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Posted: Mon Jan 11, 2021 6:51 am Post subject: Fortifications Change
Change is simply- Half the damage soaked by fortifications is dealt as damage to the fortifications. It makes sense since the defenders are hiding behind the forts to reduce incoming damage. It makes brute-forcing a stronghold slightly more viable, though fort-bashing would still remain the most efficient way to get rid of the fort bonus.
As a Petmaster who would love to absolutely shred fortifications instead of get largely stymied by them, I think this is a bit too big a nerf to forts, though it does make sense.
Or make it not apply to pets? _________________ Bob Ross | Feral | 3628 - Catvom | Feral | 3627 - Haldos Jnr. | RRF | 3659 - MonkeyDawg | PoR | 3631 - A Speciality Priest of Tempus | Lawful Good | 4489
Retribution | Eternals | 9134 - Minsc | Scales of Namm the Vigilant | 9008
I think some degree of damage applied to forts would be fine, but forts are already kinda delicately balanced. Currently it's way more AP attrition for the defenders to build (unless you have a character with increased strength + structural engineering doing the majority of building), but forts are also really really good so they are worth building and destroying.
I think it tilts toward defenders a bit more, so like 10% round down damage applied to forts would probably be fine, but honestly how much are people getting shot over forts, unless you are assassinating. It would absolutely need to not apply to pets though, or Wyrm Masters could easily solo factions over forts with their damage floors.
Double post because a separate idea: I was thinking about fortifications and how they are kind of not interactive and a little invisible to new players. Also fitting into my other suggestions about factions having different decisions to make.
It would be interesting if the fortifications were individual objects in the SH (visually kind of like a neutral pet, but coded differently) and there were a different variety of defenses that a faction could elect to have in exchange for giving up soak. I'd imagine there are like 10 slots and you could just build 10 forts and it would be just like normal. Or you could choose to have a more varied defense to give different challenges to the raiders, who in turn might need to be flexible on their approach.
So like you enter the faction and you see a different description line for the impediments that have been constructed and they can be clicked and targeted like any other character.
Fortification - 50 hp, grants +1 soak
Barbed Wire- 40 hp, causes 1hp unsoakable for each combat action (limit 5)
Webbing - 60 hp, causes melee actions to take +1 AP (2 slots, limit one)
Smoke machine- 60 hp, grants 5% defense
Spelltrap- 80hp, casting spells is +3mp
And so on, there are a variety of effects that could be played with if it was a bit more granular. It's also kind of more complex, but ultimately I think its more newbie friendly to "see" the object as a underlined and named thing instead of just a line in the description and having to read the attack message to see how much soak is currently up.
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