Increase KOE Emp max Hp [fulfilled]

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princekos
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Increase KOE Emp max Hp [fulfilled]

Post by princekos »

Hey Oreki.

My 2nd suggestion.. Especially if my first suggestion isnt granted.

Still the same concern to inc GVG competition between each GvG event.

How about to make KOE max hp more?
I have seen some GvG becomes unfair how to decide the winner, if we are able to kill emp just like a sec. And the winner of koe decided by last a sec.. not by 29 minutes earlier

Because current koe mechanism:
- different than woe, koe emperium is too near from entry point and impossible to defend.. the game will be decide by stealing the emp. KoE concept i think is king of the hill,.so the defense side should be able to defense more.. by give more time to them to defense and brings attacker more time to steal "the flag".
- current emp max hp and koe map i think isnt designed for speed pot + mvp card gameplay. Because too easy to get the emp and destroy it. Some server which doesnt allowed speed pot, the fight for emp will be more tense because we should destroy all defensive side first to get emp. With this current emp, it can be destroyed like 1-3 sec.
- less appreciate for defensive line. we will should give reward all defensive efforts more. Since if they can protect emp like 30 minutes and emp get broken by a sec of last minute, it wont appreciate all efforts from the start.
- not make players take emp earlier. defense game / fight between guild stack will be more intense if a side break it and defense it with all efforts. So player will try to still stable beside emp. I guess because the game decided at last minute. Sometime player do random thing, not put concern on emp. And the game is not decided by like 25 minutes from the start. Even they try to defend means nothing. So gameplay will be random and less interested.

Bad side of this idea on gvg perspective:
- for example if emp max hp need for 1 minute to take.. on last minute a guild which was wiped out. They will surrender to take emp because they need a minute to get it. The game ends sooner.
- if guild member counts isnt equal, the defensive line can be the guild with more players. But it depends also, because woe also has the same gameplay.

All bad sides i described was the same with woe and i think its normal..

I hope esp to give credits to which guild dominate more during koe event.. so every guils will think to dominate. Not to depends on last minute break..

Thanks for consideration.
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Chibubong
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Re: Increase KOE Emp max Hp

Post by Chibubong »

I support this, Great Idea,
whitelion
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Re: Increase KOE Emp max Hp

Post by whitelion »

+1
buildingbetterplace
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Re: Increase KOE Emp max Hp

Post by buildingbetterplace »

This is a good idea. but i would also suggest regarding KOE.

same concept with this suggestion above but remove the emp. make it defend the flag and the team who stays longer within the flag range will gain points. (defending the flag) just like BG event which have 3 flags that needs to be taken but in this case, should only be one and all sides are open like king of the hill.

with that, defenders would be rewarded.
gvg mechanics would be more exciting since you need to be organize and wipe the defending guild.

to make it more sense, instead of defending the flag, defend the emperium. tho no Health points but gather points
shamfoo
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Re: Increase KOE Emp max Hp

Post by shamfoo »

No speed pots for KOE!
Gav!
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Re: Increase KOE Emp max Hp

Post by Gav! »

For KoE I suggest:
1.) Disable multi-client.
2.) Increase the current KoE Emperium HP to 2x. If Sacrifice skill will remain working on KoE Emp, increase HP to 3x.
3.) Make Safety Wall and Pneuma work on KoE Emp again.
4.) Remove all buffs when entering KoE Map, and have a timed-spawn room with basic NPC buffer like in BG.
5.) Disable E-Call function. Related to #4.

I would like to suggest for WoE:
1.) Change WoE Emperium to have around 300~500 HP, Holy element, Immune to status/receive only 1 damage from all attacks/splash damage, and cannot be targeted by skills. Double Attack/Snake hat/Baby Dragon Hat can still retain minor advantage by dealing 2 hits (3 for Assassin characters). Aspersio can still make attackers miss.

2.) Auto-casted skills like Bolts from Elemental Sword, auto Sonic Blow Flame Lord Rings, other multi hit skills may need to be changed to deal 0 damage.

The effect should be that only normal attack can damage the WoE Emperium - it lets everyone participating have almost equal value in Emp breaking, as well as putting emphasis on staying power around the Emperium - this includes new players without tons of MVP cards (ex. Barely-Geared Bard using Berserk Guitar to hit Emperium).
Maybe even allow Summoned Plants to help break the WoE emp.

3.) Enable Renewal guild skills: Charge Shout Flag and Charge Shout Beating with skill cooldowns. Let guild masters place a 'rally point' flag and all guildmates can teleport to the flag via Charge Shout Beating. Complementary mechanic to the classic Emergency Call.
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iLux
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Re: Increase KOE Emp max Hp

Post by iLux »

+1
fran
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Re: Increase KOE Emp max Hp

Post by fran »

+1

- Love the idea of defending a flag as opposed to an emperium. This is possible for BG as there's only 2 teams so curious if this could be implemented in KOE where there could be multiple guilds playing.

Curious to know what the rationale is behind these two:
Gav! wrote: Mon Nov 25, 2024 7:10 pm For KoE I suggest:
1.) Disable multi-client.

Multi client does not give unfair advantage - it's one player controlling the characters at the end of the day. If they can do that effectively, I don't know why they should be penalized. Considering that there are times when numbers are low, you have to dual-client to have a somewhat decent line up.

5.) Disable E-Call function. Related to #4.

Instead of disabling e-call, removal of buffs should be applied whether you spawn normally or ecalled in.
Suggestions:

- Have a minimum guild level to participate in KOE. Recently, there has been a situation where one player would break the emp, kick everyone out, disband guild, create new guild, break emp, kick everyone out, and repeat. Having a minimum guild level would prevent this from happening/being abused.

- Update KOE map

- Open new WoE castle(s)
ing.
mistwalk
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Re: Increase KOE Emp max Hp

Post by mistwalk »

Don't agree on point 1, 4.

Point 1.
It is okay if we don't have more member to play clown / gypsy buff, we put it as dual. Like WOE. Players ai'nt too much here, it is not easy to get clown player. And it need skills to operate more than one character inside KOE, doesnt mean playing 2 chars will increase power by 2 times. Different than pvp or BG which dual can be abused for farming.

Point 4.
Because solo player will get difficulties to play inside. Because we don't always have team to play. Gospel / Assumptio / SFY is a good buff for solo playing, and it is normal to trigger it outside even for WoE. Maybe the solution is make koe map bigger. KOE is free for all even solo player can get Emper.. and it is not too OP if you have a team or even in a team.. disable all things related, like point 1 reason, will make lesser or solo player harder to compete. Major side get good advantage on this idea. You can complete all buffs inside and the lesser squad cannot.. We seldom see a KoE even with equal numbers between teams.

Maybe this suits for GVG room. Which compete equal numbers between team..
Gav! wrote: Mon Nov 25, 2024 7:10 pm For KoE I suggest:
1.) Disable multi-client.
2.) Increase the current KoE Emperium HP to 2x. If Sacrifice skill will remain working on KoE Emp, increase HP to 3x.
3.) Make Safety Wall and Pneuma work on KoE Emp again.
4.) Remove all buffs when entering KoE Map, and have a timed-spawn room with basic NPC buffer like in BG.
5.) Disable E-Call function. Related to #4.

I would like to suggest for WoE:
1.) Change WoE Emperium to have around 300~500 HP, Holy element, Immune to status/receive only 1 damage from all attacks/splash damage, and cannot be targeted by skills. Double Attack/Snake hat/Baby Dragon Hat can still retain minor advantage by dealing 2 hits (3 for Assassin characters). Aspersio can still make attackers miss.

2.) Auto-casted skills like Bolts from Elemental Sword, auto Sonic Blow Flame Lord Rings, other multi hit skills may need to be changed to deal 0 damage.

The effect should be that only normal attack can damage the WoE Emperium - it lets everyone participating have almost equal value in Emp breaking, as well as putting emphasis on staying power around the Emperium - this includes new players without tons of MVP cards (ex. Barely-Geared Bard using Berserk Guitar to hit Emperium).
Maybe even allow Summoned Plants to help break the WoE emp.

3.) Enable Renewal guild skills: Charge Shout Flag and Charge Shout Beating with skill cooldowns. Let guild masters place a 'rally point' flag and all guildmates can teleport to the flag via Charge Shout Beating. Complementary mechanic to the classic Emergency Call.
princekos
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Re: Increase KOE Emp max Hp

Post by princekos »

Gav! wrote: Mon Nov 25, 2024 7:10 pm For KoE I suggest:
1.) Disable multi-client.
2.) Increase the current KoE Emperium HP to 2x. If Sacrifice skill will remain working on KoE Emp, increase HP to 3x.
3.) Make Safety Wall and Pneuma work on KoE Emp again.
4.) Remove all buffs when entering KoE Map, and have a timed-spawn room with basic NPC buffer like in BG.
5.) Disable E-Call function. Related to #4.

I would like to suggest for WoE:
1.) Change WoE Emperium to have around 300~500 HP, Holy element, Immune to status/receive only 1 damage from all attacks/splash damage, and cannot be targeted by skills. Double Attack/Snake hat/Baby Dragon Hat can still retain minor advantage by dealing 2 hits (3 for Assassin characters). Aspersio can still make attackers miss.

2.) Auto-casted skills like Bolts from Elemental Sword, auto Sonic Blow Flame Lord Rings, other multi hit skills may need to be changed to deal 0 damage.

The effect should be that only normal attack can damage the WoE Emperium - it lets everyone participating have almost equal value in Emp breaking, as well as putting emphasis on staying power around the Emperium - this includes new players without tons of MVP cards (ex. Barely-Geared Bard using Berserk Guitar to hit Emperium).
Maybe even allow Summoned Plants to help break the WoE emp.

3.) Enable Renewal guild skills: Charge Shout Flag and Charge Shout Beating with skill cooldowns. Let guild masters place a 'rally point' flag and all guildmates can teleport to the flag via Charge Shout Beating. Complementary mechanic to the classic Emergency Call.
Point 1-2 on woe, if we change emp max hp, it will be wiped all gvg mechanism. Because if your pally can hold all dmgs, all enemy players and change to aspd 190 wep with snake hat.. and breaking emp instead attack enemy line.. we dont have "wipe to have" mechanism.

Point 3 idk what it will be, but thats interesting..

For Koe
1. Agree with mistwalk, it is okay for playing two client inside for buff.. disadvantage for minority side.
2. thats what i suggested . But true, if we can make emp like woe will be okay..
3. Breakers always need to have prof. On that side i agree for increasing GVG, instead solo breaking. But that also will makes this game defense is just SW LP Ganba game at breaker moment. If emp max hp will be increased it doesnt needed. But for current state maybe is okay
4. Agree with mistwalk. If you put waiting room, people can steal bragi SFY on waiting room with no effort. Its better to have your own buff at your base and it is equal. All people can make the same. Hw with MB can fight HW with MB if they put buff outside. Champ sfy can beat champ sfy. You have your own buff and enemy does too. Rather than disable it off, disadvantage for solo player / lesser number side.
5. E call is part of GVG mechanism.. it makes koe like woe. Dont agree on this.

But have GVG room will be interesting.
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