Overall feedback and how to Improve current iteration of RoR
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Re: Overall feedback and how to Improve current iteration of RoR
The devs only nerf, they dont care about classes, they just buff zerg strategies.
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Re: Overall feedback and how to Improve current iteration of RoR
Hugatsaga wrote: Wed Jan 29, 2025 1:16 pmNo it's not good idea at all. Watch this vid around 20 sec forward from timestamp I linked and then tell me how uncapped morale dmg is promoting small scale play again:gersy wrote: Tue Jan 28, 2025 11:48 pm that said, removing the morale damage cap is the one good idea of the entire thread so far. it would help to bust zergs and promote smallscale gameplay again where 6-12mans can actively fight against 24+ and have a realistic chance.
https://youtu.be/4SBnfx3rKog?si=LNqw_nRfiZu0Kc52&t=91
Granted, with higher aoe dmg (regular or morale) small mans can blow up zergs better in general but turning both small scale and large scale into morale dump fiesta is not the answer.
maybe is not healthy for 6v6 but this is not the primary content of the game, so your clip is valid but at the same time it's 1% of playerbase who cares about this content. + this gonna happen all the time now in ranked with the new wounds debuff thing they added, you're gonna have 5k hp and die to m2 drop. as well as even without this wounds debuff, you've a lot of comps who just rely on m4 drops historically to kill people with or without cap (we+choppa, sl+wh, wh+wl, etc.) so what changes really? get a warlord tank or class with morale burn on kit and don't let them abuse you like your clip shows.
it's healthier for rvr, which is the content that 95% of players mainly engage in and the biggest draw of this game to begin with, because it makes people want to zerg less as they can be deleted if they do 48man standing on the same 5ft area like we have now.
years ago it was uncapped and people had even less hp due to less gear being available and the game was thriving and fine in most opinion, more than it is now anyway. it was fun to be able to go 12v24, 18v24 GvG or even 6v24 with morale bombs and be able to outplay people who just took advantage of body stacking - this is a lot harder to do now as a result of morale damage being capped.
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Not Good Enough / NGE
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Witch Hunter General's Compendium (WH Guide)
Re: Overall feedback and how to Improve current iteration of RoR
Morale dmg lock is one of the best innovation of all time in ror ever. It was the most unskill and destructive part of the game, which remained in the past and its good. Cancel of this change will buff small man, really? Don't think (im sure - not).
Incomparable one button def wbs from the start of the city introduction won't let me lie. Divine setups as 3dps/snb doks/wps + tanks and others also.
Incomparable one button def wbs from the start of the city introduction won't let me lie. Divine setups as 3dps/snb doks/wps + tanks and others also.
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Re: Overall feedback and how to Improve current iteration of RoR
Morale bomb was a thing, additional layer to play around it, morale pump, morale drain, bomb squads. Atm t4 morale in builds more like placeholders and it's looks weird. It would be nice to see a defenition of "balance" and showcase for every class. What the average bar around which they build changes? What they want to see after final step?gersy wrote: Fri Jan 31, 2025 5:14 pm maybe is not healthy for 6v6 but this is not the primary content of the game, so your clip is valid but at the same time it's 1% of playerbase who cares about this content. + this gonna happen all the time now in ranked with the new wounds debuff thing they added, you're gonna have 5k hp and die to m2 drop. as well as even without this wounds debuff, you've a lot of comps who just rely on m4 drops historically to kill people with or without cap (we+choppa, sl+wh, wh+wl, etc.) so what changes really? get a warlord tank or class with morale burn on kit and don't let them abuse you like your clip shows.
it's healthier for rvr, which is the content that 95% of players mainly engage in and the biggest draw of this game to begin with, because it makes people want to zerg less as they can be deleted if they do 48man standing on the same 5ft area like we have now.
years ago it was uncapped and people had even less hp due to less gear being available and the game was thriving and fine in most opinion, more than it is now anyway. it was fun to be able to go 12v24, 18v24 GvG or even 6v24 with morale bombs and be able to outplay people who just took advantage of body stacking - this is a lot harder to do now as a result of morale damage being capped.
Re: Overall feedback and how to Improve current iteration of RoR
On the surface, yes, but that Morale DR is the only thing keeping your small man group alive vs a larger force lol.Cyrylius wrote: Fri Jan 31, 2025 6:59 am [
Because it gives small groups a clear win condition which is usually more realistic than others. And the same win condition doesn't help the presumably less organized bigger group since a) they have plenty of much easier ones to capitalise on and b) it does require specific playstyle and comp, things generally characterising smaller groups.
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Re: Overall feedback and how to Improve current iteration of RoR
I really want this = -change the gcd back to 1.15 from 1.5 this changed the combat so much it feels really slow on melee.Illuminati wrote: Thu Jan 30, 2025 9:48 pm -reduce the target cap from 24 to 9
-change the gcd back to 1.15 from 1.5
-restore a key identity back to each class that had it before the dilution strategy (eg Chosen = Critical Strikes, etc.)
-lower the Tri/Vic jewel prices since nobody plays ranked anymore
-and whoever created some of these new dungeons, get them to fix Lost Vale because they do darn good work and that dungeon deserves to be played.
Thanks!
Re: Overall feedback and how to Improve current iteration of RoR
when was the last time devs implemented a single tactic/skill/mastery suggestion from the forums? imagine they asked active forum users "should we raise gcd?" how many you think would agree? and they still did it without consulting anyone on here
jk enjoy your therapeutic posting folks. in a most unlikely scenario of another server popping up (without 90% of the content bugged) ror is cooked. i mean whod want to stick playing server where players who are buddies with the devs are calling the shots on balance patches? never forget nerfed buttons was banned (unsuccessfully as many people have working hacked version of it) because a ranked player cried about it.
in a way its a tragedy that the server isnt monetized in any way / doesnt take donations. money talks and if there was any money at stake devs would think 10x before going crazy with balance patches

in a way its a tragedy that the server isnt monetized in any way / doesnt take donations. money talks and if there was any money at stake devs would think 10x before going crazy with balance patches
Re: Overall feedback and how to Improve current iteration of RoR
Of They even try to monetize somethign EA would eat their liversbw10 wrote: Sat Feb 01, 2025 9:06 am when was the last time devs implemented a single tactic/skill/mastery suggestion from the forums? imagine they asked active forum users "should we raise gcd?" how many you think would agree? and they still did it without consulting anyone on herejk enjoy your therapeutic posting folks. in a most unlikely scenario of another server popping up (without 90% of the content bugged) ror is cooked. i mean whod want to stick playing server where players who are buddies with the devs are calling the shots on balance patches? never forget nerfed buttons was banned (unsuccessfully as many people have working hacked version of it) because a ranked player cried about it.
in a way its a tragedy that the server isnt monetized in any way / doesnt take donations. money talks and if there was any money at stake devs would think 10x before going crazy with balance patches
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Re: Overall feedback and how to Improve current iteration of RoR
Well spoken ty.Hugatsaga wrote: Wed Jan 29, 2025 1:16 pmNo it's not good idea at all. Watch this vid around 20 sec forward from timestamp I linked and then tell me how uncapped morale dmg is promoting small scale play again:gersy wrote: Tue Jan 28, 2025 11:48 pm that said, removing the morale damage cap is the one good idea of the entire thread so far. it would help to bust zergs and promote smallscale gameplay again where 6-12mans can actively fight against 24+ and have a realistic chance.
https://youtu.be/4SBnfx3rKog?si=LNqw_nRfiZu0Kc52&t=91
Granted, with higher aoe dmg (regular or morale) small mans can blow up zergs better in general but turning both small scale and large scale into morale dump fiesta is not the answer.
Why is everyone bringing up this small-scale game myth of 1%? Every day, we have hundreds of scenarios—just check the killboard yourself. Whoever invented the argument of "main content" and, because of that, is dooming small-scale seems from my PoV ignorant.gersy wrote: Fri Jan 31, 2025 5:14 pmHugatsaga wrote: Wed Jan 29, 2025 1:16 pmNo it's not good idea at all. Watch this vid around 20 sec forward from timestamp I linked and then tell me how uncapped morale dmg is promoting small scale play again:gersy wrote: Tue Jan 28, 2025 11:48 pm that said, removing the morale damage cap is the one good idea of the entire thread so far. it would help to bust zergs and promote smallscale gameplay again where 6-12mans can actively fight against 24+ and have a realistic chance.
https://youtu.be/4SBnfx3rKog?si=LNqw_nRfiZu0Kc52&t=91
Granted, with higher aoe dmg (regular or morale) small mans can blow up zergs better in general but turning both small scale and large scale into morale dump fiesta is not the answer.
maybe is not healthy for 6v6 but this is not the primary content of the game, so your clip is valid but at the same time it's 1% of playerbase who cares about this content. + this gonna happen all the time now in ranked with the new wounds debuff thing they added, you're gonna have 5k hp and die to m2 drop. as well as even without this wounds debuff, you've a lot of comps who just rely on m4 drops historically to kill people with or without cap (we+choppa, sl+wh, wh+wl, etc.) so what changes really? get a warlord tank or class with morale burn on kit and don't let them abuse you like your clip shows.
it's healthier for rvr, which is the content that 95% of players mainly engage in and the biggest draw of this game to begin with, because it makes people want to zerg less as they can be deleted if they do 48man standing on the same 5ft area like we have now.
years ago it was uncapped and people had even less hp due to less gear being available and the game was thriving and fine in most opinion, more than it is now anyway. it was fun to be able to go 12v24, 18v24 GvG or even 6v24 with morale bombs and be able to outplay people who just took advantage of body stacking - this is a lot harder to do now as a result of morale damage being capped.
Not to mention, aside from the main zerg, there are and will always be small-scale fights happening in ORvR as well it's simply part of the game.
Anything that is broken in small-scale is, with very high probability, also broken in ORvR vice versa. This game needs to be balanced across all content, not just cherry-picked to suit the highest population.
That said, it's becoming increasingly clear to me that the direction we're heading in is mainly due to this false narrative. ORvR has largely devolved into a "three-button" game for most DPS, spamming AoE—which, incidentally, also works far too well in Scenarios.
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Re: Overall feedback and how to Improve current iteration of RoR
it's like you reply without reading anything i said. this is why all think it's absolutely pointless to converse with you tbh, that and you think you can never be wrong and insert rudeness in to all your commentary. it's honestly tiresome to read all of it. those like you, and others in this thread, who are just solely invested in the failing dream of 6v6 being actual content again and not being well versed in anything else outside of scripted, controlled environments that secure your ability to win simply can't fathom changes that might hurt your precious, but dead and trash tier, game mode which is going even deeper down the drain with each passing season that sees only wintraders queueing granked and 0 solo queue games occurring.Aluviya wrote: Sat Feb 01, 2025 12:23 pm Why is everyone bringing up this small-scale game myth of 1%? Every day, we have hundreds of scenarios—just check the killboard yourself. Whoever invented the argument of "main content" and, because of that, is dooming small-scale seems from my PoV ignorant.
Not to mention, aside from the main zerg, there are and will always be small-scale fights happening in ORvR as well it's simply part of the game.
Anything that is broken in small-scale is, with very high probability, also broken in ORvR vice versa. This game needs to be balanced across all content, not just cherry-picked to suit the highest population.
That said, it's becoming increasingly clear to me that the direction we're heading in is mainly due to this false narrative. ORvR has largely devolved into a "three-button" game for most DPS, spamming AoE—which, incidentally, also works far too well in Scenarios.
Gersy - Witch Hunter General
Not Good Enough / NGE
WH/WP/IB/SL/ENGI
MARA/CHOP/CHO/SORC/SHAM
Witch Hunter General's Compendium (WH Guide)
Not Good Enough / NGE
WH/WP/IB/SL/ENGI
MARA/CHOP/CHO/SORC/SHAM
Witch Hunter General's Compendium (WH Guide)
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