1.3.1 New Stuff
I have to say, I'm a fan of the new stuff. Lets get things rolling with... dum dah dah daaaaahhh!
Keeps
TWO RAMPS! Finally our prayers have been answered. Tanks walls, while still an integral part of any good keep defense, will no longer be practically invulnerable in huge attack/defend numbers again. You'll now have to split your forces in half, guarding both ramps and adjust where you place the higher number of defenders all the time. Attackers can now push up one ramp, ignoring the second one completely while a defender cannot. This eliminates so many frustrating situations where defenders can't get new people up, due to massive enemy presence on the ramp, and the defenders being able to utterly bottle-neck the attackers with a wall of 30 tanks/MDPS and healers group healing, while they wait on a door reset which will then let them push down to wipe them with a lot less fear of losing the keep.
City Sieges
I can't wait. I played on my US mates account, as I said in the last patch, and I really enjoyed the experience in the new City Invasions. Even in a defended instance, you can help push to stage 2, rather than just trying to get crests off the other guys. Plus, being able to flip the victory conditions from their stage 2, to your stage 2 is a brilliant idea. Now the reward is for those with the drive to actually slaughter their enemies, rather than those who wait outside for 20minutes to get an empty instance. I believe it is now better to have a defended one, than an undefended one, as you can get the 1,000 points you need to progress to stage 2 in an invaded city much faster than baby-sitting 3 BOs for a few months (extremely large exageration[spelling?]).
Although, I am wary of this whole 18 hours of a Captured City thing. Order has been pushing really hard during the late morning/early afternoon on my server, which could let them have ages inside IC. On the other hand, we've been more likely to take Altdorf in the very early morning, after several hours of locking zones and pushing forts during peak hours. Surely this means that people will be, essentially, in a city for hours on end on my server? But, the advantage of the new Capture City is that you no longer have to do the Warlord PQs to get in to pay a visit to the king. Sure you'll still have to do them to gear up, but they are now 24-man instances rather than 48-man randomness where Order can come in and bugger it up by destroying a cube or two (BW Academy one, which they've done to me a few times!).
1.3.2 "Ideas"?
Forts being taken away from the end game? I applaud the move, but how then will we progress to the city? Will it just be a case of locking two of the three pairings again, but this time without the fort? What exactly will happen to them, and what loot can I expect to get from them now? Where will Conqueror set bits drop if they are no longer coupled with the keeps/city progression? Is it possible that we are going to see something similar to the relics of old that we saw in Dark Age of Camelot?
And whats this Apprentice/Hireling system all about? MORE DETAILS PLEASE MYTHIC!
Kill Frenzy - Return to Reckoning
9 years ago