Remove Relics!

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Genjiro
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Postby Genjiro » May 25, 2017 01:20

Zintair wrote:...
I think a more enjoyable system would be that you would get an 1% bonus for every keep you own outside your own.
...
Obviously a bonus to leveling would be great. Or even if it was a 1% more Rp per kill type of thing who knows
...

This already exists in the game.
A realm gains additional bonuses by raiding and holding keeps in an enemy frontier:

Bonuses for possession of keeps:

There are bonuses to PvP in conjunction with the possession of keeps. These bonuses only affect PvP specifically in relation to damage dealt, realm points and bounty points. The bonuses are outlined as follows:

    + 1% for the keeps conquered by your realm in an enemy realm.

    + 2% x Difficulty (1 to 5) if your guild owns a keep.

    + 3% x Difficulty (1 to 5) if you are defending (IE: in the proximity of the keep) a keep that your alliance guild is possessing.

To elaborate further, if your realm has won five outposts in other realms, you will always receive a bonus of 5% (RP, BP and DMG) no matter where you are. Plus, if you are in a guild that possesses a keep of difficulty level 3, you will get an additional 6% (for a total of 11%) bonuses, wherever you are. Also, if you’re fighting in the region of your keep you will get an additional 9% (for a total of 20%) RP, BP and DMG bonuses.

viewtopic.php?f=47&t=36209

re: Relic bonuses
With ToA/NF the relic bonuses were halved since players were now able to obtain +10% magic damage/resist pierce,
+10% melee/style damage as well as +25% healing bonus from the new items.

Overall it remains the same value (healing bonus even exceeds the current bonus by 5-15%).
A player just gets ~50% without any RvR involvement.

This is the current 1.122a Pendragon relic bonus:

Image

I do not remember when they added XP, BP, Coin and Craft Haste to the relics.
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pweet
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Postby pweet » May 25, 2017 03:12

Genjiro wrote:Overall it remains the same value (healing bonus even exceeds the current bonus by 5-15%).

It doesnt, one realm has 20% bonus not all of them.
I think the current Live implementation is much better. On uth 1.0 it also has been 5% each relic imo.

pinhead65
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Postby pinhead65 » May 25, 2017 09:02

We the hibs, didnt get relic from the clear sky, we banged on the fing doors for a week+ every day, even few times a day untill we succeeded of getting them. We failed and failed and failed, but eventually cracked it up. If there was not realm organisation and leadership mids still would have em all.
Albion is good realm, and personally i like it (not that smelly mid), have really good setups and classes, but atm lacking proper leadership which would promote relic raids and pull realm into advantage. So i hope you will nurture some baby leaders that will go out and do stuff with brainz.

Much love,

Me
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Zacaholic
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Postby Zacaholic » May 25, 2017 12:39

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All dat salt.
Appreciated!
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20.11.2005, 20:05
Hi, ich hab mal ne Frage:
Wieso heisst das Mixtape von Kool Savas "Die John Bello" Story?
Wer ist oder was hat dieser John Bello damit zu tun?
PS: Gibt es vielleicht einen Treadh in dem ich so kurze Fargen reinstellen kann?

Antwort von guntalkkkk:
savas ist einfach ein dummer spast , der sich irgendwelche hässlichen pseudonyme ausdenkt!

John hat seine mama gebumst, und er ist ein bello! :wink: :roll:

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Tree
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Postby Tree » May 25, 2017 13:38

How did this thread get 3 pages of replies? :lol:
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Adida
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Postby Adida » May 25, 2017 14:32

Tree wrote:How did this thread get 3 pages of replies? :lol:


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Zintair
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Postby Zintair » May 25, 2017 14:42

Genjiro wrote:
Zintair wrote:...
I think a more enjoyable system would be that you would get an 1% bonus for every keep you own outside your own.
...
Obviously a bonus to leveling would be great. Or even if it was a 1% more Rp per kill type of thing who knows
...

This already exists in the game.
A realm gains additional bonuses by raiding and holding keeps in an enemy frontier:

Bonuses for possession of keeps:

There are bonuses to PvP in conjunction with the possession of keeps. These bonuses only affect PvP specifically in relation to damage dealt, realm points and bounty points. The bonuses are outlined as follows:

    + 1% for the keeps conquered by your realm in an enemy realm.

    + 2% x Difficulty (1 to 5) if your guild owns a keep.

    + 3% x Difficulty (1 to 5) if you are defending (IE: in the proximity of the keep) a keep that your alliance guild is possessing.

To elaborate further, if your realm has won five outposts in other realms, you will always receive a bonus of 5% (RP, BP and DMG) no matter where you are. Plus, if you are in a guild that possesses a keep of difficulty level 3, you will get an additional 6% (for a total of 11%) bonuses, wherever you are. Also, if you’re fighting in the region of your keep you will get an additional 9% (for a total of 20%) RP, BP and DMG bonuses.

viewtopic.php?f=47&t=36209

re: Relic bonuses
With ToA/NF the relic bonuses were halved since players were now able to obtain +10% magic damage/resist pierce,
+10% melee/style damage as well as +25% healing bonus from the new items.

Overall it remains the same value (healing bonus even exceeds the current bonus by 5-15%).
A player just gets ~50% without any RvR involvement.

This is the current 1.122a Pendragon relic bonus:

Image

I do not remember when they added XP, BP, Coin and Craft Haste to the relics.


Yes but the bonuses become progressively out of whack. 1% for all so its more evenly balanced. Maybe a few other perks aside from RPs as well. Gold would be nice.

It's just something to prevent the 20-40% bonuses a realm can have if they own the difficult keeps and the relics and decide to defend them.

Erlexx
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Postby Erlexx » May 25, 2017 16:11

Relics are important, the bonuses they give however are not locked IMO.

As long as the relic bonuses are good, people will want them, and that's all that matters.

If power relics gave 10/20% bonus RP/BP and strength relics gave 10/20 Bonus XP/Gold dropped, I believe they would still be actively fought over without giving a massive power imbalance.

As long as the relics move around a reasonable amount the RP gain should be pretty even overall as well. Even the lowest populated realm will probably see an RP increase because they (more than likely) will have more targets to kill than the other realms and (without the dmg increases) an easier time killing them than now. Seems like a win/win/win to me.
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Livewire
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Postby Livewire » May 25, 2017 19:29

Relics are nice but skill trumps all.
RAINBOWNED

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Budikah
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Postby Budikah » May 25, 2017 20:04

Livewire wrote:Relics are nice but skill trumps all.

Yep.

20% bonus doesn't meant ****** when you get caught with your pants down out of position and obliterated in a moment's notice.
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Vitticus
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Postby Vitticus » May 25, 2017 20:19

Not necessarily true. Less skill required. More mistakes can be made.

I can make 2-3 mistakes and the casters in my backline can still cover my foolishness by 2 shotting a minstrel.

I can have a brainfart and forget to guard my bard and the druids will still have him covered on heals due to relics.

I can group with a lot more randoms than before and still have good runs.

Before relics, you could not afford mistakes unless your win buttons were up.


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aylictal
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Postby aylictal » May 26, 2017 09:31

Vitticus wrote:Not necessarily true. Less skill required. More mistakes can be made.

I can make 2-3 mistakes and the casters in my backline can still cover my foolishness by 2 shotting a minstrel.

I can have a brainfart and forget to guard my bard and the druids will still have him covered on heals due to relics.

I can group with a lot more randoms than before and still have good runs.

Before relics, you could not afford mistakes unless your win buttons were up.


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if you're running 3 casters in your hib setup and they do something as skillful as assist and nuke at the same time :hammer: , its a 1shot, at least on my rank4 minstrel. i rock somewhere around 1700hp and rank 2 casters are hitting me for 600 on the regs. even if i manage to break the 1500 to 700 range to stun one in time, ill still die next nuke anyway by either of the other guys nuking.

20% bonuses to damage is equivalent to me not wearing any resist gear of that type and attempting to compete.

but this is "fun".

ps i really liked the idea of changing to modding rps gained. it'd give a lot of incentive for those to come out and play without essentially giving them 5 ranks for free in raw damage output.

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Uzkrak
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Postby Uzkrak » May 26, 2017 13:46

If anything was consistent over the whole daoc era, then its the fact that there are relics which are worth raiding :roll:

Please occupy your time rather with implementing SI than with removing relics :D

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Ardri
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Postby Ardri » May 26, 2017 16:23

Erlexx wrote:Relics are important, the bonuses they give however are not locked IMO.

As long as the relic bonuses are good, people will want them, and that's all that matters.

If power relics gave 10/20% bonus RP/BP and strength relics gave 10/20 Bonus XP/Gold dropped, I believe they would still be actively fought over without giving a massive power imbalance.

As long as the relics move around a reasonable amount the RP gain should be pretty even overall as well. Even the lowest populated realm will probably see an RP increase because they (more than likely) will have more targets to kill than the other realms and (without the dmg increases) an easier time killing them than now. Seems like a win/win/win to me.


Nice theory. Doesn't play out in real DAoC though. What really ends up happening is a bunch of scrubs jump ship to the realm that holds the relics (hibs) and then the majority of the remaining players can't compete with 20% bonus damage. Yea the top few 8mans hold their own, but the pugs and randoms? Lol gg.

Look at the RP distribution the past 7 days: http://www.incguild.com/herald

Mids: 18,690,584 32.65%
Albs: 14,659,208 25.61%
Hibs: 23,893,418 41.74%
Total: 57,243,210
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Kazyo
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Postby Kazyo » May 26, 2017 18:24

Excuse me, Hibernia coming through !
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