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[scenarios] barriers

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JohnnyWayne
Posts: 48

Re: [scenarios] barriers

Post#41 » Mon Dec 01, 2025 4:38 pm

The only scenario that is actually designed well enoughto play the objective is old dwarf road. And people hate it for that. Personally, I like it. But the majority doesn't.

And yes, if a certain archetype is overperforming in a game mode you either have to change the archetype (see engineer, magus, SW sorc, bw and their AoE limitations) or the game mode (see barriers). You have to pick the smaller evil in these cases.

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Bozzax
Posts: 2689

Re: [scenarios] barriers

Post#42 » Mon Dec 01, 2025 4:51 pm

Simple
1 .barriers added
2. people stoped playing (very noticalbe pop drop)
3. end discussion

The scary kiters is one in a million and they would dominate in any setup against the ppl they dominate with a ranged

Only good ranged I can recall is CCM that was back in T3
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

nocturnalguest
Posts: 795

Re: [scenarios] barriers

Post#43 » Mon Dec 01, 2025 6:20 pm

Bozzax wrote: Mon Dec 01, 2025 4:51 pm Simple
1 .barriers added
2. people stoped playing (very noticalbe pop drop)
3. end discussion

The scary kiters is one in a million and they would dominate in any setup against the ppl they dominate with a ranged

Only good ranged I can recall is CCM that was back in T3
Just this tbf

Also i remind, the streamer plain refused to just go shield and counter all those nasty 1-3-2 ranged groups during the first and mighty great ring event. Many do have hard feeling about 1-3-2 ngl and indeed if properly built its pretty cancer, but as long as anyone go out of comfort zone and adjust its melee group accordingly its no issue.

Also let the kiters kite, not biggie.

Barriers gone, guard kills give rr not gonna suddenly destroy game. Look at it as yet another minor spiral sc meta shakeup

calipso
Posts: 82

Re: [scenarios] barriers

Post#44 » Mon Dec 01, 2025 8:02 pm

Double post
Last edited by calipso on Mon Dec 01, 2025 9:18 pm, edited 1 time in total.

calipso
Posts: 82

Re: [scenarios] barriers

Post#45 » Mon Dec 01, 2025 8:07 pm

nocturnalguest wrote: Mon Dec 01, 2025 6:20 pm
Bozzax wrote: Mon Dec 01, 2025 4:51 pm Simple
1 .barriers added
2. people stoped playing (very noticalbe pop drop)
3. end discussion

The scary kiters is one in a million and they would dominate in any setup against the ppl they dominate with a ranged

Only good ranged I can recall is CCM that was back in T3
Just this tbf

Also i remind, the streamer plain refused to just go shield and counter all those nasty 1-3-2 ranged groups during the first and mighty great ring event. Many do have hard feeling about 1-3-2 ngl and indeed if properly built its pretty cancer, but as long as anyone go out of comfort zone and adjust its melee group accordingly its no issue.

Also let the kiters kite, not biggie.

Barriers gone, guard kills give rr not gonna suddenly destroy game. Look at it as yet another minor spiral sc meta shakeup
This is what i was talking about. Instead to adapt to an archetype or tweak a map if needed, the counter argument to keep barriers is “i cant deal with rdps”.

Since ive been told this was the reason for barriers to be implemented, and asked where i could find the info without a response, i searched through patch notes myself and found only this (if anyone finds more please share it).


viewtopic.php?t=53530

There doesn’t explain anything whatsoever, but what i found the most were different threads of ppl asking to remove them or get the guards back.
I would say im not the only one thinking, this huge change over scenarios should’ve needed more explanation.

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