Major keep redesigns in Warhammer Online
- Date:
- 08-18
- Views:
- 2,845
One of the biggest complaints Warhammer Online players have about RvR is the static nature of keep siege. Usually, attackers zerg the front door and once inside, zerg the main stairway leading up to the keep lord. This provides a slightly (read: very) annoying chokepoint and little room for strategy. To be fair, Mythic’s reasoning for the initial design was that keeps are designed as defensive fortifications. Why wouldn’t defenders want to funnel attackers into a single chokepoint? Unfortunately, it isn’t very fun from a gameplay perspective.
All that is about to change with the new keep designs coming to WAR in patch 1.3.1. The most significant change is that all keeps are getting a bigger footprint and will feature a second set of stairs leading up to the keep lord. They are also making a number of structural tweaks (e.g., more space near the oil pad). Interestingly, it sounds like some of the keep will have their locations moved within the RvR lakes too. Pairing these new changes with the keep upgrade systems and guild claiming bonuses introduced back in April should make sieging a lot more fun and strategic than when the game first launched.
One of the biggest complaints Warhammer Online players have about RvR is the static nature of keep siege. Usually, attackers zerg the front door and once inside, zerg the main stairway leading up to the keep lord. This provides a slightly (read: very) annoying chokepoint and little room for strategy. To be fair, Mythic’s reasoning for the initial design was that keeps are designed as defensive fortifications. Why wouldn’t defenders want to funnel attackers into a single chokepoint? Unfortunately, it isn’t very fun from a gameplay perspective.
All that is about to change with the new keep designs coming to WAR in patch 1.3.1. The most significant change is that all keeps are getting a bigger footprint and will feature a second set of stairs leading up to the keep lord. They are also making a number of structural tweaks (e.g., more space near the oil pad). Interestingly, it sounds like some of the keep will have their locations moved within the RvR lakes too. Pairing these new changes with the keep upgrade systems and guild claiming bonuses introduced back in April should make sieging a lot more fun and strategic than when the game first launched.
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