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Rune glyph tweaks

Suggested by
on March 8, '26
Open

Current system doesn't promote pvp and needs adjustments.

1) Rune glyphs can only be captured during the active window, just like holdings. Nobody can defend an objective for 18 out of 24 hours in a day, makes no sense you can capture these during the inactive windows.

2) Once captured(and the glyph successfully changes ownership, not a defense), they become invulnerable for 24 hours. You already did the work, you should have some minimum amount of reward guaranteed. If you think they're important components to a potential siege then you have to defend them.

3) If the glyph is being challenged, then there needs to be a wider area that the player porting in can be ported to. Ideally it's random within a 200m area around the glyph. Also, the people porting should have a 30s shield once their port completes so they can properly position for a fight.

4) It should require a subscription to use a glyph wand so people don't make 30 alts to zerg siege the glyphs.

5) Once a glyph is challenged, all other glyphs from the clan that currently owns it should become invulnerable for 5 minutes to give the defenders a chance to defend them properly.

As it is currently rune glyphs are too easy to take and the attackers have too much of an advantage.

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