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Defensive Playstyle

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footpatrol2
Posts: 1100

Defensive Playstyle

Post#1 » Thu Sep 04, 2025 2:54 pm

It looks like there is a push to have this game more kite like. Dampening the snare's, reducing the durations of said snares, and reducing the area effect of snares. What if this game provided different types of playstyles then just kitey? It did at one time.

I'd like to explain a playstyle I conducted on live that was a lot of fun and was not kitey.

This is a racial group but focus on the playstyle and not that it was a racial group.
I ran a 6 man dwarf group on live, then progressed to 12 man. All organized/coordinated and was not kitey.

The group comp had a lot of layers. The 1st group comp eventually evolved into a Grenadier engineer, Brotherhood IB, Stone IB, Grungi RP, Grimnir RP and Skavenslayer. The Grimnir RP was built very tanky all slotted with armor Tali's and would slot in the (Old) concussive runes which acted like a AoE detaunt as long as he was doing damage. Grimnir RP would get the Willpower buff from Inspiring attack. We'd start with guarding the Engineer and Slayer but would Guard swap if needed.

The idea was simple, Hold a Position. I would take banner's everywhere I went to get the additional stat benefits and the additional morale gains it provided. What I would do is move into a key positions in either a SC or RVR with the banner then we would call it "Setting up shop." I'd plant the banner then have napalm over the banner then the entire group sits in the napalm Aaaaaaannndd that's it kinda.

Things we were doing:
Keg in the napalm.
When the enemy was not close we would stack Land mines in the napalm.
AP feed from engineer with Extra ammo tactic.
AP feed from Brotherhod IB Told Ya So tactic.
Passive absorbs coming from Ancestor's Echo tactic.
Passive Armor Buff Regenerative Shielding Tactic.
Group Toughness buff via Oath of Vengence tactic.
Cycle Mountain spirit m2 30 sec's for 100% upkeep.
Cycle challenges for 30% dmg reduction
Use armor plating m2 on engineer 20 sec's duration.
Cycle Gromril plating for 40 sec's out of 60 sec morale cooldown.
When enemy mdps got close Shatter limbs for additional protection and snare with Earthshatter from the IB.
Guard swaps are outrageously easy when you don't need to chase down Friendlies.
If a Friendly was kicked out of the napalm a Tank would leave to catch and escort him back into the napalm.
All the normal things would happen but just in our Napalm, such as single target assisting/ heal debuffs/ knockdown and punt enemy tanks, burn down mdps but we wouldn't chase thou. We were playing the objective. We lived in that Napalm.

When the group wiped we would all die in the napalm, close to each other on purpose. This could be from a morale bomb or whatever. We would not immediately release to go to spawn point. You have a total of 10 minutes before the game forces you to spawn point. We would wait until it was safe, then the Grimnir's Fury RP would Self Rez with Oath Rune of Sanctuary then use (old) Grimnir's Fury Ability to group rez the entire group. Then would put the 2nd oath rune of sanctuary on the Grimnir's fury RP. You basically have 2 self rez's on the Grimnir's Fury RP every 10 minutes.

When we started adding the 2nd group we doubled the comp but put in a Tinker engineer with the pull instead of more napalm.
Now we got:
100% upkeep on shatter limbs
100% upkeep on Earthshatter, Earth shatter on pull into the napalm.

Anyway the strength was when the group dug into a spot it was tough to shift. The group comp was weak at the start but got stronger as the fight grew on. The Group Hinged on getting it's Morale 2 Mountain Spirit and maintaining it. Positioning was critical. When the group moved and enemies were close by we would toss out a napalm and move to the new napalm location. So the group was slow moving.

You cannot Run this type of group well on RoR, mainly because of morale gain rates and Mountain spirit got gutted.

Was the group impossible to beat. Definately not. Was it a tough nut to crack if you weren't prepared for it? yes. Was it fun to play? yes. Lots of fond memories here.

OK so finally to the proposal.

Bring back the major Defensive Morale cycle's but with a self-imposed snare component say 20% or 30% have mdps immune to the snare component but ensure the tanks have the snares. Why not have mdps snared when they have the defensive morale cycle on? For when the mdps bypasses the keep side door.
The Major Defensive morale cycle's are:
Mountain Spirit m2 30 sec RP
Sprout Carapace m3 Chosen, move impeccable armor back to m4
1001 Dark Blessings m4 30 sec's DOK add back in the Single target morale pump

Remove the blanket nerf to snare's please. Please bring back this defensive playstyle.
Remove Morale damage cap.
Instead of hamstringing the morale bombs, focus more on fixing the already ingame mechanic's of Morale bomb recovery. Such As Alter Fate m4 that every healer has access too. Alter Fate m4 used to rez everyone within 30ft. 30ft is Way to small and no one ever used it. Have it rez at say 80ft or 100 ft of group members. Maybe move Alter Fate to m3 instead of M4.

Example: Your Front Line got Morale bomb? Fine I have Pick up with Alter Fate m3.

Just because a morale bomb goes off doesn't mean the fight is over.

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