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Game Update 1.3.5/Realm vs. Realm

< Game Update 1.3.5

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Realm vs. Realm Edit

General Changes and Bug Fixes Edit

  • Players will no longer receive Zone Control Rewards when in a tier lower than their character Rank.

City Campaign Changes Edit

  • Contested Altdorf and The Inevitable City will both be undergoing extensive overhauls with patch 1.3.5. With the contested cities as the capstone to the Tier 4 campaign, the emphasis for this patch was to make the cities RVR driven. To do this, the following changes were made to the Contested cities.
    • (Unless otherwise noted, the changes below apply to both Contested Altdorf and The Inevitable City.)

General Changes Edit

  • City Sieges will now be a 24-versus-24 battle.
  • City Sieges will now last a maximum of 2 hours (1 hour as Contested, but will remain open for another hour so that players can finish their instances).
  • All PVE instances within the Contested City have been removed. The Warlords and King are now part of the Contested City PQ.
  • The City Siege is now split into three stages, outlined later in the notes.
  • Players in the City Siege are now placed in an instance-specific scenario party. Looting rules are disabled for this City Siege scenario party.
  • Players who go link dead in a Contested City will be returned to the same Contested City if they log back in within 5 minutes.

Reward Changes Edit

  • With the removal of the PVE Instances, the rewards for those instances are now given at the appropriate stage of the City Siege (Stage 1 = Invader; Stage 2 = Warlord; Stage 3 = Sovereign).
  • During each stage of the City Siege, both the defender and invader will have a chance to obtain rewards. This means that successfully defending your city can result in winning Sovereign equipment!
  • At the conclusion of each stage of the City siege, players on both sides are rewarded for their efforts.
    • The winning realm will receive a PQ Chest drop.
    • Those who win the PQ chest roll will have to make a conscious decision on what they want from the bag.
    • Players on the winning Realm who did not win a bag will instead receive a number of Invader's, Warlord's or Royal Crests placed directly into their inventory.
    • Players on the losing Realm will receive a number of Invader's, Warlord's or Royal Crests based upon how well their Realm did despite not being the victor.
    • In the case of a stalemate, possible in stages 2 and 3 of the City Siege, both sides will receive a "consolation prize" equivalent to the reward normally given to the losing side of that stage.

Stage I (Winning Realm): Edit

  • Without Reward Lockout Timer: 10x Invader's Crests
  • With Reward Lockout Timer: 7x Invader's Crests

Stage I (Losing Realm): Edit

  • 0x Objectives Controlled: 1x Invader's Crest
  • 1x Objective Controlled: 1x Invader's Crest
  • 2x Objectives Controlled: 2x Invader's Crests
  • 3x Objectives Controlled: 3x Invader's Crests
  • 4x Objectives Controlled: 4x Invader's Crests
  • 5x Objectives Controlled: 5x Invader's Crests
  • 6x Objectives Controlled: 6x Invader's Crests

Stage II (Winning Realm): Edit

  • Without Reward Lockout Timer: 5x Warlord's Crests
  • With Reward Lockout Timer: 3x Warlord's Crests

Stage II (Losing Realm): Edit

  • 0x Objectives Controlled: 1x Warlord's Crest
  • 1x Objective Controlled: 1x Warlord's Crest
  • 2x Objectives Controlled: 1x Warlord's Crest
  • 3x Objectives Controlled: 2x Warlord's Crests
  • 4x Objectives Controlled: 2x Warlord's Crests
  • 5x Objectives Controlled: 2x Warlord's Crests
  • 6x Objectives Controlled: 3x Warlord's Crests

Stage III (Winning Realm): Edit

  • Without Reward Lockout Timer: 5x Royal Crests
  • With Reward Lockout Timer: 3x Royal Crests

Stage III (Losing Realm): Edit

  • 0x Enemy Realm Champions Defeated: 1x Royal Crest
  • 1x Enemy Realm Champion Defeated: 1x Royal Crest
  • 2x Enemy Realm Champions Defeated: 2x Royal Crests
  • 3x Enemy Realm Champions Defeated: 2x Royal Crests
  • 4x Enemy Realm Champions Defeated: 3x Royal Crests

Conclusion Edit

  • At the conclusion of each Stage of the Contested City, all players of the winning Realm who earned enough Contribution to qualify for a PQ loot roll will have a Reward Lockout Timer applied to their character. This reward lockout timer will force a character to opt out of loot if they attempt that stage again within the lockout period. Players with a lockout timer can still participate in a Contested City battle; their reward will be spoils in the form of Crests in lieu of a chance at the standard reward bags.
  • Upon entering a Contested City a player will receive a "Personal Preparation" buff. While this buff is active, a player may leave the battle without incurring any penalty. After this buff has faded, leaving a battle for any reason will result in the player receiving the "Quitter!" debuff and will be unable to rejoin any city battle for the debuff's duration.

Zone Control

    • Victory Points are no longer a factor in the Contested City stage. All instances of the City Siege will be independent from one another.
    • Cities pushed to the Contested City state from the campaign will drop two ranks at the conclusion of the Contested City phase.

City Siege Stages Edit

The City Siege is now broken up into three contiguous stages within Altdorf or The Inevitable City:

Stage 1: Attacker Push Edit

  • Setup Phase: ~5 Minutes
  • Duration: 15 Minutes (Maximum: 45 Minutes... details included in the description)
  • Attacker's Win Condition: Destroy the Palace Door
  • Defender's Win Condition: Hold Out Until the Timer Reaches Zero
  • Reward Lockout Duration: Approximately 20 Hours (Real Time)

Brief Summary:
During the setup phase of this stage players can prepare while the King briefs them on the battle ahead. Once complete, the invaders and defenders are released into the city and the City Siege begins! The goal for the attackers is to destroy the Palace Door within the time allotted. This is accomplished by capturing a series of chained objectives around the city and destroying the Palace Door.

  • Objectives:
    • Objectives and their current status are clearly marked on the map.
    • Capturing an objective will increase the available time for attackers by 5 minutes.
    • Captured points cannot be reclaimed by the defenders during this stage.
    • Objectives gate access to the Palace Door and will affect the final battle in stage 3.
    • Objectives are chained so that access to the next point is gated by capturing the previous objectives. (see below)
  • Contested Altdorf objectives:
    • The Armory and The Siege Workshop are open initially.
    • Capturing either of these will open Emperor's Circle.
    • Capturing Emperor's Circle will open The South Dock, The Library, and The North Dock.
    • Capturing The Library or the North Dock will begin the assault on the Palace Door.
  • Contested IC objectives:
    • The Slaanesh Chambers and Khorne War Quarters are open initially.
    • Capturing either of these will open Emissary of the Changer.
    • Capturing Emissary of the Changer will open Temple of the Damned, The Lyceum, and The Outcrop.
    • Capturing The Lyceum or the The Outcrop will begin the assault on the Citadel Gate.
  • Capturing an Objective:

To capture an objective, the invaders must first destroy the defender's siege equipment at that point. Doing so will trigger their realm to send a sapper NPC to take over the objective. The invaders need to protect this NPC until it can make it to the objective and take it over. If the sapper is killed, another will spawn and repeat the process, until either the invaders take the objective, or the time for the stage expires. Sapper NPCs can be stunned, rooted, or snared, but will not directly attack the defending players. Sapper NPCs can be healed by allied players. Sapper NPCs will display their positions at all times on the map, mini-map and also be supported by the new mini-map edge tracking functionality.

  • Destroying the Palace Door:
    • To destroy the Palace Door, the invaders need to capture at least one of the two closest objectives to the Palace. Capturing one of these final points will spawn siege NPCs that will do damage to the Palace Door until it breaks or time runs out. Players cannot damage the Palace Door directly, so taking one or both of these points is essential to winning this stage and taking out the Palace Door. The Door can be healed only by Tanks using the bulwark ability.
    • Altdorf: Capture The Library or the North Dock
    • IC: Capture The Lyceum or the The Outcrop
    • Capturing all of the points is not essential to winning this stage for the invaders, but it will give them additional time and give additional NPCs to damage the Palace Door.
    • The goal for the defenders is to prevent the destruction of the Palace Door. The defense is successful if the attackers run out of time. The default duration of this stage is 15 minutes, but the attackers can increase the time by capturing objectives as noted above.
    • After either side meets their winning condition, this stage ends and rewards are given out to each side. (See rewards section for more information on reward distribution.)

Stage 2: Warlords! Edit

  • Duration: 30 Minutes
  • Invader's Win Condition: Escort Either Allied Warlord to the Palace Door
  • Defender's Win Condition: Escort Either Allied Warlord to the City Gates
  • Draw Condition: All Warlords Defeated
  • Reward Lockout Duration: Approximately 68 Hours (Real Time)

Brief Summary:
At this point in the City Siege, each side's Warlords will take to the field. The goal for either side during this stage is to escort a friendly Warlord to the other side's entrance.

  • Warlord Behavior:
    • Warlords will spawn at each side's camp and make their way along a path which ends at the other side's entrance.
    • Defending Realm Warlords that arrive at an objective that is owned by the enemy will stop and take over that objective for their side.
    • Invading Realm Warlords will continue to make their way to the Palace Door without stopping at objectives.
    • Warlords that arrive at an objective that is owned by their side will continue on toward the next objective.
    • If two opposing realm Warlords cross paths, they will stop all action and fight each other to the death.
    • Warlords will ignore combat initiated by players and concentrate only on objectives or opposing Warlords.
    • Warlords are not immune to any form of damage or crowd control, nor are they affected by Unstoppable or Immovable.
    • Warlords can be healed by friendly players.
    • If a Warlord arrives at the enemy gates, the stage will end and the realm associated with that Warlord will be declared the winner.
    • Similar to the Sappers in Stage 1, Warlord NPCs will display their positions on the map, mini-map and also be supported by the new mini-map edge tracking functionality.
    • If the timer for this stage expires before any Warlords make it to the enemy gates or if all Warlords are defeated, the stage will be considered a draw. Both realms will receive rewards based upon their effort, but no PQ chest will be given. Regardless of a stalemate, the City Siege will then progress to Stage 3.

Stage 3 Edit

  • Duration: 30 Minutes
  • Invader's Win Condition: Defeat the Enemy King
  • Defender's Win Condition: Defeat the Enemy King
  • Reward Lockout Duration: Approximately 112 Hours (Real Time).

Brief Summary:
This is the final battle in the City Siege and involves the Kings of both Realms. Depending on who won Stage 2, the battle will occur at one of two locations.

If the invaders won or Stage 2 ended in a draw, the final battle will occur within the enemy King's palace.

If the defenders won, the final battle will occur at the main entrance to the City.

When the stage begins the Kings will call forth all of their combatants for a final rally to battle. During this preparation time, the King will explain the situation and call upon four players to serve as his champions in the battle to come.

  • King/Champions:
    • Each King will select four players to serve as their champion.
    • Each King will be immune to all hostile effects while these champions are alive.
    • Champions are endowed with special abilities and powers to serve in this role.
      • Damage Dealt is greatly increased
      • Healing Done is greatly increased
      • Maximum Health is greatly increased
      • Cannot Guard or be Guarded
      • Damage Taken from Non-Champion Sources is greatly reduced
      • Healing Received from Non-Champion Sources is greatly reduced
      • Gains the stacking buff 'Building Reprisal' when struck with a critical strike at a maximum rate of once per 6 seconds and 10 total charges.
      • Gains a temporary DoT ability (Destruction: Tornado, Order: Comet - both lasting 20 seconds) that expends all charges of the 'Building Reprisal' buff.
    • Champions are chosen at random based on archetype. The selection method searches for players based upon acquired Wards. It prefers players with the most powerful Wards earned. In the event that no players of an archetype have Wards or all players of an archetype possess identical Wards, then selection for that archetype will become entirely random.
      • Tank (Black Orc, Chosen, Blackguard, Ironbreaker, Knight of the Blazing Sun, and Swordmaster)
      • Healer (Shaman, Zealot, Disciple of Khaine, Runepriest, Warrior Priest, and Archmage)
      • Melee DPS (Choppa, Marauder, Witch Elf, Slayer, Witch Hunter, and White Lion)
      • Ranged DPS (Squig Herder, Magus, Sorcerer, Bright Wizard, Engineer, and Shadow Warrior)
    • Each champion can only be assigned if a player of the appropriate archetype is present for that side. If no player exists for an archetype, that champion will count as a loss of that archetype.
    • Champions will need to remain near the King or they will lose the Champion buff and this will be counted as a loss of that champion.
    • Once all four champions have been defeated, the King will be vulnerable for attack.
  • Objectives:
    • During this stage, the number of objectives that each side controlled going into Stage 3 will affect the final battle. For each objective a side owns, that side will receive the following stackable bonus.
      • Damage Dealt increased by 2%
      • Healing Done increased by 2%
  • Outcomes:

Once the final champion of a realm dies, their King will become vulnerable. Defeating the enemy king will result in a win for that realm. Once that occurs, defenders will no longer be able to respawn and the surviving King will clean house. At this point, both sides will be given their appropriate level of reward. (See rewards section for more information on reward distribution.)

If the timer for this stage expires before either King is killed, the invading King will call for a retreat. Both realms will receive rewards based upon their effort as if they lost.

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