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How to make relics less over powered - ideas needed


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#81 Snowy900

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Posted 06 April 2011 - 15:32

this topic still seems to me as being a 'its not fair that this or that guild has held a relic for too long and our guild wants it'
but saying that i do agree with Luis in saying there should be an hourly cost to a relic depending on how many are in the guild,, surely the relics do act as a gold sink when empowering and would help more if they took an hourly charge as well.
but i still think that if a guild has battled for and then makes the effort to hold that relic, then they should be allowed to hold that relic for as long as they are able

#82 Prezze

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Posted 06 April 2011 - 15:49

Not sure if anything has already been adressed.

But concerning high level relics.

In my case mostly is that I rarely plan any hunt in advance anymore, so I have no clue if I encounter a relic or not during my hunts.

That also means if I do encounter a relic, that I don't have a group ready to attack. Mostly at the time i'm hunting there's only one member online in the guild. That means I basicly can't even try to capture the relic.

So the idea is why not make it that a single player can attempt to capture a relic. However if you do so, make it so if the attack failed that you have to wait a certain time to try and capture it again. This will help against people who are counting on lucky hits to try and capture a relic that's for instance highly defended.


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