need to make keeps harder to take

Started 17 Feb 2019
by Sepphiroth75
in RvR
at the moment Keeps are horrible to defend and way to easy to take. can we put more guards and make the keep doors stronger?
Sun 17 Feb 2019 5:44 AM by Ardri
Keeps are fine. It's just server pop is 3k+ and you have 100+ attackers.
Sun 17 Feb 2019 7:50 AM by Ceen
One week ago people cried that keeps are to hard to take, I love this forum ^^
Sun 17 Feb 2019 6:01 PM by necrolove1
Keeps could be 4x harder and the outcome wouldn't change. there are no defenders, this is the issue
Sun 17 Feb 2019 6:56 PM by Aenea
I think it is not a problem that there are no defenders but defenders can't get inside the keep to defend it. there is only one-way entrance so no side doors or porting. you just have to use SoS to enter a keep to defend it. But how many groups can actually achieve that before being caught or intercepted? I would love to defend a keep but i know i will be dead before even able to see the keep. Also Beno/DC/Bleed is like the valley of death. they are absolutely out of reach.
Mon 18 Feb 2019 2:10 AM by necrolove1
Aenea wrote:
Sun 17 Feb 2019 6:56 PM
I think it is not a problem that there are no defenders but defenders can't get inside the keep to defend it. there is only one-way entrance so no side doors or porting. you just have to use SoS to enter a keep to defend it. But how many groups can actually achieve that before being caught or intercepted? I would love to defend a keep but i know i will be dead before even able to see the keep. Also Beno/DC/Bleed is like the valley of death. they are absolutely out of reach.

This is true
Mon 18 Feb 2019 2:50 AM by Frieza
you guys know its on rotation right? therefore you should be able to make it to those 3 pretty easily if you think ahead?
Mon 18 Feb 2019 10:05 AM by Sepplord
Frieza wrote:
Mon 18 Feb 2019 2:50 AM
you guys know its on rotation right? therefore you should be able to make it to those 3 pretty easily if you think ahead?

that's the point i don't get...
Get to a keep before the task tells you to.

I experienced MID task-raiding the complete hib frontier two times on the weekend. Both time Hibernia had almost as many lvl50s online as midgard, yet there was almost no resistance


Guards are still very strong imo, smallman/fullgrp keeptaking is not really possible which makes anything outside a zergtask not raid keeps at all (exception to the rules might exist, i personally haven't seen it)
Tue 19 Feb 2019 2:19 AM by Frieza
Sepplord wrote:
Mon 18 Feb 2019 10:05 AM
Frieza wrote:
Mon 18 Feb 2019 2:50 AM
you guys know its on rotation right? therefore you should be able to make it to those 3 pretty easily if you think ahead?

that's the point i don't get...
Get to a keep before the task tells you to.

I experienced MID task-raiding the complete hib frontier two times on the weekend. Both time Hibernia had almost as many lvl50s online as midgard, yet there was almost no resistance


Guards are still very strong imo, smallman/fullgrp keeptaking is not really possible which makes anything outside a zergtask not raid keeps at all (exception to the rules might exist, i personally haven't seen it)

agreed, but at the same time, zerg v smallman, well thats going to goto the zerg. People really need to understand this. I see too many smallmen running out as 3-4 and me chasing after them with 3-4 others, then they die to an 8man (as do we) and they log.....great you got to be "in your guild group"but you gained nothing for it and then logged.....bet that was fun.

Zerg v keep with small man, depends on classes, but advantages are with defenders i.e. walls.

By far hib has the best luck with this with their animists, but thats only because they have some very good players manning these at the moment. Last night i hit Hmg and hibs rocked up in a 6 man i think, animist ran upstairs, ranger and druid sat on the doors (either side) and stopped everyone from coming in. It was almost unbeatable (outside of a zerg - which we mustered up eventually). IT was fun, i died twice from it i think, and then got them in the end. I actually had fun doing this. As did everyone else. Then Hib came and saved them all with their zerg, and suddenly it was zerg v zerg over and over. Great night!

It was not a "i died....they must be OP, someone please fix!". It was more fun, and my group all had some very good laughs at how quickly some of us went down to the shrooms.
Tue 19 Feb 2019 7:55 AM by imamo
keeps are fine imho but i would like them captured easier (with proper fg+ram) for more often df change. 'keep takes' need to be more rewarding for a fg, this way we can have more 8v8 proper daoc action out of zerging task maps. this will spread action into a bit into df and other frontier maps instead of task zerg.
if you are into 8v8 action best thing to do would be capturing keeps, defending yours, clearing df, defending df while ppl zergin in other maps. this will lure other 8mans to fight with you, recap their keep or defend against you. this way we can have an rvr event option. i think keep take alerts with sound makes it easier and adds more fun.

but keeps should not be weak for +100 zer attack. i think this should be balanced by scaling strenght of the lord by attacker amount.
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