Iron Rock has been pretty hot and heavy recently. Most people are out in the RvR lakes instead of doing scenarios though. When I did start queuing for them in T4 they seemed to pop every few minutes. But even before the patch I wouldn't go in because of the oRvR. But since some of the better weapons are tied to scenarios, I'll bet you'll get a ton of them in.
Also you can't really think of the Skaven as a class or race, pretty much they're just mobs you control in open RvR. Pretty powerful mobs though, with a lot of utility.
The only thing that's been bothering me so far is the massive stalemates that occur near the end of a push.
Each side seems to grab a pairing, then on the last zone before a city, it just stalls, for hours at a time. I'm keeping my fingers crossed though that the zerg staredown over a doorway is just because everyone is still learning the system.
I think we were stuck on the N keep of KV this evening for over 2 hours
Yeah i noticed the same thing. I think it's because when that one keep is what is preventing a city lock everybody on the defending side gets in that keep to defend, and it becomes some impenetrable fortress because there are so many people inside. A lot of people don't realise they would be better off attacking the enemy fortress which is likely undefended and taking it first to take the zone. But then it's just a door DPS race.
The only thing that's been bothering me so far is the massive stalemates that occur near the end of a push.
Each side seems to grab a pairing, then on the last zone before a city, it just stalls, for hours at a time. I'm keeping my fingers crossed though that the zerg staredown over a doorway is just because everyone is still learning the system.
I think we were stuck on the N keep of KV this evening for over 2 hours
Yeah i noticed the same thing. I think it's because when that one keep is what is preventing a city lock everybody on the defending side gets in that keep to defend, and it becomes some impenetrable fortress because there are so many people inside. A lot of people don't realise they would be better off attacking the enemy fortress which is likely undefended and taking it first to take the zone. But then it's just a door DPS race.
Forts have been out for awhile, but apparently in a devtalk they were thinking about bringing them back.
And although the last keep becomes pretty insane, the attackers have a few things going for them.
Rat Ogres can spill oil on the defenders.
Manticores/Griffins and bombers (from the upgraded attacking keep) can AoE anyone on top.
MDPS can finally make themselves useful and bypass in.
And once the inner door is down the defenders have to run back to the keep instead of spawning at the top.
Hard, but doable. All the other keeps seem to fall faster as people are trying to lock zones as quickly as possible. I'd rather spend two hours on the last keep than two plus hours per zone.
I completely agree Malkor. I think the new system is LOADS better than the previuos one. Even if it does take 2 hours, it just means more RP when the zone locks.
I think i'm going to make a point of getting seige weapons now. It seems the only weapons that are used are the ram and aerial bombers. Though most people seem to be using the bombers as a means of getting into the keep and don't actually bomb with them.
Once the outer is down it's great for sniping people on the inner keep since you can even set it up by the oil. 3 Shots to take down a BW from full, or 2 if he's slightly damaged makes me very happy
My desire to resubscribe is tempered by the knowledge that I'd need to grind 25 more RR levels on my WL before gaining access to Skaven. Can't think of many things less fun than that.
After 15-30 mins they're accessible to everyone. I think I mentioned it before, but it's not like you have a Skaven character so much. You basically control a pseudo-champ while in the RvR lake. Hopefully that'll change though because Gutter Runners are the bestest.
After 15-30 mins they're accessible to everyone. I think I mentioned it before, but it's not like you have a Skaven character so much. You basically control a pseudo-champ while in the RvR lake. Hopefully that'll change though because Gutter Runners are the bestest.
Oh reeeeally now... earlier in the thread someone said RR60 was a requirement.
When you said control, is it like LoTRO's monster play? You can choose to play a prebuilt Skaven character with preset abilities in the RVR lake, instead of your own character? Or is it a limited time power-up type thing?
[edit] Huh, just went reading through the FAQ. You get 30 days playtime for each new subscriber you bring in? So there's absolutely no reason to pay a subscription fee when you can just make a new account for yourself and gain bonuses at the same time? That's hilarious.
Do US Recruit-a-Friend things apply to EU +60 days expired accounts? I don't intend to resubscribe right now, but I would like to give the endless trial a spin on my old account, and I figure that if I do end up subscribing the fine gent that gives me the code would likely still benefit from it, yes? Or is the recruitment subscription on a timer?
After 15-30 mins they're accessible to everyone. I think I mentioned it before, but it's not like you have a Skaven character so much. You basically control a pseudo-champ while in the RvR lake. Hopefully that'll change though because Gutter Runners are the bestest.
Oh reeeeally now... earlier in the thread someone said RR60 was a requirement.
When you said control, is it like LoTRO's monster play? You can choose to play a prebuilt Skaven character with preset abilities in the RVR lake, instead of your own character? Or is it a limited time power-up type thing?
[edit] Huh, just went reading through the FAQ. You get 30 days playtime for each new subscriber you bring in? So there's absolutely no reason to pay a subscription fee when you can just make a new account for yourself and gain bonuses at the same time? That's hilarious.
Do US Recruit-a-Friend things apply to EU +60 days expired accounts? I don't intend to resubscribe right now, but I would like to give the endless trial a spin on my old account, and I figure that if I do end up subscribing the fine gent that gives me the code would likely still benefit from it, yes? Or is the recruitment subscription on a timer?
Send me a PM and we'll see if it works. Something tells me that you'd have to play on my sever (Iron Rock) though.
It is like monster play. As long as you stay in the RvR lake you have control over the character. But there's a total of 10(?) per side, so you'd have to be quick once it opens up or wait your turn.
If you have a character on Iron Rock I can invite you to The Six Mouths. I don't play much on that character, but I'd definitely be willing to pewpew some faces.
RvR Tiers
We've adjusted the levels allowed within the RvR lakes at each tier. The following are the new values:
Tier 1: Level 1 -15
Tier 2: Level 12-26
Tier 3: Level 22-39
Tier 4: Level 40
These values will govern the application of the 'coward's reward' buff that will chicken players if they are too high for a given lake. Bolsters have been adjusted to reflect these new values.
Scenarios brackets have also been adjusted to these new levels. Tier 1 scenarios will be from 1-15, Tier 2 will from 16-26, Tier 3 will be from 27-39, and Tier 4 will be for 40.
So...no more scenarios with level 40's while you are levelling from 31 onwards.
Morninglord on
(PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
Why didn't they just add an extra tier for level 40s? The 10 level spread was painful enough as it was.
Glal on
0
MorninglordI'm tired of being Batman,so today I'll be Owl.Registered Userregular
edited December 2010
Uh. Other than the 1-15 the others aren't that bad in the case of scenarios, where levels make a real difference.
And you get bolstered to the top level anyway.
For ORvR numbers and tactics > levels.
In fact have a think about this.
the old ten level spread was set up so that the last few levels of the tier had some drastic power increases. The extra tactic slot, getting just enough mastery points to get a class defining ability and so on. This current set up is actually well thought out.
1-15 -> you level so fast all this does is make the horror levels of the early teens non existent. You'll completely forget about the miniscule time you spend in 1-8 because of all the fun you'll have in 8-15.
16-26 -> at 16 I think you get your full obliterator set. You they take you out of tier 1 before you get obliterator and then punt you up to tier 3 before you get devastator.
18 is a class defining tactic (str, will power tactics). 20 and 21 are in the middle of this curve, flattening out the top heavy power of the old 10 level spread. 20-26 is nowhere near as big a difference as 15-21. So they've flattened out this tier nicely in terms of gear, mastery and tactics.
27-39 -> Same as the prior tier. Annihilator is primarily defensive for the most part, and you can't really get the level 40 gobsmacking weapons until you are basically level 40. 39 weapons are definitely good but nothing a bolster buff can't handle. You'd probably find most people still wearing the offensive devastator rather than the defensive annihilator, except maybe healers. Around 27-31 you get your best skills in your primary mastery tree, but after that the secondary tree is more for rounding out the character rather than giving you a massive increase in power (otherwise you'd get that one as primary, wouldn't you?). In all cases you need 40 to get that last mastery point to grab the 10 point ability in your secondary tree unless you make sacrifices in the primary tree. Things below that aren't really huge (with some exceptions).
So again, this is flattened out gear, mastery and tactics wise.
I can't see anything to complain about here if you actually have a handle on the fundamentals of the game mechanics.
On top of all this niceness, renown rank abilities are not tiered anymore. So you can pump wounds from rr lvl 1, for example, and it's as cheap as pumping str, wis, etc is now. Or start getting melee crit the second you get 5 rr for the first tier of it. They've also added some pimping new ones, like letting you buff dodge and disrupt at the same cost as a primary stat. Great for melee. Parry is the same cost as a primary stat as well. Block too. Very cheap to get these up early.
So if you are having some specific problems you can also make some clever and meaningful RR choices to shore up whatever weaknesses you might have.
None of these ranks come anywhere CLOSE to the problem of letting 32's fight level 40's and they're more flattened out for the majority of the game than they used to be.
Morninglord on
(PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
Fair enough. Hopefully this will make it less painful to be MDPS in the spread where you suddenly have like 5 levels where you're getting snared by every single thing under the sun and you just stand there, twiddling your thumbs, unable to do anything about it. Unless they shifted abilities around since so that doesn't happen any more (because that was total bullshit).
Fair enough. Hopefully this will make it less painful to be MDPS in the spread where you suddenly have like 5 levels where you're getting snared by every single thing under the sun and you just stand there, twiddling your thumbs, unable to do anything about it. Unless they shifted abilities around since so that doesn't happen any more (because that was total bullshit).
Oh no.
You're still gonna be snared left and right all day, all night.
Wow this shitty game is still kicking? And receiving updates? I thought it had been shut down, haven't heard anything about it. Maybe I was thinking of that space shooter MMO or something.
WhitePower on
0
PiptheFairFrequently not in boats.Registered Userregular
Just started a Marauder on Iron Rock named Tzarok and I would like to be invited to TSM some time in the near future. I used to have a DoK named Mestepula in TSM however upon logging in today I realized that she is no longer a member, I'm not entirely sure I will play her anymore anyways so, no big deal anyways.
JamesDM on
If you have any complaints about this poster then feel free to: Иди на хуй, Сучьи
Steam, PSN, XBL, Xfire and everything else JamesDM
0
MorninglordI'm tired of being Batman,so today I'll be Owl.Registered Userregular
edited December 2010
I wouldn't play on Iron Rock. I would roll on badlands and not worry about a penny arcade presence. There isn't a substantial one.
Morninglord on
(PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
Posts
Also you can't really think of the Skaven as a class or race, pretty much they're just mobs you control in open RvR. Pretty powerful mobs though, with a lot of utility.
Yeah i noticed the same thing. I think it's because when that one keep is what is preventing a city lock everybody on the defending side gets in that keep to defend, and it becomes some impenetrable fortress because there are so many people inside. A lot of people don't realise they would be better off attacking the enemy fortress which is likely undefended and taking it first to take the zone. But then it's just a door DPS race.
Forts have been out for awhile, but apparently in a devtalk they were thinking about bringing them back.
And although the last keep becomes pretty insane, the attackers have a few things going for them.
Rat Ogres can spill oil on the defenders.
Manticores/Griffins and bombers (from the upgraded attacking keep) can AoE anyone on top.
MDPS can finally make themselves useful and bypass in.
And once the inner door is down the defenders have to run back to the keep instead of spawning at the top.
Hard, but doable. All the other keeps seem to fall faster as people are trying to lock zones as quickly as possible. I'd rather spend two hours on the last keep than two plus hours per zone.
I think i'm going to make a point of getting seige weapons now. It seems the only weapons that are used are the ram and aerial bombers. Though most people seem to be using the bombers as a means of getting into the keep and don't actually bomb with them.
Once the outer is down it's great for sniping people on the inner keep since you can even set it up by the oil. 3 Shots to take down a BW from full, or 2 if he's slightly damaged makes me very happy
The free ones you get from the 'parking lot' don't do any knockback, but i reckon the ones you buy with ordinance still do.
I don't have the time for this. But...
Rgggggghhhghgggggg.
After 15-30 mins they're accessible to everyone. I think I mentioned it before, but it's not like you have a Skaven character so much. You basically control a pseudo-champ while in the RvR lake. Hopefully that'll change though because Gutter Runners are the bestest.
Assassin.
Yeah... lets not use the kick-ass Skaven name. Lets go generic. Those people can rot.
Rot in the gutter, where they got assassinated, by Gutter Runners.
:^:
Even if it's really fun, I'm not sure I can justify fifteen bucks a month just to run around and control a Warlock Engineer mob. On the other hand...
When you said control, is it like LoTRO's monster play? You can choose to play a prebuilt Skaven character with preset abilities in the RVR lake, instead of your own character? Or is it a limited time power-up type thing?
[edit] Huh, just went reading through the FAQ. You get 30 days playtime for each new subscriber you bring in? So there's absolutely no reason to pay a subscription fee when you can just make a new account for yourself and gain bonuses at the same time? That's hilarious.
Do US Recruit-a-Friend things apply to EU +60 days expired accounts? I don't intend to resubscribe right now, but I would like to give the endless trial a spin on my old account, and I figure that if I do end up subscribing the fine gent that gives me the code would likely still benefit from it, yes? Or is the recruitment subscription on a timer?
Send me a PM and we'll see if it works. Something tells me that you'd have to play on my sever (Iron Rock) though.
It is like monster play. As long as you stay in the RvR lake you have control over the character. But there's a total of 10(?) per side, so you'd have to be quick once it opens up or wait your turn.
There's literally nothing left except killing mans, which is OK for now I guess.
So...no more scenarios with level 40's while you are levelling from 31 onwards.
And you get bolstered to the top level anyway.
For ORvR numbers and tactics > levels.
In fact have a think about this.
the old ten level spread was set up so that the last few levels of the tier had some drastic power increases. The extra tactic slot, getting just enough mastery points to get a class defining ability and so on. This current set up is actually well thought out.
1-15 -> you level so fast all this does is make the horror levels of the early teens non existent. You'll completely forget about the miniscule time you spend in 1-8 because of all the fun you'll have in 8-15.
16-26 -> at 16 I think you get your full obliterator set. You they take you out of tier 1 before you get obliterator and then punt you up to tier 3 before you get devastator.
18 is a class defining tactic (str, will power tactics). 20 and 21 are in the middle of this curve, flattening out the top heavy power of the old 10 level spread. 20-26 is nowhere near as big a difference as 15-21. So they've flattened out this tier nicely in terms of gear, mastery and tactics.
27-39 -> Same as the prior tier. Annihilator is primarily defensive for the most part, and you can't really get the level 40 gobsmacking weapons until you are basically level 40. 39 weapons are definitely good but nothing a bolster buff can't handle. You'd probably find most people still wearing the offensive devastator rather than the defensive annihilator, except maybe healers. Around 27-31 you get your best skills in your primary mastery tree, but after that the secondary tree is more for rounding out the character rather than giving you a massive increase in power (otherwise you'd get that one as primary, wouldn't you?). In all cases you need 40 to get that last mastery point to grab the 10 point ability in your secondary tree unless you make sacrifices in the primary tree. Things below that aren't really huge (with some exceptions).
So again, this is flattened out gear, mastery and tactics wise.
I can't see anything to complain about here if you actually have a handle on the fundamentals of the game mechanics.
On top of all this niceness, renown rank abilities are not tiered anymore. So you can pump wounds from rr lvl 1, for example, and it's as cheap as pumping str, wis, etc is now. Or start getting melee crit the second you get 5 rr for the first tier of it. They've also added some pimping new ones, like letting you buff dodge and disrupt at the same cost as a primary stat. Great for melee. Parry is the same cost as a primary stat as well. Block too. Very cheap to get these up early.
So if you are having some specific problems you can also make some clever and meaningful RR choices to shore up whatever weaknesses you might have.
None of these ranks come anywhere CLOSE to the problem of letting 32's fight level 40's and they're more flattened out for the majority of the game than they used to be.
Oh no.
You're still gonna be snared left and right all day, all night.
Steam, PSN, XBL, Xfire and everything else JamesDM
$5 on Impulse:
http://www.impulsedriven.com/waronline
Worth it to play just for 1 month you think? :?
Thanks! :^: