Grimmshimmer and fleshrenders

Share your ideas and feedback to help improve the game.
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.
Caduceus
Posts: 704

Re: Grimmshimmer and fleshrenders

Post#31 » Sat Sep 27, 2025 11:18 am

Tisaya wrote: Sat Sep 27, 2025 10:45 am
Regen kills build diversity, but at the same time closes the gap between normal glasses and some stupidly broken ones. Regen works especially well against dots. Without regen, prepare to go 100-0 from 2 dots thrown by a passing shaman.

This is a valid point. Shaman/AM has been borked in solo/small-scale for way too long.

The worst part of it is, experienced players will know to simply avoid these classes/builds. It's mostly newer players who get farmed - even if they group up - simply because the power of these classes/builds in solo/small-scale is way too high.
"I watched a snail crawl along the edge of a straight razor. That's my dream; that's my nightmare. Crawling, slithering, along the edge of a straight razor... and surviving." - Colonel Walter E. Kurtz

Ads
User avatar
Grock
Posts: 939

Re: Grimmshimmer and fleshrenders

Post#32 » Sat Oct 04, 2025 3:43 pm

Let's see how this issue is solved in Elder Scrolls Online

Like in WAR there's some players that prefer to play very defensive, high health, high armor, etc builds. They are very hard to kill, but they trade away their damage to get their defences, and apart from being an annoying nuissance they are not a problem, why?

Because everyone in that game gets access to reliable self-healing abilities, but your healing scales with your offensive stats. So a character that goes full glass cannon build will also have much higher self-healing than a tank build with low power. (In WAR you have the opposite effect)
On top of that everyone has reliable active defences - blocking and dodge rolling - so you dont need passive defence stacking to be able to survive high burst damage either, just play well. (whereas in WAR you only really have melee Morale 1 for that purpose)

But it doesn't mean damage builds are unkillable, quite the opposite - self healing skills are more expensive than damage skills, so if you lose the initiative in the fight and are forced to spam self-heals you will eventually run out of resources and lose the fight, so you want to find a way to flip the fight an regain the initiative. Everything can be outplayed.

In comparison in WAR there's no self-sustain options apart from regen, and the regen scales up with defence stacking, so a defence build will always have better longevity, better survival and still maintain decent damage.
Because of this over the years the meta inevitably shifted more and more towards defence stacking and regen, because thats what keeps you in the field.
Orkni 85+ (in-game Grock is not me...)
Image

Alubert
Posts: 571

Re: Grimmshimmer and fleshrenders

Post#33 » Sat Oct 04, 2025 7:41 pm

Regen should definitely be affected by incoming HD (because it hits the target, which is you) and outgoing HD (because it comes from you).
Hurub Chopa 80+ / Wybrany Chosen 80+ / Mroczniak BG 70+ / Alubercik BO 70+ / Doczek DoK 80+ / Hurubek Zeal 80+ /
Misio Shaman 80+ / Maxra Mara 60+ / Alubertus RP 80+ / Alubert KTB 80+ / Mnich WP 80+ / Kregi SL 60+ / Uposledzonyjez IB 60+

Who is online

Users browsing this forum: No registered users and 8 guests