistances or hit points, or some agreed upon bonus while in the radius of the tower. Obviously, attackers are at a disadvantage, so they need something to benefit them for achieving goals and to also give them the desire to keep fighting the hard fight if they meet resistance.


If this doesn't sound fun to you, I mean, maybe you are a milk-dud. Or maybe you want to be carried all the time. This would give all groups something to do. strong 8-mans could hold objectives for BG leaders, i.e. towers, stealths could pick off loner reinforcements or the unsuspecting defender, zergs could focus on each other or objectives, and small mans could be wherever they please.

I hope some folks agree.
Mon 15 Feb 2021 3:23 PM by stewbeedoo
I agree. Keep takes are way too easy and fast.

I solo and often by the time I can get to a good camp where I can pick off stragglers the battle is over. I just wasted 5-10 minutes.

Selfishly I do like breaking port by taking a single tower because this will create more foot traffic to try to defend the keep. So I'm not sure your proposal is the best way to address this problem.
Thu 18 Feb 2021 4:36 PM by Xinlitik
I like your idea. It would be fun to have more keep battles instead of just keep exchanges with attack of empty keeps.

Maybe you could just have a graduated penalty to porting, rather than a bonus.

For example, if you own all outposts, you can port without any penalty. If you're missing one, you get a resurrection sickness like debuff for 1 minute upon arriving, two 3 minutes, three 5 minutes. That way people couldn't just immediately zerg the keep and make offense impossible.

Keep RP rewards would be higher since there would be fewer turnovers.
Thu 18 Feb 2021 5:03 PM by jonny290
Xinlitik wrote:
Thu 18 Feb 2021 4:36 PM
Maybe you could just have a graduated penalty to porting, rather than a bonus.


this is an interesting idea.

maybe if you're down 1-2 tower you port in rez sick, and if you're down 3-4 towers you can port in dead, corpse summoner style.
Mon 1 Mar 2021 6:53 AM by Agent7
The speed of taking a keep quickly is due to coordinated efforts of the BG. When they have their things together and the defending realm does not, the keep should fall.
However, I do think towers fall just a tad too quickly. Enemies will too easily break port if they know a tower is low level.
So, I think each keep and its towers should have an additional guard for every other tower/keep that is still standing. For example, Berk WT will have a guard from Berk, Berk GT, and Berk OP. These additional guards will be a level based on the level of the keep/tower that it came from. This way, a lv 1 Berk WT won't be as easy to take if Berk, Berk GT, Berk OP are all lv10.
Mon 1 Mar 2021 6:59 AM by Lollie
They could remove the climb points on towers so defenders could still use the balcony
Wed 17 Mar 2021 6:17 PM by Komaf
Great idea!
Wed 17 Mar 2021 7:36 PM by Rbuur
Here is an idea, remove GTAoE from the game - then you'll have your tower and keep fights.

Right now its unplayable during sieges. There is not a single spot in a tower, or inner keep for that sake, that's defendable as the game is right now.

Next you could look at TWF / Negative Maelstrom...
Thu 18 Mar 2021 8:33 AM by Pingyongyang
Another thing I don't see mentioned but seems to ring true. If a keep has 4 FGs or more it seems with the 2 ram rule the siege is almost always abandoned. This is what kinda sucks that the attacking BG runs or baits into the near tower.

It is hard to have extended standoffs in keeps unless a relic is on the line. BGs will just abandon. Even with the ability to catapult the door open if you can't maintain rams BGs still are not incentivized enough to do it. I don't know the solution maybe a way to knock down walls more slowly than the front gate (I never played with breakable walls).

With the 2 ram rule it just sucks that keeps are targeted to be taken specifically when no one is there because the other side of the coin is if 3-4 fgs show up, 2 rams are too slow at opening the door when those groups are AE dotting, diseasing, nuking the riders and can keep them at bay so easily.

Everything is ninjaing keeps now.

Before with more rams yeah you could take keeps faster that were empty, but at least you would stay to try to open a keep with more defenders because with more rams you had a shot of opening the door while under heavy fire from defenders.

Even if numbers have time to show up to defend, the attacking BG is incentivized to leave attack a far off tower, then go after another empty keep after the defenders at the first ones got bored and broke up.
Thu 18 Mar 2021 9:38 AM by Lollie
Pingyongyang wrote:
Thu 18 Mar 2021 8:33 AM
With the 2 ram rule it just sucks that keeps are targeted to be taken specifically when no one is there because the other side of the coin is if 3-4 fgs show up, 2 rams are too slow at opening the door when those groups are AE dotting, diseasing, nuking the riders and can keep them at bay so easily.



This is where wall clmibers should come into thier own, it favours albs more than most as there is genaerally always a mini in the group where as light tanks are some of the least played classes in the game.
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