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Sardon's Tower Update
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Hello Graalians
So they have updated Sardon's tower today! What do you think ? Is it a nerf or a buff for defenders or attackers? Discuss! :D Attachment 18687 Attachment 18688 It's much more balanced now that the spawn has been moved to spike room. You can't lag block halls anymore and respawn boosting is impossible. |
Did the flag hp remain the same?!
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If they can fix Sards, please fix Mod.
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I think its easier to take since they dont respawn at flag anymore^^
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It was at 250 then changed again to 100. Kinda good that lag blocking is taken away but now some players who particularly lag can freely walk through the defense in halls even if you have a blockade of 2 people on both sides
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It's a nerf, you can now take sardon's easily.
All you have to do is blink through the halls and easily get to the flag. No you don't lag, you use blink and get passed the hall "blockers". If you stay still between the spikes they don't hit you, but once you move parallel to where they are going with them around you, you get hit. The spawn is now at the top right of spike room. Sort of like MoD. My thoughts? Now people can't defend sards so easily and keep it 24/7. Great update imo. They should at "longest hold time" to it, since they fixed a lot of things. Now huge guilds can fit through like nothing. |
very good update but maybe nerfed a little bit too much as attackers can freely run through everybody and enter the flag room only taking 1 hp damage. i'd say change it so you can only walk through people at the doorways if this is possible.
while you're at it, change the snowtown fort spawns. also a little thing i noticed at snowtown: if you spam your sword at the left side it can decrease the flags health significantly faster than spamming your sword at the right side. not sure if this was changed or if any other forts are like this. |
About ****ing time
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I really like it. A lot easier to get through the halls. However the trap room is a lot harder to get through without getting hit.
Just a few comments. Attachment 18690 RED: This really needs to be fixed. Like Destiny, the doors are really easy to walk through. However, when people sword spam into the other side of the doorway, you get hit back into the previous room (because they hit you back onto the door's warper). They can do this repeatedly until you die (because blinking resets when you go through doors). If theyre standing in the right spot, you can't get past the doorway. Green: just a minor thing with the spike design. Its easy to get stuck in the green spot and get hammered by the spike several times because youre surrounded on 3 sides. This can be fixed by removing the purple blocks. |
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nice, the entire tower is not a choke point now
I think this now makes Snowtown both the easiest tower to defend and the most infrequently attacked tower (due to general location and lantern requirement), making it the most boring tower overall if something happened to that tower, and MoD defenders were given the fair advantage they deserve (wider staircase or dual staircase at top), I feel like just about every tower in the game would be quite nicely balanced |
The majority that pked at sardon did it because it was a challenge to get into the flag room and take the tower. Now the wider hall's and this relocated spawn have ruined this tower. So thank you for complaining about sardon being to overpowered for the defenders :)
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Can we remove the flag hp diminishing thing now
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nobody asked me before they remodeled it
I need to hire a better contractor |
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I meant the players who walk past the sword swings and not get hit/damaged is the other issue. Even if you put 2 people on each side of the halls, they'll walk past you since you cant block anymore. |
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I thought I hated the new levels before I defended and PKed there. It might not be super easy to tower there, but it was a load of fun attacking and defending!
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Balanced for towering now but no fun for pkers :( Pked like 40k there
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Idiots:"Sardon is too easy to defend, fix it admins"
Admin:"k fixed" Idiots:"wow now this tower sucks fix it again" |
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It's been over 24 hours now with people fighting for the tower and going there to PK and check out the new changes (so it's way more active than usual), and it still seems like the tower is pretty stable with mostly two guilds controlling it.
So from a towering perspective, anyone claiming it's ruined is judging it based on how braindead easy it was before vs. its difficulty in comparison to other towers. I haven't towered there yet, but I've run around as a saint and observed and it seems like everything is just fine. Guilds seem to be controlling it when they have enough people on and losing it to large and coordinated attacks, which is generally how towering should go IMO. Also, it's kind of arguable that the new spawn point is entirely a nerf anyway. It puts you farther away from the flag, but closer to the halls (which is the main choke point at Sardon's). |
The spike room gets flooded so its difficult not to get hurt a lot before you even reach the flag room
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I like it a lot actually, lots of people have been complaining but I think it is actually a great update! People just need to get used to it. I would like to see the flag have the health raised to 150 or something like that.
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I feel like the spawn is even more easy now to get to the hall way to defend since everyone that ever towers there sends their member to the hall.
Only thing I find good is that the afk person cant afk there anymore since they get booted out the room and have to really really watch the flag 100%. |
Okay, I'll be honest, this is my favorite tower now. The large halls create a huge movement space that is so much fun to pk, I love this place. The spike room is cool too, and the flag room is easier to take now, and no more respawn boosting! Pking here now is an absolute blast.
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I like the flag room and the defender respawn but the halls I dislike, this makes to much room and everyone runs straight through. So barely anyone PKs in the halls which was the best room for PK there.
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Now they need to sort MoD choke points out.
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Theres nothing wrong with MoD
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Maybe even double the size of the middle stairs just so one person can't just sword spam there. This would actually make it a holdable tower like it used to be. |
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The spawn point for the defenders puts them an entire ~5 tiles ahead of the attackers. Think about where defenders spawn at every other tower. The defending guild has one set of stairs that they can access, while attackers have two. A single person can block the top stair and prevent 5+ people from accessing it, forcing them to go all the way around. The top stair does need to be widened, and even then the advantage for the defending guild is slim (if even at all). Any tower strategy that revolves around the idea of standing in a choke point and AFKing until your full blink time has passed is kind of stupid to me. It's a really simple change that wouldn't effect the tower in any way other than stopping single players from causing an entire guild to lose the tower. |
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People need to realize that theres different types of towers, some towers it is easier to defend whilst other towers are harder to defend, some towers are even balanced. If all the towers were the same, it would be bland and boring
Having a variety is why people have 'home forts' Normally a PK guild would 'Home' fort MoD, a hat chasers guild would 'home' Castle or Destiny |
Snow tower needs to be sorted and MoD should be made better for defenders.
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Nice, second staircase was added to MoD
Pretty satisfied with just about every tower now |
Already missing the old spike graphic.
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I like the Mod fix.
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So I go offline and What was once a badass quest area is a pk room?
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Loser
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pics plserino
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