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San

Katalam Siege changes

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San    0

I would strongly recommend some adjustments to the Katalam Raid.

Currently, the raid is extremely unfriendly for beginners. It starts, and within five minutes the boss is already dead—often without any real combat. After that, Morphs spend around ten minutes fighting each other, and then the raid ends.

For newcomers, this experience is completely pointless. You die instantly, have no opportunity to earn AP for meaningful rewards, and you're left with just 100 Glory Points—and zero fun.

The siege mechanics are similarly unengaging: players jump in and out of the siege zone, run in circles, land a few hits, and then retreat (especially Morphs). It's incredibly repetitive and lacks excitement.

Additionally, when the Dredgion spawns and the Balaur are dropped, they’re practically unkillable. Why is this? They deal absurd amounts of damage and have astronomical HP, yet the Dux dies within a minute. It just doesn’t make any sense.

We definitely need some serious changes to the siege system—both to improve gameplay and make the experience more enjoyable for all players, especially beginners.

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Veda    173
3 часа назад, San сказал:

I would strongly recommend some adjustments to the Katalam Raid.

Currently, the raid is extremely unfriendly for beginners. It starts, and within five minutes the boss is already dead—often without any real combat. After that, Morphs spend around ten minutes fighting each other, and then the raid ends.

For newcomers, this experience is completely pointless. You die instantly, have no opportunity to earn AP for meaningful rewards, and you're left with just 100 Glory Points—and zero fun.

The siege mechanics are similarly unengaging: players jump in and out of the siege zone, run in circles, land a few hits, and then retreat (especially Morphs). It's incredibly repetitive and lacks excitement.

Additionally, when the Dredgion spawns and the Balaur are dropped, they’re practically unkillable. Why is this? They deal absurd amounts of damage and have astronomical HP, yet the Dux dies within a minute. It just doesn’t make any sense.

We definitely need some serious changes to the siege system—both to improve gameplay and make the experience more enjoyable for all players, especially beginners.

Hello. Thank you for your criticism. We will think about what can be done with this problem.

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Kamai    72
Quote

Additionally, when the Dredgion spawns and the Balaur are dropped, they’re practically unkillable. Why is this? They deal absurd amounts of damage and have astronomical HP, yet the Dux dies within a minute. It just doesn’t make any sense.

When they added it few years ago it was so when dredgion spawn the fort will flip so enemy faction can capture it/other one while enemies are busy to get the balaur fort back
also when there was 1 dredgion commander it was pretty common that 1 legion keep the fort for months 

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San    0
14 hours ago, Kamai said:

When they added it few years ago it was so when dredgion spawn the fort will flip so enemy faction can capture it/other one while enemies are busy to get the balaur fort back
also when there was 1 dredgion commander it was pretty common that 1 legion keep the fort for months 

Thats fine for me. But anyway when like Asmodier have forts for Months and Elyos are lazy maybe siege in General is boring or needs changes?

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