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Patch Notes 31/1/2017

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Komode
Posts: 62

Re: Patch Notes 31/1/2017

Post#301 » Thu Feb 02, 2017 5:13 pm

Azarael wrote:Except the base damage of those abilities isn't 3-4k. They're getting 3-4k because people are letting them get 3-4k.

Formation change does not happen overnight, and it certainly doesn't happen if the players forming the very formations you are discriminating against can overturn the change in 3 days.
But how now tanks should stay close to guarded target? Or try to save somebody with punting a melee dps from guarded target? If they will come to the guarded target when somebody aoe` ing it, they will increase amount of dmg of the attacker.
How to apply hold the line?
Phalanx/Zerg
Atrocob - Engineer 40/50+
Kuporoz - BW 40/50+
Larkuz - BO 40/50+
Larkus - Mara 40/49
Komet - SH 40/54+
Fellow - BG 40/40+
Uglic - Shaman 40/50+

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slaneesha
Posts: 14

Re: Patch Notes 31/1/2017

Post#302 » Thu Feb 02, 2017 5:14 pm

What troubles me most with this new patch is the fact that RoR is basically a realm game, based upon the attack/defense of BO's or keeps. Therefore, I really wonder how one can prevent the formation of zerg since any fight creates an attraction point on both sides, multiple gatherings of players.

What about keep takes then? Should we only do 6vs6 fights? Should we avoid fights? Then RoR becomes a moba? This is the absolute contradiction of the sheer essence of this game, a nonsense or a misunderstanding.

Single target skills, aoe skills, crowd controls do belong to this game and so since the beginning, such as massive fights due to the fact that we are playing a mmorpg in opposition to private instances.


LNM guild master

User avatar
Azarael
Posts: 5332

Re: Patch Notes 31/1/2017

Post#303 » Thu Feb 02, 2017 5:20 pm

Komode wrote:But how now tanks should stay close to guarded target? Or try to save somebody with punting a melee dps from guarded target? If they will come to the guarded target when somebody aoe` ing it, they will increase amount of dmg of the attacker.
How to apply hold the line?
Group members are no longer considered for AoE debuffing, but other allies debuff more.

bloodi
Suspended
Posts: 1725

Re: Patch Notes 31/1/2017

Post#304 » Thu Feb 02, 2017 5:21 pm

Azarael wrote:Because my aim was to see whether cone abilities would work for diffusion first, and handle the mess later. I'm not ignorant to the fact that 360 degree attacks are almost unusable now.
Well as mentioned in my previous post, if you can tie it to the range of the skill and not the the stat, it would come a long way but i guess you need client control for that.

For now, making the extreme cases not so extreme, mostly limit the upper damage a bit, 3k a gcd, even if its because the enemy is stupid, is too much, making it so the "friendly fire" starts kicking it when above x friends around will make it not so noticeable, speically because hitting tails as 12 man group should not be punished so much.
Azarael wrote:Group members are no longer considered for AoE debuffing, but other allies debuff more.
That works too.

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RyanMakara
Posts: 1563

Re: Patch Notes 31/1/2017

Post#305 » Thu Feb 02, 2017 5:24 pm

slaneesha wrote:What troubles me most with this new patch is the fact that RoR is basically a realm game, based upon the attack/defense of BO's or keeps. Therefore, I really wonder how one can prevent the formation of zerg since any fight creates an attraction point on both sides, multiple gatherings of players.

What about keep takes then? Should we only do 6vs6 fights? Should we avoid fights? Then RoR becomes a moba? This is the absolute contradiction of the sheer essence of this game, a nonsense or a misunderstanding.

Single target skills, aoe skills, crowd controls do belong to this game and so since the beginning, such as massive fights due to the fact that we are playing a mmorpg in opposition to private instances.


LNM guild master
It's not as if AoE abilities have been completely disabled, they just work different now. You have to understand that Mythic's aim at a grand-scale Realm versus Realm PvP game was an impossible construct from the start. We are still dealing with the aftershock of EA's money-grabbing mentality which ensured that any developments Mythic were still in, had to be rushed completely. They never had the time to truly refine their base concept, which led to flaws we still experience today. Now, we have a free lance dev team trying to improve upon a failed, poorly aged multi-million MMORPG, trying to rectify those mistakes. Expect shortcomings. We are only human. We do not wish to change the foundation of the game completely, but it has to be tweaked and addressed in the places that we can, with the resources available.
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roadkillrobin
Posts: 2773

Re: Patch Notes 31/1/2017

Post#306 » Thu Feb 02, 2017 5:36 pm

So what are you sugesting we do with our warband guild?

Pretty much the only thing that keeps us and I bet several warbands guilds aswell in the game i that we like to play together as a unit (and Hoa screaming Chop Fasta!)
My only joy with this game is making warband compositions based on AoE synnergies and try them out.

Beavers, Invasion, Phalanx, Feruer (sorry if i missspelled your name again) LNM, Chlopi, Bitterstone, Radiant Knights, CNTK, Fatal, Nazgul probobly missed a dusin.
I bet share simular concerns.
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Luth
Posts: 2840

Re: Patch Notes 31/1/2017

Post#307 » Thu Feb 02, 2017 5:48 pm

roadkillrobin wrote:So what are you sugesting we do with our warband guild?

Pretty much the only thing that keeps us and I bet several warbands guilds aswell in the game i that we like to play together as a unit
Something like
Spoiler:
Image
Playing together doesn't mean that you have to hold the hand of every single warband member. Any army IRL would be destroyed in virtually every situation, if led by RoR RvR tacticians.

sabat80
Posts: 77

Re: Patch Notes 31/1/2017

Post#308 » Thu Feb 02, 2017 5:49 pm

Azarael wrote: Group members are no longer considered for AoE debuffing, but other allies debuff more.
Is it live?

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roadkillrobin
Posts: 2773

Re: Patch Notes 31/1/2017

Post#309 » Thu Feb 02, 2017 5:50 pm

Luth wrote:
roadkillrobin wrote:So what are you sugesting we do with our warband guild?

Pretty much the only thing that keeps us and I bet several warbands guilds aswell in the game i that we like to play together as a unit
Something like
Spoiler:
Image
Playing together doesn't mean that you have to hold the hand of every single warband member. Any army IRL would be destroyed in virtually every situation, if led by RoR RvR tacticians.
Thats asuming that the defending warband arn't moving.
Image

Arteker616
Posts: 413

Re: Patch Notes 31/1/2017

Post#310 » Thu Feb 02, 2017 5:56 pm

RyanMakara wrote:
slaneesha wrote:What troubles me most with this new patch is the fact that RoR is basically a realm game, based upon the attack/defense of BO's or keeps. Therefore, I really wonder how one can prevent the formation of zerg since any fight creates an attraction point on both sides, multiple gatherings of players.

What about keep takes then? Should we only do 6vs6 fights? Should we avoid fights? Then RoR becomes a moba? This is the absolute contradiction of the sheer essence of this game, a nonsense or a misunderstanding.

Single target skills, aoe skills, crowd controls do belong to this game and so since the beginning, such as massive fights due to the fact that we are playing a mmorpg in opposition to private instances.


LNM guild master
It's not as if AoE abilities have been completely disabled, they just work different now. You have to understand that Mythic's aim at a grand-scale Realm versus Realm PvP game was an impossible construct from the start. We are still dealing with the aftershock of EA's money-grabbing mentality which ensured that any developments Mythic were still in, had to be rushed completely. They never had the time to truly refine their base concept, which led to flaws we still experience today. Now, we have a free lance dev team trying to improve upon a failed, poorly aged multi-million MMORPG, trying to rectify those mistakes. Expect shortcomings. We are only human. We do not wish to change the foundation of the game completely, but it has to be tweaked and addressed in the places that we can, with the resources available.
Is easy blame in EA and no the blunders mythic did, in this game and daoc. jacobs and denton screwed so bad daoc over the years while refusing to listen the players and going head long with their own ideas while their games colapsed . lets not forget despite alot of problems anarchy online >daoc for the first 2 years in pure sheer of numbers .

u forgot most mythic core games relied into a one thing. guilds and organized warplay at largue scale . mythic has been infamous for how they managed their rvr system at the cost of non balance . they promised always alot and failed hard .

my problem with this patch is it not just change the pve +pvp mechanic in rvr , scs and class mechanics to point it create imbalance , a very serious one.

people will adapt others will get angry , others will leave . that happens .

my question for you as dev or any other who want to reply me. is this.

maybe would be a good idea listen to players who usualy lead , organize the rvr . take their opinions in hand and yours and balance them in general for a positive adventage for the server. it doesnt need to be public or general knowledge . but in general it would help the fear alot of the population wich love ur server has with the changes .

after all is my guess devs gms are players too , and without players nobody gonna get fun .

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