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| Game Suggestions Share your ideas for new or modified game features |
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#1 |
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Heathen Knight
Join Date: Sep 2004
Location: Sweden, Husum
Posts: 686
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anyone besides me noticed that doors and walls at castle sieges seems to be at a low level?
this is made evident by the amount of critical hit you get at high level, as 82 maestro even using a blunt i crit almost every 2nd to 3rd hit. why do i want this? so that a breaking down doors / walls using normal weapons becomes less efficient. higher level on the wall/door = less critical hits = less damage
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85/80/75/78 Maestro/Soultaker/Warlock/Grand Khavatari Cutest dwarf in the world. |
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#2 |
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Antharas
Join Date: Mar 2005
Location: Pytan Room :P
Posts: 4,524
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nice observation o.o
+1
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91 SIGEL KNIGHT / 84 MYSTIC MUSE ++ 87 ISS ENCHANTER (Hierophant) / 72 GLADIATOR 86 YUL ARCHER (Wind Rider) / 66 SPELL SINGER ++ 83 SWORD MUSE | 78 SHILLIEN SAINT / 77 DESTROYER |
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#3 |
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Remnant Diabolist
Join Date: Oct 2005
Location: Czech Republic
Posts: 1,966
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i have 100% crit rate on frotress doors with arcana mace without any buffs
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Guildwars - Nya Neko (Mo/x) Hierophant 85 lvl (77 ps/75 sk/75 sws 80 sb/5x arb 84 bp/79 wlk/79 se) |
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#4 | |
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Valakas
Join Date: Mar 2007
Posts: 5,914
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Quote:
A better change would be (as suggested many times): Make only siege summons and the special siege strider skill noble gets able to do damage on the walls and doors. Everything else does 0 dmg
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#5 |
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Remnant Diabolist
Join Date: Aug 2004
Location: Chronos
Posts: 2,033
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Yup Yup
Doors are too weak, an 85 player should have to work to get it down where as a seige golumn should be able to to take it down with a bit of work. As the game moves up to level 100, so should certain other things, including the guards in the towns and castle doors and the like.
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Domi:>>Wynn Summoner (86), ES: 76, BD: 63 (Piewacket) Clan SilverMoon Dude, I am about three seconds from going all River Tam on your *ss ....
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#6 |
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Purgatory Shadow
Join Date: Dec 2006
Posts: 527
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+1
Doors and Walls should be like a level 80 RB unless you hit them with a siege golem. Siege Golems should be **** hard to take down similarly. It's pathetic we have these cool siege warmachines and nobody uses them because some rabid nuker or dipwad Titan can do what it was intended to even better. |
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#7 |
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Grave Predator
Join Date: Feb 2005
Posts: 474
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I'm with Rohirrim and Tavi.
I'd like those skills to be mandatory for getting into a structure. M
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Every time I kill a mob 3 more just like it die from the fear that I may target them next. Thats power leveling. ~ManicMonday~ |
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#8 |
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Purgatory Shadow
Join Date: Aug 2008
Location: Mount Myoboku
Posts: 633
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+1
Also add a catapult creation skill for artisans that defend castle walls. Let them be able to set the catapults to the top of the castles that only target siege weapons. Give em short range so they can be taken out by Swoop Cannons from a distance, and give extra rep points for taking out any type of siege weapon. Last edited by WamWamWuzzle; 12-16-2008 at 01:46 PM. |
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#9 | |
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Valakas
Join Date: Mar 2007
Posts: 5,914
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Quote:
good idea. that way a WS will be usefull in both attacking the castle and defending it.
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#10 |
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Grave Predator
Join Date: Feb 2005
Posts: 474
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Look at those lovely ballistas on the Fortresses.
I've caught ALL of my clans Warsmiths staring at them longingly. M
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Every time I kill a mob 3 more just like it die from the fear that I may target them next. Thats power leveling. ~ManicMonday~ |
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#11 | |
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Valakas
Join Date: Mar 2007
Posts: 5,914
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Quote:
I will admit that everytime I am in a fort and see them I dream of being able to use them to shoot incomming attackers with
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