I love the new sc system, but also miss the old sc pops on low population/weekdays.
Could we make "random free for all" scenario que, where archetypes aren't considered like the old system, while having the weekend/events still use the current system?
This would allow us to use the new system but also have an option to do either.
Sc: free for all
Forum rules
Before posting in this forum, please read the Terms of Use.
This section is for providing feedback and sharing your opinions on what could be improved or changed for the Return of Reckoning project.
To ensure your feedback is as helpful as possible, please review the Rules and Posting Guidelines before posting.
Before posting in this forum, please read the Terms of Use.
This section is for providing feedback and sharing your opinions on what could be improved or changed for the Return of Reckoning project.
To ensure your feedback is as helpful as possible, please review the Rules and Posting Guidelines before posting.
Ads
Re: Sc: free for all
I see your point but I think it is the wrong approach. The new queue system is working very well and is a big improvement to before. When there are not enough SC pops then the question should rather be "Why are people not queuing and how to make them queue more?".joroth wrote: Sun Jun 14, 2026 6:14 am I love the new sc system, but also miss the old sc pops on low population/weekdays.
Could we make "random free for all" scenario que, where archetypes aren't considered like the old system, while having the weekend/events still use the current system?
This would allow us to use the new system but also have an option to do either.
I think fixing the starting areas would be a good next step. In scenarios like Serpent's Passage for example the enemy can camp right in front of the barrier, so you can't gather outside of it for a push. The barriers should be removed and replaced with guards that help fighting when the enemy pushes too far.
Another thing is of course class balance. Some classes do much better than others and for others is it no fun at all right now. Like if you pick WEs and BWs there is a HUGE gap in power between them. BWs getting shredded in there while WEs are like on steroids jumping around like mad. They should try to make that a bit more even again.
There are also some things that just don't feel right atm. One is the amount of disrupts, especially from healers with willpower or tanks like BGs that have a disrupt tactic. They can increase their disrupt to levels where they don't have to fear magical attacks anymore. Same with tanks. I see them using shield channel and they turn basically immune to damage. You throw everything you have at them and at 10% health they just do their shield channel, block everything and getting healed up again. That's freaking annoying. I really don't like that high defense meta and they have been trying to fix it with insanely high damage on mdps like WE/WH with 100% armor ignore and crazy damage. I also don't think that abilities like Elixir of the Cauldron or some m1 that give 100% disrupt/parry/dodge for 7s are fair in any way. There should be no 100% immunity, like there should be no 100% armor pierce on any class. Make it 50% max. Id rather have a meta with less disrupt/parry/dodge/block but also less armor ignore and less crazy damage to even it out.
Re: Sc: free for all
Somehow lumpi managed to make this post all about "balance" again.
Not surprised.
Not surprised.
Re: Sc: free for all
New system at least gives a chance to none premade groups.
Big improvement imo.
Big improvement imo.
My WH videos - viewtopic.php?f=53&t=42669
Re: Sc: free for all
With old system if you tag and get matched vs premade, you can tag again quickly.
Now it's same! A premade tag, no proc until "queue" became more "open" and you face premade again ^^
New system just add 15min+ delay between SC for same result.
Now it's same! A premade tag, no proc until "queue" became more "open" and you face premade again ^^
New system just add 15min+ delay between SC for same result.
Re: Sc: free for all
Do you ever post something useful instead of "skill issue" and such?lemao wrote: Sun Jun 14, 2026 9:55 am Somehow lumpi managed to make this post all about "balance" again.
Not surprised.
Re: Sc: free for all
i miss old system when players were being actively encouraged to play the game properly for a chance to win. this includes grouping up and "premading". although most premades are just people from /5 forming a semi cohesive group comp and trying to play the game right.
instead we have decided to usher in the age of solo and blob player pandering where most players are now headless chickens who feed immunities, run to objective during a fight and abandon their team and other things which make the game impossible to play for those who know how the game works. all while making queue times at most hours of the day impossibly long for group sizes above 3.
and before you say something like "ah gersy going on about solo players again and how evil they are". it's not the case, it's never been. however it is important to remember that at its core, WAR/RoR was meant to be a game about teamplay and coordination and when you don't follow the tenants engraved in at the baseline of most systems the game begin to unravel quickly and devolve.
it's not these solo or casual players' faults either most of the time. since unified currency and removal of campaign the game just does a terrible job of funneling newer players in to situations which promote personal skill growth and learning. why would a new player play content such SCs, city siege or do things like 6-12man roaming and fighting larger numbers to intentionally limit test yourself and your team's coordination? such things that help you to truly learn the game on an intense level. why do that when they can earn bis by blobbing with 5 fps and pressing 3 buttons? that is what really needs to change, not continued watering down of endgame/pinnacle content and funneling players in to things that don't teach them how to play.
instead we have decided to usher in the age of solo and blob player pandering where most players are now headless chickens who feed immunities, run to objective during a fight and abandon their team and other things which make the game impossible to play for those who know how the game works. all while making queue times at most hours of the day impossibly long for group sizes above 3.
and before you say something like "ah gersy going on about solo players again and how evil they are". it's not the case, it's never been. however it is important to remember that at its core, WAR/RoR was meant to be a game about teamplay and coordination and when you don't follow the tenants engraved in at the baseline of most systems the game begin to unravel quickly and devolve.
it's not these solo or casual players' faults either most of the time. since unified currency and removal of campaign the game just does a terrible job of funneling newer players in to situations which promote personal skill growth and learning. why would a new player play content such SCs, city siege or do things like 6-12man roaming and fighting larger numbers to intentionally limit test yourself and your team's coordination? such things that help you to truly learn the game on an intense level. why do that when they can earn bis by blobbing with 5 fps and pressing 3 buttons? that is what really needs to change, not continued watering down of endgame/pinnacle content and funneling players in to things that don't teach them how to play.
Gersy - Witch Hunter General
Not Good Enough / NGE
70-80+
WH/WP/IB/SL/ENGI/SW
MARA/CHO/SORC/SHAM
Alt (below 70)
RP/WL
CHOP/BG/BO/ZEAL
Witch Hunter General's Compendium (WH Guide)
Not Good Enough / NGE
70-80+
WH/WP/IB/SL/ENGI/SW
MARA/CHO/SORC/SHAM
Alt (below 70)
RP/WL
CHOP/BG/BO/ZEAL
Witch Hunter General's Compendium (WH Guide)
Ads
Re: Sc: free for all
Scenarios have seen a significant improvement in their matchmaking recently, resulting in fewer one-sided stomps and closer, better-balanced games. The trade-off has been that fewer matches are popping. The Scenarios team, now supported by some new faces, made further adjustments in the last patch that should allow the matchmaker to begin scenarios even if one team is missing heals, or missing tanks, provided that both teams are lacking the same.
This last change is great enough imo
Making another matchmaking would lower other's proc and then everyone will be back in ffa
Old system was fun 3vs3 sometimes, rest was mostly premades stomp & weird teams like full heal vs none
Idk how many players are required to start a sc now ;
Maybe matchmaker could simply lower the number if no proc for a while
This last change is great enough imo
Making another matchmaking would lower other's proc and then everyone will be back in ffa
Old system was fun 3vs3 sometimes, rest was mostly premades stomp & weird teams like full heal vs none
Idk how many players are required to start a sc now ;
Maybe matchmaker could simply lower the number if no proc for a while
Re: Sc: free for all
I've seen a few rounds without healers already so I guess it is already the case but to be honest, I don't like these rounds. Some classes are just too dependent on healers while others work pretty well without. It isn't much different to rounds we had in the past with one side having a healer and the other not.Demonito wrote: Sun Jun 14, 2026 5:14 pm allow the matchmaker to begin scenarios even if one team is missing heals, or missing tanks, provided that both teams are lacking the same.
Who is online
Users browsing this forum: anaxandus, Bing [Bot] and 12 guests




