So I have been playing this game off and on for a little over a year now and there are many things I noticed that could hopefully improve the game as a whole. I will do my best to explain the ideas and separate them by category to better digest everything. Please keep in mind this is from the perspective of a tank main.
PVE
To start with PVE there are many problems with PVE where gearing feels off due to many factors such as stats.
- As a tank player it is weird that many sets of PVE gear are offensive sets from Sent, Blood lord and HV. I would recommend changing this to possibly making either an alternative set that you can exchange a piece of sentinel (example set) for another piece of equal tier that is equal in item level, but is defensive orientated. This allows the most common gearing method of saving War crests and doing PVE for wards, but not using sets of gear that is not well designed for for the class role.
- Buff to menace from 100% threat to 200% or more. With PVE the most common comp being ran at the moment is 1 tank, 3-4 DPS, 1-2 healers. By increasing threat this will help tanks hold threat in the most common comp while at the same time help lord threat since it is so common that healers tend to rip threat from the tank and then run around trying to kite the lord causing chaos.
- This is specifically for Blackguard (I do not have any experience tanking for order I'm sorry), but compared to the other tanks on destro the AOE threat that Blackguard has is very poor and maybe a tactic that does thorns damage on being hit might help (Any other ideas are welcome). This will also help Blackguard help with ST threat as well because having to spam Hateful Strike the whole time to maintain threat is not only unfun, but there are times its not enough in a 1/3/2 or 1/4/1 comp due to not being able to guard enough of the DPS. (Maybe the threat increase on Menace will fix the problem all together)
PVP
- With PVP the most common complaint I hear about the game is "Blobbing", but what is blobbing? I tend to hear the most common use of blobbing is more than 1 WB together moving as one unit. Another complaint I tend to hear is box running. The most common thing people say is "revert the box changes and remove them", but it seems like the devs want this mechanic to stay so rather then suggesting the same thing I feel like a possible solution to deter blobbing is to have a debuff applies to BO's that drastically reduce the spawn speed of boxes if there are too many players of one faction near a BO. This would push the idea of not blobbing by a couple BOs (Riekland middle BO's being a prime example of this). This will hopefully push the narrative to split up from blobbing to prevent the idea to "blobbing up in the first place".
- I also hear people complain about "Warcamp hugging" which is when people just stay by their Warcamp and try to kite back to Warcamp over and over to use the Warcamp buff to kill people or hide (sometimes when outnumbered and sometimes even in numbers) a possible solution to this would be a Battle for Praag approach where the Warcamp has a barrier that you can walk through to enter the lake, but cannot leave the second you sense danger (We play a pvp game we are here to fight not run). To leave the PVP lake the way you can leave is War report, Book or binding or channel a separate amount of time (and not taking damage) on the barrier to port back. This will effectively remove Warcamp hugging as a whole creating a better PVP experience for everyone and not dealing with the Warcamp dance.
- I think the event we are having are amazing and the effect is completely appreciated, but the only thing I can say to take them a step forward in a better direction is to add renown and crests in the areas that an event takes place. An example is with Feast of Shoika and Praag. Having an event in the lakes is a great idea and I completely support it, but if Praag is not an open lake fighting for an objective through PVP, but not making any PVP gains feels not the greatest so maybe making it that PVP rewards are enabled in those areas (5 minutes before the event starts until the event is over) That way it encourages fighting for the objective even more.
This is my first draft of idea for both PVP and PVE. Let me know what you guys think of these ideas and possible flaws that the ideas may have.
Suggestions to the Game
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Suggestions to the Game
Last edited by Hazmy on Sun Jun 30, 2024 2:43 pm, edited 1 time in total.
Reason: added visibility, formatting
Reason: added visibility, formatting
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Re: Suggestions to the Game
Oh, there is quite a lot of stuff included here and for different aspects of the game.
Buffing Menace even more, especially for PvE, is a more complicated decision as far as I know, because then it's not only threat to think about but also potentially having +1 spare Tactic Slot for the healers due to easier threat generation. Having more feedback regarding this from Tank players would be useful to know how threat generation is since our last modification to Healer Threat.
Thank you for your detailed feedback!
Buffing Menace even more, especially for PvE, is a more complicated decision as far as I know, because then it's not only threat to think about but also potentially having +1 spare Tactic Slot for the healers due to easier threat generation. Having more feedback regarding this from Tank players would be useful to know how threat generation is since our last modification to Healer Threat.
Thank you for your detailed feedback!
Re: Suggestions to the Game
As a bg you got a Monstrous Rending if you really need to spam aoe, no cd and doesn't requires speccing.HiImKyco wrote: Sat Jun 29, 2024 11:09 pm - This is specifically for Blackguard (I do not have any experience tanking for order I'm sorry), but compared to the other tanks on destro the AOE threat that Blackguard has is very poor and maybe a tactic that does thorns damage on being hit might help (Any other ideas are welcome).
No, that is a great way to increase blobbing, since that now the only thing left for wbs to do is to blob mid zone, while waiting for solo box runners to lvl the zone for 2 stars. Unless its Praag, then wbs will just ignore BOs/keeps and keep permanent middle fight till everyone is off to sleep.HiImKyco wrote: Sat Jun 29, 2024 11:09 pm "Blobbing",
I feel like a possible solution to deter blobbing is to have a debuff applies to BO's that drastically reduce the spawn speed of boxes if there are too many players of one faction near a BO. This would push the idea of not blobbing by a couple BOs (Riekland middle BO's being a prime example of this). This will hopefully push the narrative to split up from blobbing to prevent the idea to "blobbing up in the first place".
"Can we play with him, master? He seems so unhappy. Let us help him smile. Please? Or at least let us carve one on his face when he stops screaming."
— Azeila, Alluress of Slaanesh
— Azeila, Alluress of Slaanesh
Re: Suggestions to the Game
Don't feel like its a big problem considering having challenges, taunt and with a dps guarded its difficult to loose aggro unless there's a specific mechanic in the boss, but thats a matter of skill and coordination, so I wouldn't touch menaceHazmy wrote: Sun Jun 30, 2024 2:40 pm Oh, there is quite a lot of stuff included here and for different aspects of the game.
Buffing Menace even more, especially for PvE, is a more complicated decision as far as I know, because then it's not only threat to think about but also potentially having +1 spare Tactic Slot for the healers due to easier threat generation. Having more feedback regarding this from Tank players would be useful to know how threat generation is since our last modification to Healer Threat.
Thank you for your detailed feedback!
Re: Suggestions to the Game
BO, CHOSEN, SW have sufficient threat with tactic and good spell. Sometime one mob go to healer/dps but it's fine we have tools for that.
This is without healer slot tactic.
Threat is easy in this game, at least for the 3 tanks i have.
Blob is WB fighting WB. As small scale party it's hard to find fair fight without one side is help by one WB.
The blob is bigger in EU prime with 2/3+ WB join their effort and just "waaaaagh" no brain each other...
This is without healer slot tactic.
Threat is easy in this game, at least for the 3 tanks i have.
Blob is WB fighting WB. As small scale party it's hard to find fair fight without one side is help by one WB.
The blob is bigger in EU prime with 2/3+ WB join their effort and just "waaaaagh" no brain each other...
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