RvR Tiers
We've adjusted the levels allowed within the RvR lakes at each tier. The following are the new values:
Tier 1: Level 1 -15
Tier 2: Level 12-26
Tier 3: Level 22-39
Tier 4: Level 32+
These values will govern the application of the 'coward's reward' buff that will chicken players if they are too high for a given lake. Bolsters have been adjusted to reflect these new values.
Scenarios brackets have also been adjusted to these new levels. Tier 1 scenarios will be from 1-15, Tier 2 will from 16-26, Tier 3 will be from 27-39, and Tier 4 will be for 32+.
Open World Campaign
Due to the changes made to the Open RVR zone capture mechanics, the campaign will be reset for all servers. This will allow both sides to start on even footing and ensure that the new mechanics start equally.
Tier 4 Campaign:
* Skaven Tunnels have been spotted throughout the Tier 4 campaign! Skaven forces have begun to take advantage of the fighting going on above them by emerging randomly during battles over contested zones and siphoning resources for themselves. When this occurs, qualified players from both realms will be able to enter the Skaven tunnels and fight to reclaim the resources, vanquish the Skaven bosses, and even find a means to employ Skaven forces towards their own victory in the contested zone. Note: Entrance to the Thanquol's Incursion Skaven RvR Dungeon is restricted to characters that are Renown Rank 65+.
* Players that assist in fighting back Thanquol's Incursion during a contested zone battle will be able to help take over Skaven troops and use them to assist in the zone battle when the Incursion has been repelled. Play as Skaven will be unlocked for all players 15 minutes following activation of Skaven by participants in 'Thanquol's Incursion."
* There will be a limited number of Skaven troops available within a lake. These slots are on a first-come, first-serve basis and limited to a set amount per battle. The available Skaven classes are: Gutter Runner, Engineer, Packmaster, and Rat Ogre. Each of these brings special abilities to the battle and complements each other.
* While controlling a Skaven troop, the player takes on the form, abilities, and stats of the Skaven. Access to inventory or character screens are disabled. Any loot gained while in possession of the Skaven will show up when the player resumes control of their own character again.
Zone Capture
The following changes have been made to the Zone Capture Mechanics for all Tiers. New features and mechanics will follow this section.
* When a zone becomes contested, it will now start with neutral battlefield objectives, one Order-owned keep, and one Destruction-owned keep. Note: This is a change for the Tier 4 contested zones that are closest to the cities as previously these zones would start with both keeps owned by the defending realm.
* There are no longer NPC Guards, Sergeants, or Lords at any of the Keeps or Battlefield Objectives. These have been replaced by a single flag capture mechanic.
* The lockout timer for all Battlefield Objectives has been reduced to 5 minutes.
* Keeps may no longer be claimed by guilds.
* Keep doors may now only be damaged by Rams and players currently controlling a Skaven Rat Ogre. Rams are now obtainable at Keep Rank 4. See the notes on Keep Leveling for more details.
* Zone Domination Timers have been removed.
* The Victory Point Pool as a victory condition has been removed.
* Siege pads have been removed. Siege is now obtainable starting at Keep Rank 3 with additional Siege becoming available as the Keep increases in Rank. Siege obtained in this manner, aside from the Ram, can now be placed anywhere in the RvR Lake. Please see the notes on Keep Leveling and Siege Mechanics for more information.
* Siege weaponry is not longer purchasable through Gold or Ordnance. Players now obtain Siege from their Realm's Keep once it reaches Keep Rank 3.
* The Underdog system will now work in relation to the new zone mechanics detailed below.
New Zone Mechanics:
* Battlefield Objectives have been modified in the following manners: - Capturing and holding a battlefield objective will now gather resources needed to level a keep. These resources are gathered over time and progress can be monitored on the map or new RVR tracker.
- Resources are generated via a formula that takes into account rate of generation and Resource Carrier travel times. As a result, the further a Battle Field Objective is from the Warcamp, the more Resources the Resource Carrier will deliver upon completing its mission.
- Once generated, the BO will spawn a Resource Carrier to take the Resources to either the Warcamp or the Keep of the owning Realm. Resources will not be credited to the realm until they arrive at either the Warcamp or Keep. If a Resource Carrier is killed by the enemy Realm before it can reach the Warcamp or Keep, the Resources will drop to the ground and either Realm can capture them for a reduced (25%) amount going to their resource pool.
- Resource Carriers are combat-unresponsive and will not deter from their mission, but they can be killed. Resource Carriers are upgraded at Keep Rank 1 (Armored Resource Carrier) and 2 (Mounted Resource Carrier).
- Resource Carriers for both Realms will show up on the map and mini-map tracker.
- Resource Carriers will deliver resources to the Warcamp or Keep when given order or two minutes after spawning, whichever comes first.
* Keeps have been modified in the following manners: - Players will now respawn inside their Keep. Once the inner Keep door has been destroyed, players will respawn at their Realm's Warcamp.
- Resurrection is prohibited for enemy forces in the area around the keep until the outer door has been destroyed. This only applies to Tier 3 and 4 zones.
- Claiming an enemy keep is now accomplished by successfully interacting with the enemy keep flag. This can only be accomplished once both the inner and outer Keep Doors have been destroyed.
- Keep Doors may now only be damaged by Rams and players currently controlling a Skaven Rate Ogre. Rams are available at Keep Rank 4. (see below)
- Leveling - Keeps will now level up based on Resource pools. As Resource Carriers successfully deliver Resources or enemy deliveries are intercepted, this pool will grow. The current progress of a Keep's Resource pool can be seen on the map and the new RVR Tracker. Once it reaches enough Resources, a Keep increase in Rank and new benefits will be made available. A list of benefits by Rank is as follows: - Rank 0 -Default level; Grants respawn at keep ability.
- Rank 1 - Resource Carriers are now armored.
- Rank 2 - Resource Carriers are now mounted.
- Rank 3 - 2 aerial bombers are available 1 single-target siege weapon is available, & 2 multi-target siege weapons are available.
- Rank 4 - Ram is available, 2 additional aerial bombers are available, 1 additional single target and 2 additional multi-target siege weapons are available.
- Rank 5 -1 additional single target and 2 additional multi-target siege weapons are available.
* Siege weapons are now available in limited quantity based on the Rank of the Keep. Siege weaponry will spawn at an upgraded Keep and may be carried and placed anywhere in the RvR Lake. Because of their limited nature and the need to place them by hand, these siege weapons are considerably more powerful than previous siege weapons.
* Rams operate similarly to siege weapons except they may only be deployed in front of the enemy keep door.
* Aerial Bombers are a new mechanic that will allow players to make a bombing run on the enemy keep. While on a bombing run, players will be granted two abilities. - Fire Bomb / Chaos Fire Bomb - Lobs a fire bomb to the targeted location creating a pit of flame for 10 seconds dealing damage every 1 second to enemies who come within 22.5 feet.
- Dismount - A swift dismount that will hurl you to the targeted location.
* There is now a Victory Point pool for each contested zone. Unlike its previous incarnation, Victory Points now refer to the pool of rewards that will be available to the winner and loser of a contested zone battle. This pool will begin with the winners gets the lion share of the rewards. As a battle wages on, the pool will push the winner and loser percentages closer together. There will always be an advantage for the winners in rewards, but if the losers hold out long enough they will be rewarded appropriately.
* The victory conditions for the Tier 1 RvR Lake has been changed so that it now only requires a Realm to capture and own all of the Battlefield Objectives. Due to the nature of Tier 1, Battlefield Objective NPC Guards and Sergeants remain when a Battle Field Objective has been locked.
Scenarios
* With the removal of the Victory Point Pool mechanic as a condition of zone capture, Scenarios will no longer contribute towards zone capture.
General
* Reload time of Rams has been reduced to 5 seconds.
* Reload time of Supa-Chuckas, Cannons, Hellcannons, and Ballistae have been reduced to 3 seconds.
* Ram damage has been revised and is now tied much closer to the power result.
* Supa-Chuckas, Cannons, Hellcannons, and Ballistae have had their damage increased.
* Organ Guns, Orcapults, Hellblasters, Ballistae have had their damage revised. Targets closer to ground zero of the impact site will take closer to maximum damage and targets further from ground zero will take a reduced amount based upon the distance.
* Achieving 100% for Ram damage will always result in a critical strike. Supa-Chuckas, Cannons, Hellcannons, and Ballistae can no longer critically strike if the aiming reticle is less than maximum. Achieving maximum aim will always result in a critical strike.
* Monsters that flag players for RvR when attacked will now also flag a pet's master when attacked by a player's pet.
* When calculating the Renown worth of a player the player's effective level will be used instead of their actual level.
* Action bars will now be disabled when players are using siege.