IF it was necessary (or overwhelmingly helpful): what would be the three faction blocks?

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Sinisterror
Posts: 1294

Re: IF it was necessary (or overwhelmingly helpful): what would be the three faction blocks?

Post#11 » Sun Mar 01, 2026 11:03 am

Fey wrote: Sun Mar 01, 2026 10:48 am AoR was designed as a three faction game with racially locked parings. Warhammer tabletop is of course faction based, so the video game followed suit. All factions were locked to their classes and zones. Only by locking your faction zones and pushing the enemy fort could you then port to other zones.

Empire is balanced against chaos, HE vs DE, dwarf vs green skins.

The entire game was designed around this, as you can see with the very high morale gain of OG green skins for example, vs the more stout dwaves with things like racial armor tactic and Mountain Spirit, even canon smash as a hard morale counter if you could keep your engine alive till he gets M3.

Healer cleanses are another clue. AM can cleanse Shaman because green skins are weak to high elves in the lore. DoK has snare covenant for snare parity with AM Mistress of the Marsh. Etc.

Of course this was all scrapped in favor of 2 sides and faction mixing. The signs are all there nonetheless.
I didnt know AoR was designed as three faction game, thats cool and they should have done 3 sides instead of 2. Since shammy has mistress of marsh as well but cant clean AM dots, and destro has no ranged KD or Pounce(as it should be) making Wl having no cooldown on pounce and 10s snare with 5s cooldown i always thought these are the reasons for Snare covenant/Run Away Tactics.

Kotbs had 65ft ranged Shatter, with destroy Confidence as core tactic<3 Making it shatter 3 enchantments and doing huge dmg on every hit as well. Mighty Soul also made this 4x times hitting shatter Elemental dmg<3 I have screenshot of Kotbs doing 2800 dmg on 1 Shatter that hits 4 times : D Im not sure how it goes on RoR but originally all healers could clean 8/12 classes, so if you had 2 healers doesnt matter which healer, they could cleanse everything in theory.
First Picture is the 2800dmg Kotbs shatter

https://imgur.com/a/warhammer-original-glory-3gwL5FQ
"To clarify, me asking to developers to go test their own changes is not sign of toxicity or anger, but a sign of hope that the people punching in the numbers remain aware of potential consequences and test their own changes"-Teefz

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Wdova
Posts: 795

Re: IF it was necessary (or overwhelmingly helpful): what would be the three faction blocks?

Post#12 » Sun Mar 01, 2026 5:15 pm

3 faction pvp doesn´t change anything. I was there with ESO on 3 faction war. Everyone expect that two smaller factions will unite against the biggest one. Reality: One of smaller faction joined the biggest one to delete the third.

No game change can fix players behaviour to pickup easier way and slide the zerg wave.
"Quickness is the essence of the war."

Sun Tzu

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Sinisterror
Posts: 1294

Re: IF it was necessary (or overwhelmingly helpful): what would be the three faction blocks?

Post#13 » Sun Mar 01, 2026 6:00 pm

I quess so. You could always reward 2 smaller forces "joining" against the zerg. With Powerful Buffs like Heroic Defender keep siege buff Aor Had.

https://imgur.com/a/add-things-like-thi ... ls-aQBtvi1

Third picture shows this buff. Instant Morale 4 with endless AP, gave all of defenders 50% Movement speed buff, You almost always Crit heal or do Crit dmg, while you cant be critted. Also It had Reduced incoming dmg but i dont remember % amount. But with this buff you actually could make comeback with very small numbers in keep sieges.

Is it even possible to add new realm in ror? I think there is something that prevents it but i dont remember what it was lol.

But maybe adding new classes like Ekalime Hdps concept? I mean there are everything ready literally from lvl 1-40 all abilities + 3 mastery paths on ekalime blog=) They have their own mechanics as well, i mean they are insanely well made as well. Idea is Antitank Heavy Splint armour with Little to no CC but also having Hdps archetype tactic that makes them immune to Punts. Most importantly all Hdps also have Guard Shatter Ability!

https://ekaslime.wordpress.com/2011/09/ ... -tzeentch/ Chaos
https://ekaslime.wordpress.com/2012/04/ ... slev-hdps/ Empire Hdps
https://ekaslime.wordpress.com/2011/09/ ... -hammerer/ Dwarf Hdps
https://ekaslime.wordpress.com/2011/08/ ... -elf-hdps/ HE Hdps
https://ekaslime.wordpress.com/2011/08/ ... -elf-hdps/ DE Hdps
https://ekaslime.wordpress.com/2011/09/ ... n-fanatic/ GsHd
"To clarify, me asking to developers to go test their own changes is not sign of toxicity or anger, but a sign of hope that the people punching in the numbers remain aware of potential consequences and test their own changes"-Teefz

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Kylashandra
Posts: 90

Re: IF it was necessary (or overwhelmingly helpful): what would be the three faction blocks?

Post#14 » Mon Mar 02, 2026 1:06 am

Considering WAR /RoR is RP-wise an ongoing campaign about a Chaos invasion led by Tchar Zanek, the 2 main faction are the forces actively resisting and the Chaos Legions allies.

Why are Orks allied to Chaos, no clue, it never made really sense (besides an opportunity for a good Waagh), DEs are also on a long ongoing conflict against the chaos incursion in the North of Naggaroth (Slaanesh is the only chaos god worshiped by some of the Druchii, and the other 3 chaos god worshipers are definately enemies).

The Order alliance makes a little more sense. The Empire, Bretonnia, The Dwarves, the High Elves would probably indeed try to fight as a semi united front against such a threat, although probably not on the same battlegrounds.

A 3rd faction could only be a kinda neutral bunch of races not directly affected by the conflict or not able to ally for various reasons, and with potential grudges with both sides. Vampire Counts for instance would definately fight Chaos but their ever ongoing conflict with the empire would deny them the access to the Order faction.
Same for the Skavens who only act in their own interests and would probably try to take advantage of the chaos caused by the ongoing war to plunder undefended settlements but they would not join forces with Chaos (In the end times timeline, they even kinda save some time for the rest of the world getting some succcesses against Chaos thanks to their sheer numbers).
Ogres could serve as mercenaries for both sides... As long as the Maw is fed.

Other races would be more unlikely as they do not have any existing models in game (Saurus for example), or because they have no reason to leave their lands (Khemri models exist, but they have few reasons to leave their region... They seldomly attack by sea coastal settlements to recover artifacts stolen from them, but that's about it).

So my 2cp for a 3rd faction able to act against both sides would be definately Vampire Counts, Skavens and maybe Ogres (as a disorderly bunch not allied to each other)

juzziex
Posts: 75

Re: IF it was necessary (or overwhelmingly helpful): what would be the three faction blocks?

Post#15 » Mon Mar 23, 2026 7:53 am

Wdova wrote: Sun Mar 01, 2026 5:15 pm 3 faction pvp doesn´t change anything. I was there with ESO on 3 faction war. Everyone expect that two smaller factions will unite against the biggest one. Reality: One of smaller faction joined the biggest one to delete the third.

No game change can fix players behaviour to pickup easier way and slide the zerg wave.
The biggest problem with the zerg gameplay in this game is that when one of the big guilds/leaders gets a group going..everyone joins their side. This is countered during the most peak hour of EU peak only, when the population is high enough to fill out multiple wbs.

I don't see how adding a 3rd faction would change that and we generally don't have the population on this server to support 3 factions either (outside of peak peak EU hour).

gyps
Posts: 166

Re: IF it was necessary (or overwhelmingly helpful): what would be the three faction blocks?

Post#16 » Mon Mar 23, 2026 10:39 am

We can create a new game as soon as the Elven cities are released. At that point, the map splits into three simultaneous 2v2v2 race engagements.

Each pairing must advance independently from their nearest Tier 4 capital city. After capturing the central zone (Praag, DW, or TM), they may choose to either continue pushing within their own front or reinforce another front controlled by their faction.

All races are allowed to participate across any tier to support progression. The key objective is coordinated pushes to capture and hold cities.

A maximum of two cities can be controlled at any given time. Once a city is conquered, it remains locked and cannot be reclaimed until a new siege cycle is triggered, the defending realm will be at that point consolidated in a single city to push from and can push directly to any other city to clean the invasion.

Captured cities provide significant advantages to the opposing faction. They unlock new high-difficulty PvE content but with the possibility to have a push from the defendors, oculd be added:
• Extremely challenging BB / Sewers to be done but that can be affected by the defenders as well in a 6vs6 style
• Enhanced city Public Quests (Extreme Mode variants) with as well defenders around to fight

To reclaim a lost city, the defending faction must:
1. Clear the enemies from PQs and Dungeons
2. Wipe a certain amount of destro/order within the city (like a number of total deaths before kicking out the invaders from city and getting back to Praag/DW/TM

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kpihuss
Posts: 106

Re: IF it was necessary (or overwhelmingly helpful): what would be the three faction blocks?

Post#17 » Mon Mar 23, 2026 11:06 am

On first place we need add Kislev as a 4th army on order side... :mrgreen:
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Adapa
Posts: 25

Re: IF it was necessary (or overwhelmingly helpful): what would be the three faction blocks?

Post#18 » Mon Mar 23, 2026 11:46 pm

in the rulebooks it says there is order destruction and some neutral forces like tomb kings and lizzard men.

if u ask me

Order should be all men which are not corrupted, highelves and dwarfs.
Highelves taught Humans magic, so I dont get the post above that empire barely accepting them. anyway.

destruction chaos, darkelves and orcs is fine.

neutral should be tomb kings, woodelves and lizzardmen.

but man, were speaking here of a dream never coming true. The whole universe should be in this game. Thank you EA at this point for messing everything up in the first place
make small scale great again

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