V Rising
Whats the point of defenses?
Guys is there something I dont get here..? Whats the point of building a well defended castle? As far as I can see that only makes it take a bit longer for someone to break in, right? So when Im online while Im attacked, either I can beat the attacker or I cant, what good does delaying the breakin do me? And if Im offline it doesnt matter ♥♥♥♥-all, does it?

What am I misunderstanding here..?
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Автор сообщения: constantinople
So the optimal defense would be just layer after layer after layer of gates one after the other..? And then hope people will be like "oh ♥♥♥♥ off with this" and leave? Thats... lame.
The optimal defence are servants, walls will just slow down the whole thing.
Автор сообщения: Cpt.P1mp
Автор сообщения: Professor H. Farnsworth
A well defended castle can and will protect against sieges. There's no way to get through 9-18 Servants (3/3/3 Cleric/Lightweaver/Paladins) on top of having to go through a Graveyard full of Banshees (36) while fighting off the player defending as well.
i dont see how servants can protect from anything that isnt max level.
at 81, i can beat a squad of paladins/healer combo by myself.
are they stronger as servants than usual? i dont rly pvp.

The ones you are fighting as lvl 81 are around lvl 60-68, they are of course much weaker than you.
Equip them with gear so they hit 83 and they will constantly shield and heal each other while stunning, silencing and knocking back enemies. They are extremely difficult to kill if you're up against 9 of them.
I thinks the devs said that they would flesh out the servant system more while the game is still in early access. Servants are the best way to defend the castle right now. Hopefully it is improved in the right direction.

My personal suggestion is to allow servants to automatic revive by adding blood essence into their coffins just like we do to the castle heart. They will continue to revive within a 1 minute timer so long as there is enough blood essence inside and the coffin isn't destroyed.
Maybe integrate traps like in dungeon keeper can be a good idea? spikes, traps, magic stuff, door who open when ennemies come and unleash your undead trap on them, etc...
Well normally I'd say "yeah its pointless" but considering the horror stories I've read about people trying to raid castles but people keep reviving the servants ending up in the raid being a failure due to servant revive abuse, I'd say pick the big burly guys and priests and get reviving son.
(This obv does need to be patched/balanced as players constantly reviving thralls and not actively defending themselves is an oversight)
Автор сообщения: Broomstick Beater
I thinks the devs said that they would flesh out the servant system more while the game is still in early access. Servants are the best way to defend the castle right now. Hopefully it is improved in the right direction.

My personal suggestion is to allow servants to automatic revive by adding blood essence into their coffins just like we do to the castle heart. They will continue to revive within a 1 minute timer so long as there is enough blood essence inside and the coffin isn't destroyed.

Not without major reworks to the raiding system in place, 'cos. Just no.
The fact that all you have to defend with against a massive Golem that will destroy your outer walls in less than 30s are servants means that you'd have to be able to get them back up if they die - and fast.

If we end up getting more defensive options in form of traps and the likes, then yeah.. We can start considering have servants play less of a permanent defense force role.
Ive used waves of banshee, servants and rat summons to hold back teamed invaders trying to raid. You basically want to delay and waste as much of their resources as possible so they have to expend a lot to take anything
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Дата создания: 7 июн. 2022 г. в 10:49
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