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A stopgap to handle the item loss issue.

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Poll: What would you prefer to see?

Add vendors
35
27%
Push cap
86
66%
Do nothing
9
7%
Total votes: 130

Vraal
Posts: 116

Re: A stopgap to handle the item loss issue.

Post#111 » Mon Jun 01, 2015 10:43 am

We will have a lvl cap raise eventually anyway. Will there be a discussion what "OP" skills will be introduced every time we get a raise? I think this way of thinking is hilarious and won't get us anywhere. It isn't like T1 is the balance wonderland where everything is totally fine. Get over your mimimi and start realizing that this project is an ongoing thing where we move in slow baby steps.
Be greatful for a perspective of using new skills and having a more balanced gear situation instead of whining "oh, this will introduce Runefang to the game, QQ". It will eventually come ANYWAY.
Vraal / / Khalik

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Ototo
Posts: 1012

Re: A stopgap to handle the item loss issue.

Post#112 » Mon Jun 01, 2015 11:36 am

All u readed that the lvl cap proposed was to 14, dont?
Spoiler:

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Jayzboi
Posts: 196

Re: A stopgap to handle the item loss issue.

Post#113 » Mon Jun 01, 2015 11:41 am

Every class can be OP, it depends on the person who plays it.
does it depress you to know just how alone you really are?
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Chars: Sixtyniner - Thefatone - Zlota - Gemini.

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Kolapse
Posts: 6

Re: A stopgap to handle the item loss issue.

Post#114 » Mon Jun 01, 2015 1:50 pm

What the hell u talking about ?? so the class is OP or player ? OP players still dont playing or not longer ? one op player... nalgol and his choosen but hes dev... Man Without Shadow (ZonderSchaduw)... still banned i think or Bapyc yeah these two i can call op players that no matter what classes they playing but ofc mainly are better, not so many op players there with bapyc theres mb one-two more but classes... OP ? yeah ofc that cant be fixed... the rest is just op trolls...

for now about items add vendors right now dont make a pool to ask ppl just do this and u will see.... better choise than maxing to lvl 14 and again working with buffs abilities other shits
Last edited by Kolapse on Mon Jun 01, 2015 1:52 pm, edited 1 time in total.

Luth
Posts: 2840

Re: A stopgap to handle the item loss issue.

Post#115 » Mon Jun 01, 2015 1:51 pm

Kolapse wrote:(ZonderSchaduw)
is not OP anymore.

Kolapse
Posts: 6

Re: A stopgap to handle the item loss issue.

Post#116 » Mon Jun 01, 2015 1:57 pm

Luth wrote:
Kolapse wrote:(ZonderSchaduw)
is not OP anymore.
what u mean ? dont worry he wont forget how to play this and u will cry again :D

Luth
Posts: 2840

Re: A stopgap to handle the item loss issue.

Post#117 » Mon Jun 01, 2015 2:04 pm

Rest assured that no one is crying about some banned exploiter, except some misguided fanboy or maybe the person in question himself on another account.

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magter3001
Posts: 1284

Re: A stopgap to handle the item loss issue.

Post#118 » Mon Jun 01, 2015 2:04 pm

I think the topic might as well be closed off now. Almost 70% want cap to be increase, and 93% want something to be done to remedy this item loss situation. Only 7% want nothing done but they seem to be the loud minority on the topic so far.

The percentages were taken when there were 109 votes, just fyi for future purposes.
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Morf
Posts: 1247

Re: A stopgap to handle the item loss issue.

Post#119 » Mon Jun 01, 2015 2:08 pm

Sulorie wrote:There was never a better lower tier balance than past 1.4 as every player can decide where to play, because of overlapping brackets and enough time to gain renown to make rr-differences a non-issue.
It is so easy, there were only a few flaws, which are fixable without a doubt.

Last time i try and make you see sense :D

Past 1.4 here are some mastery skills that were available in t2- festering arrow/cave in/ WE and WH kd (and unlike other class kd you dont see the WE or WH coming so they are free to burst u down)/ cutting claw and force apportunity the armor debuff on certain classes gave them an armor rating of 0/ shatter limbs ?/ chosen and kotbs stagger ? just a few examples and you add to that double renown after 1.4 and you have 50 renown points to spend, that in itself is huge. now items...like i said previously anihilator and devastator mix, weapons and items from gunbad that was originally designed for t3 and higher, all this isnt unbalanced ?
T3 u had m4 mastery available 2k+ damage morales, 70-100 renown points to spend, crit weapons from pve dungeons more,more and more stuff to make it even more unbalanced.
Old tier requirements you could jump into RvR in t2 and t3 with 0 renown points and pve armor and still have some what on an impact, ofc someone with pvp armor and renown points to spend will be stronger but the gap is smaller then what **** was like after 1.4, you cant argue that.
Last edited by Morf on Mon Jun 01, 2015 2:11 pm, edited 1 time in total.
Morfee - Shaman / Mynnos - Kotbs / Grubod - Black Orc / Snubz - Squig Herder

Kolapse
Posts: 6

Re: A stopgap to handle the item loss issue.

Post#120 » Mon Jun 01, 2015 2:09 pm

You can not even imagine scum how many ppl from his times do to this game... the oldest player here that was, exploiter u can say to your dog, no to ppl of this rank... knave nothing more... u will see the power of the enclave again when more ppl will back

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