- You can tag multiple buildings or TC different guilds to make the cost of sieging them extremely high, and to make a wall that could take weeks to get rid of.
- You can build an infinite amount of TC (EX: culinariums) around supply lines to essentially build a wall around them. To make them even more invulnerable, tag them all different guilds.
- Can't wardec guilds that have no murderers. This is abused by major guilds
- You can instantly replace TC that was destroyed, they need a long ruined state like houses and strongholds
- Houses have too much potential for such little cost. You can build a bank, priest, and shop with a T1 house. It should require at least a stronghold.
- You can spam siege decs if you have the prom and gold. There should be week long cool downs for the windows if they remain.
- You cannot take out siege weapons that are placed on keep wall towers, they are too high to hit and eliminate from the ground.
- You can jump into keep walls and logout for ninja sieges on keeps
- You can get into any keep or stronghold with ele whirlwind and tornado spam.
- The amount of gold it requires to siege a keep is not worth the use of one.
- TC priest and bank spams at dungeons ruined dungeon gameplay, as if you wipe a group inside, they will respawn and regear to wait for you on the outside.
- House and StrongHold doors are used more as grief mechanics. Furniture needs to be destructable with 5 minute respawn timer and their doors need to be openable from the inside by anyone if held R on the door for 30 seconds.
( Why say houses and strongholds are safe areas for a game where the idea of "no where is safe" is so reluctantly repeated? also TC banks are infinitely more safe than houses or strongholds, therefore houses and strongholds should not be safe havens )
- TC Priests ruin fights at villages, it becomes instant respawn and fight fest.
- If you cross a nodeline and TC doesnt appear, you can literally place TC ignoring building rules. Look at odinseed strongholds for example.
- GM's do not follow the rules for certain guilds, where one guild might have their stronghold deleted, another will have theirs moved 2 meters to the west for the same issue.
- Players can infinitely resurrect at blue priests and murder count you during a siege. You do not go grey for grabing boulders, manning a mangannon, or hitting any siege TC.
- You can spam relic siphons on a guilds reliquary that last 50 minutes and have a cooldown of 30 minutes for 50 gold. The cost needs to be increased or the timer needs to increase dramatically.
- No one goes to relics anymore if they are more than a 5 minute ride. You have to group, gear, and ride to a relic to contest it, but it can't be done if the window is 5 - 15 minutes. Revert the timer back to 30 minutes and keep the 5 - 15 min one for certain relics like the ore, horde, or weapon/armor.
( People were hyped and fighting like crazy when the 30 minute timer existed, now there is near no PVP over them )
- Relic weapons/armor are too powerful. They should only be slightly better than an ohgmium version of it.
- Relic ore and hordes are not worth. They drop too little of the items to make them worth. If you could get 4 stacks of waterstone from a ore meteor cycle everyone and their mother would fight for them.
- Meteors drop too few to have some for zergs and others for small groups. It should drop on average 7 meteors with 2 being big zerg ones and the rest being small group ones, dropping every 4 hours.
- Relics should show on the map what they are, what's the point of hiding the name if you can just look at the beam color and tell what it is.
- With the fortification relic, you can build another guilds reliquary next to yours and swap the relics whenever another guild needs it. It should only work regionally not globally. The same can go for all relics too.
- If you are carrying a relic weapon, armor, or reliquary orb, no one can tell where you are on the map if you are holding it. So you can steal an orb, run off into a bush, and no one will know you are there. The beam should follow all relic items.
- You can swim with relics but if you drop a relic in the water it gets teleported to the position where you entered the water.
- GM's will move relics that players intentionally sabatoge. ( Ex: manually dropping a relic in mino dungeon lava pits below )
- You can build an infinite amount of TC (EX: culinariums) around supply lines to essentially build a wall around them. To make them even more invulnerable, tag them all different guilds.
- Can't wardec guilds that have no murderers. This is abused by major guilds
- You can instantly replace TC that was destroyed, they need a long ruined state like houses and strongholds
- Houses have too much potential for such little cost. You can build a bank, priest, and shop with a T1 house. It should require at least a stronghold.
- You can spam siege decs if you have the prom and gold. There should be week long cool downs for the windows if they remain.
- You cannot take out siege weapons that are placed on keep wall towers, they are too high to hit and eliminate from the ground.
- You can jump into keep walls and logout for ninja sieges on keeps
- You can get into any keep or stronghold with ele whirlwind and tornado spam.
- The amount of gold it requires to siege a keep is not worth the use of one.
- TC priest and bank spams at dungeons ruined dungeon gameplay, as if you wipe a group inside, they will respawn and regear to wait for you on the outside.
- House and StrongHold doors are used more as grief mechanics. Furniture needs to be destructable with 5 minute respawn timer and their doors need to be openable from the inside by anyone if held R on the door for 30 seconds.
( Why say houses and strongholds are safe areas for a game where the idea of "no where is safe" is so reluctantly repeated? also TC banks are infinitely more safe than houses or strongholds, therefore houses and strongholds should not be safe havens )
- TC Priests ruin fights at villages, it becomes instant respawn and fight fest.
- If you cross a nodeline and TC doesnt appear, you can literally place TC ignoring building rules. Look at odinseed strongholds for example.
- GM's do not follow the rules for certain guilds, where one guild might have their stronghold deleted, another will have theirs moved 2 meters to the west for the same issue.
- Players can infinitely resurrect at blue priests and murder count you during a siege. You do not go grey for grabing boulders, manning a mangannon, or hitting any siege TC.
- You can spam relic siphons on a guilds reliquary that last 50 minutes and have a cooldown of 30 minutes for 50 gold. The cost needs to be increased or the timer needs to increase dramatically.
- No one goes to relics anymore if they are more than a 5 minute ride. You have to group, gear, and ride to a relic to contest it, but it can't be done if the window is 5 - 15 minutes. Revert the timer back to 30 minutes and keep the 5 - 15 min one for certain relics like the ore, horde, or weapon/armor.
( People were hyped and fighting like crazy when the 30 minute timer existed, now there is near no PVP over them )
- Relic weapons/armor are too powerful. They should only be slightly better than an ohgmium version of it.
- Relic ore and hordes are not worth. They drop too little of the items to make them worth. If you could get 4 stacks of waterstone from a ore meteor cycle everyone and their mother would fight for them.
- Meteors drop too few to have some for zergs and others for small groups. It should drop on average 7 meteors with 2 being big zerg ones and the rest being small group ones, dropping every 4 hours.
- Relics should show on the map what they are, what's the point of hiding the name if you can just look at the beam color and tell what it is.
- With the fortification relic, you can build another guilds reliquary next to yours and swap the relics whenever another guild needs it. It should only work regionally not globally. The same can go for all relics too.
- If you are carrying a relic weapon, armor, or reliquary orb, no one can tell where you are on the map if you are holding it. So you can steal an orb, run off into a bush, and no one will know you are there. The beam should follow all relic items.
- You can swim with relics but if you drop a relic in the water it gets teleported to the position where you entered the water.
- GM's will move relics that players intentionally sabatoge. ( Ex: manually dropping a relic in mino dungeon lava pits below )
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