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Everything posted by BehindYou

  1. I think the belltower should be the most costly piece of the keep as it directly relates to conquest points. Let rank 1 be cheap, 2 rough, and 3 a slog.
  2. Why does losing a keep not heavily affect your conquest score? I figured this was a scoring bug they would work out, but at this point it seems like a feature. If you lose a keep that should heavily affect your current conquest score. If not come launch it would be easier for people to just fast drop a new seed after their keep goes down and not even defend it.
  3. The ward system makes sieges look like a big joke. Small keep and Castle devolve down to the defenders sitting on top ward with 50 for 60minutes. How is this exciting content? Please fix the ward system or create other routes that all classes can use. Big Keep is an example of a multi route location that keeps the fight moving and requires defenders to have a brain.
  4. I think you guys would do really well if you toned the toxicity down slightly. Game needs more guilds and I hope yours grows. Good luck, and don't take this game so seriously.
  5. No general is bad....how else am I supposed to ridicule my opponents so much they quit, then I complain that I have no content.
  6. At the end of the day it would still just be holding 1 that mattered.
  7. The current setup for siege is leaving a lot lacking, you have 15 minutes to rush a keep before defenders have an opportunity to completely nullify the attack, while dealing with walls and miniboss guards. Then if you do have enough attackers to guard the banes, the ward system is pretty unforgiving for upper wards within small keep and castle. My suggestion is to have wards play differently, if you have all your wards up your tree can't be damaged but each one eliminated allows the tree to take a certain amount of damage. So 4/4 100% damage reduction, 3/4 75%, 2/4 50%, and 1/4 25%.
  8. <Question> Are third party software or macros allowed to spam certain skills? For example spamming "R" so you can 1st frame retaliate.
  9. Except you can kill them and add to their rez timer and while they're coming in random waves go blow up their rez shrine. Zombie rushing siege has a big punishment if the guild sieging knows how to defend their trebs.
  10. Seems like a big oversight not allowing respec when you get to the next tier of a vessel. There are many talents and stats you can't live without on a gray vessel that become way less useful as your promote the vessel.
  11. I do think you and Nyurt should join forces and conquer the masses.
  12. All that to say, I still want some way to make skulls count for something. Vendors would be dope.
  13. The idea of having rng locations with rng vendors for a set period and it being announced was the thought to hurting the exploiting some. Also a set limit per day could also be introduced.
  14. The 20% loss of equipment feels like too steep of a punishment for losing. This game needs to reward pvp risk taking. So instead of punish the loser by having them now needing to go craft another item for their equipment why not reward the winner by making skulls worth something. I was hoping to make skulls could have a vendor that is out in the world so there is risk to it still. Something that trades players a certain amount of resources per skull. I don't care the number but this would allow pvp only players to directly help add more resources to their guild and also be another place f
  15. yeah sorry, but when the population most of the time is maybe 10 people in a campaign, there are way too many maps
  16. So what about 6.5 will we get another wipe as soon as ACE figures out how they want crafting and gathering to truly be implemented in the game?
  17. It needs to be all ap from promotion, the real issue is music but if you nerf that it will kill the domain. Taking the 300AP potential from pits and replacing with resistance is a good test.
  18. EU meta has really changed without V around.
  19. Interesting post, I do believe get out of jail cards need to work more like the fessor ult where it shoots you back out of stealth. Also perception needs to have it's stat mean something. I like the idea of having more people have access to some type of anti stealth, maybe make it a common major that people could take but have to sacrifice to use it. The thorn piece people build on to counter stealther attacks. I don't like the ability to negate a minor I specifically took. I would like maybe a certain damage amount to pull you out though maybe 200 damage or something. So it's not the fir
  20. To make other classes buffed like that you would need to give all tanks 300AP in their promotion, so probably 500 AP for DPS promotion. Give all tanks access to 4 2k heals plus destroyer major, for dps probably 3 self heals. All tanks the ability to spam chains at 1-1.5K dmg every 6 seconds, plus another range at 1k.
  21. So will this thread that is being echoed by most the community never be seen by @Rhea?
  22. If you can't open your eyes to see that pits are everywhere because they lack nothing, you must not be playing outside your siege window.
  23. The heal isn't the issue in the pit tree if the damage was nerfed. Their role is a juggernaut tank, I look at them like KotB from RoR. Also, the actual champion talents have very limited healing.
  24. The ability to survive I think is fine, its the amount of damage they are also able to inflict that makes them over powered.
  25. Sorry but showing up for 10 minutes with more numbers at the end of a siege window isn't really "earning" anything. It's a stupid mechanic that just benefits larger groups.
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