So let's run the numbers real quick.
Buffs on live went, Not sure if RoR changed this:
Ability + tactic + morale
all stacks with a few exceptions.
The same with debuffing:
Ability + tactic + morale.
Mountain spirit (dwarf RP) and sprout carapace (chaos Chosen) provides 1320 armor and 504 resist.
Regenerative healing Rp tactic and warping the spirit tactic provides 1056 additional armor with 10% reduced armor pen. Randomly applied to group. It's not constant but near constant the more of that tactic healing is used. So if you used more RP and Zealots the armor buff becomes more constant.
Typical armor ability buff is 990. I'm not sure if RoR changed that.
So that's 990 armor (ability) + 1056 armor (tactic) + 1356 armor (morale) = 3366 additional armor for the group
This fluctuates up and down by 1056 due to tactic randomness. So could be as high as 3366 or as low as 2010 added to already existing armor.
Still above max ability armor debuff of 1600. Unless RoR changed this.
To further debuff armor you need a morale armor debuff which all tanks have which is demolishing strikes for 1056 armor debuff.
Resists typically sit around 400/500 ish on gear
Ability resists buffs for 378 let's just say 400 for easy math.
Morale buff for 504 resists say 500 for easy math.
400 (gear) + 400 (ability) + 500(morale) = roughly 1300 resists
Ability resist debuff 's typically if fully spec's Into is 378. Players are likely going hybrid builds so won't get that full debuff. Let's say 350 debuffs
So 1300 resists - 350 debuff 's = 950 resists which I believe still sits above soft cap.
Now there are edge cases on debuffing resists to strip down more like tzeentch 's talon.
Also ability resist buffs can be stripped away.
Defensive Playstyle
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Re: Defensive Playstyle
I think I just fail to grasp the central thesis here.
What would be the benefit of offering an option to massively increase time to kill?
Tanky groups would sit on the BO and tank as hard as they can while reporting enemy positions to the blob. Keep sieges would grind to an absolute halt and favour defenders even more. Everyone would have to dump out of offensive tactics and talis. Fights would become protracted with less and less kills going out.
Am I missing something here?
What would be the benefit of offering an option to massively increase time to kill?
Tanky groups would sit on the BO and tank as hard as they can while reporting enemy positions to the blob. Keep sieges would grind to an absolute halt and favour defenders even more. Everyone would have to dump out of offensive tactics and talis. Fights would become protracted with less and less kills going out.
Am I missing something here?
- footpatrol2
- Posts: 1104
Re: Defensive Playstyle
I just wanted to show a different playstyle that was possible at one time. Not everything is about kiting.
With this group comp you can take on about 2 or 3 times it's size and still be roughly ok given it's location vs unorganized blobs. I'm not saying your wiping 2 or 3 times it's size but your surviving, getting kills, and playing the objective. Grinding through, surviving against all odds. Very dwarf like.
Vs another organized grps it depends on the grp composition and their organization/coordination skills... as it should be. They could be designed to crush it or... Have no tools to deal with it so will get bullied around. If they have no immediate tools to deal given their comp, they should take it as a challenge. Endgame content there...
This group can take on the Blob and rewards you for your organization/coordination. Player's would see this group work in ORvR lakes and want to be part of it OR... just complain and then have it taken away like it did on live. Why put in effort when you can just complain and have things taken away and dumbed down. This is not RoR's fault. Mythic did this. I can explain how to dismantle this group comp or how to dismantle the chaos version of the comp. But... it would require some effort... ... organization... ... coordination... ... and working as a team to do so.
Do you want to reward effort/organization/coordination/working as a team? Or do you want to reward the blob that just run's you over with it's numbers.
Again... This is the Endgame content.
This is IT. Nothing goes beyond this. The game doesn't progress beyond this point.
The rabbit hole of effort/organization/coordination/working as a team goes very deep in this game... because it's the endgame content...
Honestly the flaw of this game is the mythic designer's underestimated how much effort/organization/coordination/working as a team that the playerbase wanted to participate in. So the player's that actually put in the effort get punished. I've played this game since launch and have been doing these types of comps since then. I've slowly seen so many cool tricks/tools for organized play get stripped away...
The grp is weak until it hits it's morale 2. Then it starts grinding. If you can cause a lot of deaths before the morale 2 hits you got a decent chance of wiping it. But even after wiping, if you ignore it It will just pick itself up again. Even with the defensive morale cycles there are ways to single target kill models within the grp comp which is important to break the defensive morale cycle and create gaps to it's buffing power. In addition Morale bombs are a natural counter But some pretty serious morale bomb recovery is BUILT into the group comp.
The grp comp doesn't have anything to run down the enemy. The slayer's and earthshatter IB's could probably do it but your creating a backline and putting them at risk. You can just walk away and not engage it. Which is why positioning is HUGE. This is really just a half a warband comp. I guess that's where grp 3 and 4 would come in.
Since 2024 there was a blanket kiting/snare nerf across the board. Which I think went too far and hurts organized play. So I stated a grp comp that doesn't care about being snared.
I'd also like to see that blanket snare nerf to be reverted or revisited. It hurts other organized group comps.
The Morales are a important part of the game.
I personally like morale bombs and morale cycles. This comp has a lot of morale cycles. I think it's fun and unique to this game alone.
With this group comp you can take on about 2 or 3 times it's size and still be roughly ok given it's location vs unorganized blobs. I'm not saying your wiping 2 or 3 times it's size but your surviving, getting kills, and playing the objective. Grinding through, surviving against all odds. Very dwarf like.
Vs another organized grps it depends on the grp composition and their organization/coordination skills... as it should be. They could be designed to crush it or... Have no tools to deal with it so will get bullied around. If they have no immediate tools to deal given their comp, they should take it as a challenge. Endgame content there...
This group can take on the Blob and rewards you for your organization/coordination. Player's would see this group work in ORvR lakes and want to be part of it OR... just complain and then have it taken away like it did on live. Why put in effort when you can just complain and have things taken away and dumbed down. This is not RoR's fault. Mythic did this. I can explain how to dismantle this group comp or how to dismantle the chaos version of the comp. But... it would require some effort... ... organization... ... coordination... ... and working as a team to do so.
Do you want to reward effort/organization/coordination/working as a team? Or do you want to reward the blob that just run's you over with it's numbers.
Again... This is the Endgame content.
This is IT. Nothing goes beyond this. The game doesn't progress beyond this point.
The rabbit hole of effort/organization/coordination/working as a team goes very deep in this game... because it's the endgame content...
Honestly the flaw of this game is the mythic designer's underestimated how much effort/organization/coordination/working as a team that the playerbase wanted to participate in. So the player's that actually put in the effort get punished. I've played this game since launch and have been doing these types of comps since then. I've slowly seen so many cool tricks/tools for organized play get stripped away...
The grp is weak until it hits it's morale 2. Then it starts grinding. If you can cause a lot of deaths before the morale 2 hits you got a decent chance of wiping it. But even after wiping, if you ignore it It will just pick itself up again. Even with the defensive morale cycles there are ways to single target kill models within the grp comp which is important to break the defensive morale cycle and create gaps to it's buffing power. In addition Morale bombs are a natural counter But some pretty serious morale bomb recovery is BUILT into the group comp.
The grp comp doesn't have anything to run down the enemy. The slayer's and earthshatter IB's could probably do it but your creating a backline and putting them at risk. You can just walk away and not engage it. Which is why positioning is HUGE. This is really just a half a warband comp. I guess that's where grp 3 and 4 would come in.
Since 2024 there was a blanket kiting/snare nerf across the board. Which I think went too far and hurts organized play. So I stated a grp comp that doesn't care about being snared.
I'd also like to see that blanket snare nerf to be reverted or revisited. It hurts other organized group comps.
The Morales are a important part of the game.
I personally like morale bombs and morale cycles. This comp has a lot of morale cycles. I think it's fun and unique to this game alone.
Re: Defensive Playstyle
It's about variety of gameplay. Different viable options that make the game more interesting to play. You disagree that morales provide for this. That's fine, but you seem to be more focused on vibes than the actual different styles of play that could exist.
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