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[Suggestion] Strikethrough

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Sever1n
Posts: 394

Re: [Suggestion] Strikethrough

Post#11 » Fri Nov 07, 2025 4:18 am

Yes disrupt in very bad shape and need to be fixed
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rrrutsss
Posts: 221

Re: [Suggestion] Strikethrough

Post#12 » Fri Nov 07, 2025 5:55 am

Totally agree
We should add a striketrough in rr and we should remove the lame 50% max striketrough of opponenets defences.

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Nekkma
Posts: 788

Re: [Suggestion] Strikethrough

Post#13 » Fri Nov 07, 2025 10:49 am

The main problem with the proposed idea is that this will very much effect tanks as avoidance of guard damage will also be reduced. Personally, I think guard damage beeing effected by strike through is one of the worst changes made on RoR compared to AoR. I think guard should be decoupled from strike through and then a whole battery of changes can be made.
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georgehabadasher
Posts: 309

Re: [Suggestion] Strikethrough

Post#14 » Fri Nov 07, 2025 11:04 am

Scragmuncher wrote: Fri Nov 07, 2025 2:14 am Personally I hard disagree with this, it is already incredibly easily for RDPS to burst though targets, especially Sorc and SH when they are single target specced.


18% dodge/disrupt is really a tiny amount of def for a fairly considerable renown investment. Especially when the majority of classes essentially need to parry bonus from renown to survive in mele fights.
It's actually really hard to die to rDPS on most maps if you're paying attention (assuming guard and heals). There are so many opportunities for LOS, which completely breaks any rDPS's rotation. Even if you just LOS a 1s or 2s cast for 1/4th of a second behind a flag at a BO, it borks their whole rotation and they have to start again.
Nekkma wrote: Fri Nov 07, 2025 10:49 am The main problem with the proposed idea is that this will very much effect tanks as avoidance of guard damage will also be reduced. Personally, I think guard damage beeing effected by strike through is one of the worst changes made on RoR compared to AoR. I think guard should be decoupled from strike through and then a whole battery of changes can be made.
Yeah, that change should coincide with removing the 50% limit on strikethrough.

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Kylashandra
Posts: 61

Re: [Suggestion] Strikethrough

Post#15 » Fri Nov 07, 2025 12:52 pm

Strikethrough was a stat very scarcely used on live and for a good reason. When you invest in a defensive stat, it's very annoying to see it negated by strikethrough and all the skills that currently can ignore/lower defences (there are already too many of these). I mean, a tank is supposed to be tanky. A dps/healer who sacrifices offensive/healing stats for defences should also have the full benefit of it.

If you add even more ways to ignore/lower defences you will just widen the gap even more between BiS and the rest of the players, who are already herded cattle in most of the game. Only BiS players can be deemed too tanky (and most of the time within the context of a full BiS group).

I don't want to see War turn even more into a "modern" quick paced action RPG with everyone falling within a few seconds with no counter play, the TTK is already ridiculously low for anyone not BiS these days.

eigner93
Posts: 23

Re: [Suggestion] Strikethrough

Post#16 » Fri Nov 07, 2025 12:58 pm

Like others said there is enough sources for strikethrough already. Just remove the 50% penalty.
Its hilarious when healers and ranged dps parry my 2h slayer with rampage on aswell…
And for defensive melee builds there is just way too much parry to stack. If i go full parry with my slayer i can reach 75% parry with the right gear and spec.

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buerdig
Posts: 16

Re: [Suggestion] Strikethrough

Post#17 » Fri Nov 07, 2025 1:38 pm

I also noticed some gear from LV have certain strikethroughs that don't really make sense or have only seen on DP. The strangest one is one piece on the magus DP, has 3% block strikethrough which is such a strange stat considering I've not seen that one a magus piece before nor any other magus pieces to even aquire more of it.

One of the biggest things things I've been trying to stack is disrupt strikethrough on my magus due to how much I've noticed that even with soft cap int, +16 strike through on .getstats, that I'm probably wasting 1/3 of my dps due to having DoTs, long casts basically wasted because it feels like I never will have enough strikethrough to reliably not be disrupted.

Alubert
Posts: 590

Re: [Suggestion] Strikethrough

Post#18 » Fri Nov 07, 2025 1:39 pm

I also think that Magic Casters in particular have a big problem at the moment.
But on the other hand, there is so much strikethrough in the game that defensive stats would become redundant. I'm talking specifically about tanks.
Maybe if block was removed from your proposals, it would make sense.
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Ysaran
Posts: 1357

Re: [Suggestion] Strikethrough

Post#19 » Fri Nov 07, 2025 1:46 pm

What about this: casted skill receive higher contribution from DB than insta cast, wouldn't then be natural for casted skills to have higher strikethrough based on cast time and off star strikethrough?

Like a 2s cast time skill receiving double strikethrough from off stat, for instance.
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buerdig
Posts: 16

Re: [Suggestion] Strikethrough

Post#20 » Fri Nov 07, 2025 1:49 pm

I don't think block or parry on tanks is the problem because you shouldn't be attacking tanks from the front anyway. Like I've had siege oil dodge my attacks which always gives me a chuckle. I agree if you are you are gonna be defensive, BiS, you should be able see the rewards for doing that.

I guess at the moment im seeing it from the opposite side of the coin. Just talking specifically to what I've tested by giving up other offense stats such as critical, magic power, defense for my chance to reliable land spells.

Even from a pve, training dummy standpoint. Being BiS and geared towards avoiding disruption, I tried casting on a level 9 mob in IC and it disrupted me.

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