Suggestion: Relic Changes

Started 27 Feb 2019
by Arthur Dayne
in Suggestions
Hi guys!

My guild does a lot with relics (Garden Warfare) but it kinda seems pointless with how easy it is for 1-2fg to take them back in the deep off-hours. I know the logic in putting the enemy relics in regular keeps was to prevent an overpop realm from monopolizing them all the time but as /serverinfo shows, the realms are pretty split even within 100 players or so at any given time. So that's not an issue here like it was on Live. As it stands relics mean almost nothing, can easily trade hands, and are never held long enough to gain the benefits.

Suggested Changes:
- Option One, store enemy relics in the relic keep. Relic keeps still aren't that hard to tackle, but at least it'll put a bit more deterrent for small groups taking relics. Can leave the current scale-up-to-full-utility thing that's in place now (takes so many days to get full benefit). But it would be cooler if it was removed.
- Option Two, allow the guilds that control a keep with a relic in it to upgrade the keep above level 10 and hire additional guards for whatever currency you see fit so that it takes more than a fg/group and a half to take a relic. Remove the scale-up timer so that you get full benefits of the relic as soon as you cap it. With this system they will still change hands super often but at least you'll get the benefit while you have it and it'll take a few fgs to capture.

Make relics mean something!

Thank you for coming to my Ted Talk.
Wed 27 Feb 2019 5:01 PM by jg777
Arthur Dayne wrote:
Wed 27 Feb 2019 4:18 PM
Hi guys!

My guild does a lot with relics (Garden Warfare) but it kinda seems pointless with how easy it is for 1-2fg to take them back in the deep off-hours. I know the logic in putting the enemy relics in regular keeps was to prevent an overpop realm from monopolizing them all the time but as /serverinfo shows, the realms are pretty split even within 100 players or so at any given time. So that's not an issue here like it was on Live. As it stands relics mean almost nothing, can easily trade hands, and are never held long enough to gain the benefits.

Suggested Changes:
- Option One, store enemy relics in the relic keep. Relic keeps still aren't that hard to tackle, but at least it'll put a bit more deterrent for small groups taking relics. Can leave the current scale-up-to-full-utility thing that's in place now (takes so many days to get full benefit). But it would be cooler if it was removed.
- Option Two, allow the guilds that control a keep with a relic in it to upgrade the keep above level 10 and hire additional guards for whatever currency you see fit so that it takes more than a fg/group and a half to take a relic. Remove the scale-up timer so that you get full benefits of the relic as soon as you cap it. With this system they will still change hands super often but at least you'll get the benefit while you have it and it'll take a few fgs to capture.

Make relics mean something!

Thank you for coming to my Ted Talk.

I agree that Relics and even keeps need to be taken a look at and adjusted so they are meaningful again. I enjoyed the keep defense/attack and relic raids of years ago, and even during my short stint in Warhammer I enjoyed the keep defense/attack there (especially with collision detection!). I hope Phoenix staff brings that aspect back into the main stream of RvR here. Open warfare is fun but variety is good.
Wed 27 Feb 2019 6:01 PM by semadin
Also a realm wide warning for keeps that have a relic when they are being attacked?

Maybe this is already the case and they just drop too fast to notice or do anything about.
Wed 27 Feb 2019 6:25 PM by Ownnyn
Make credit BG wide

Make credit account wide
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