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WAR’s Reversal


v1.5.1

As the war between Order and Destruction continues and the struggle over the capital cities becomes increasingly more the focus of Empire and Chaos generals, tactics take a new turn. The defenses of the Maw and Reikwald prove time and time again steadfast and sturdy. Headlong assaults, while still the primary strategy, have proven insufficient and must be supported by…. other means. The tide of war has turned back as the forces of Chaos and the Empire seek back-roads into the defenses protecting the enemy capital cities.

As ever more cunning tactics are employed, the forces of Destruction and Order have opted to send their elite units back to lands previously contested along the war-path.

Altdorf situated between Reikland and Talabecland heavily defends the former, while relying on greener soldiers to hold Talabecland.

The Inevitable City situated deep in the Chaos Wastes confronts the forces of Order from the direct southern route from Praag, leaving its eastern flank in High Pass protected by pawns to the cause.

The time has come for the elite soldiers of both factions to clash in the vast wildernesses of Talabecland and High Pass to help the onslaught on the enemy capital cities. A temporary call to arms has been issued by Karl Franz and Tchar’zanek for the best of the best to venture back into these lands in an attempt to gain the upper hand in the struggle between the Empire and hordes of Chaos.

Players who are renown rank 90 and above will now be flagged for RvR upon entering the PvE lakes of the Empire v. Chaos pairing in Tier 3. They will engage in a brutal struggle over key objectives and supply lines to aid the struggle in Tier 4. Key locations will be turned into battle-field objectives while the forces of Order stake their hold over Talabecland in Unterbaum Castle and the forces of Destruction stake their hold over High Pass at the Temple of Heimkel. The defenses of these locations can only be made weaker by capturing battle-field objectives throughout the pairing.

Players who participate in the successful capture of the enemy stronghold in this pairing will be rewarded with a Boon of Conquest which will augment their performance in offensive-fortress sieges and likewise inspire valor among their sub-renown rank 90 realm-mates and increase their renown gains in Tier 4. Valiant defenders will likewise be rewarded for their efforts and receive a Boon of Heroism which will augment their performance in defensive-fortress sieges and also give sub-RR90 allies a renown boon, though smaller than the Boon of Conquest. These boons will last for 8 hours. Once an enemy stronghold has been captured it will remain conquered for 2 hours before enemy forces liberate it and the struggle for High Pass and Talabecland begins anew. Renown gains in this battle-ground will be more appropriate for RR90+ players.

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Categories: 1.5.x
  1. June 26, 2011 at 10:45 PM

    This is, as I mentioned in the post, a temporary solution to what I have long perceived as a problem in Tier 4 – the problem introduced with RR81-100. The new renown ranks brought about by the Verminous Horde patch really should have been accompanied by a new tier.

    My solution to this problem addresses two key points many share with me – the underutilized PvE lakes, and the RR90+ power gap in Tier 4. While this gap has been addressed and narrowed, players entering T4 from T3 still struggle with their better geared opponents. What’s worse, returning players who are rank 40, but RR 50 or whatever find themselves eons behind the competition. My solution is to provide a temporary battle-ground for the high RR players which will both reward them with more appropriate renown gains, but also give them a more significant presence in T4 upon their return.

    What do the boons do? I honestly have not thought about that and am open to suggestions, but the focus of them is to assist in fortress sieges.

  2. Elemenstor
    June 27, 2011 at 12:19 AM

    What about Conquest: 10% more damage with siege weapons, 20% faster reload timers (no rams/oil); Heroism: 10% more door HP, 30% more oil damage?

    • Elemenstor
      June 27, 2011 at 12:20 AM

      Also, I like those pictures. They’re nice actions shots. Kudos to whomever helped with those.

  3. June 27, 2011 at 5:40 AM

    Can’t agree with splitting the population up. I have issues with fighting against people 10,15 RR’s higher than me, so I’d hate to be excluded.

    I do really want to see all those unused areas, used 🙂

  4. June 27, 2011 at 5:41 AM

    rr, I DON’T have issues that should be.

    • June 27, 2011 at 10:23 AM

      It varies for different people. There are a few guilds on my server who exclusively play T1-T3 – they just reroll when they hit 40. I have known quite a lot of people who have returned to WAR from when they quit in 2009/10 at a low RR, yet rank 40 and feel completely uncompetitive in T4 and subsequently unsubscribe again. Naturally those who are high RR see no need to split up the population as they are content stomping on lower RR opponents.

      It would not be an entire tier in and of itself, but more of a temporary excursion much like Thanquol’s. This is not a mandatory population split up, simply an option if those players want to earn renown more appropriate to their RR and want to have a different impact in forts. If you don’t want to split up, you can stay in T4, simple as that.

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