If SC weapons are BiS for my solo roaming build in ORvR, I’ll probably run SCs, but I’ll put in the bare minimum effort. I hate that game mode; being forced to play with beginners or terrible players—and losing a match because of them despite giving it my all—is beyond frustrating.
Plus, the friends I might actually form a premade with don't play RoR, or hardly do. I’m not particularly interested in making "convenience friends" in the game; I might join a spontaneously formed premade—just as I sometimes spontaneously join a small group I run into while roaming in RvR—but that’s as far as it goes.
So, for me, it’s simple: I’ll play scenarios, but since I’ll find it a chore, I’m going to slack off. There is no way I’m going to stress myself out over a mindless grind, and if anyone doesn't like it and find it toxic => I don't care.
I hope that’s clear.
New/Old SC PvP currency.
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Re: New/Old SC PvP currency.
Very bad comparision.kpihuss wrote: Tue Jul 21, 2026 10:47 pmYou don't force anyone to do in-game content. You reward those who do. It is different.M0rw47h wrote: Tue Jul 21, 2026 8:19 pmI can't disagree more.kpihuss wrote: Tue Jul 21, 2026 4:07 pm
Remove the exclusive insignias from special RvR content (city, SCs, fortresss) was one of the big mistakes of the devs. This was one of the reasons for the current state of RvR with mega blobs, where you don't need to know how to play to reach BiS, you just have to follow the zerg.
Before, you had to learn to play all kinds of content to be able to gear up. And that's where the great players come from.
If the special currencies will be back, this will be a great improvement for the game
Forcing people to do content they don't enjoy was horrible mistake.
I've farmed SC weapons back in the day for like 10 characters, fort logged, and then city logged. Then I had to farm ranked with some toons as that was the only way to min-max. After wiping my entire account few years ago I find current progression much more healthy and enjoyable, previous ilteration was real nightmare.
Just like each dungeon has its own gear, each type of RvR should have its own gear, rewarding players for playing different in-game content.
It's like if each dungeon gave you coins to exchange for any set you wanted, and you could get the Dark Promise set by only doing Gunbad or Sewers... even if it was less efficient, right?
Forts or Cities can't be done ->at any time<-.
Not to mention that average RoR player enjoy CS so much, that once it isn't mandatory number of CS instances dropped from 30 at middle of night to 5 or less during prime time.
Re: New/Old SC PvP currency.
M0rw47h wrote: Tue Jul 21, 2026 8:19 pm I can't disagree more.
Forcing people to do content they don't enjoy was horrible mistake.
I've farmed SC weapons back in the day for like 10 characters, fort logged, and then city logged. Then I had to farm ranked with some toons as that was the only way to min-max. After wiping my entire account few years ago I find current progression much more healthy and enjoyable, previous ilteration was real nightmare.
The devs can't balance the progression rate of the game around people who have 10 alts and want to BiS all of them.
Re: New/Old SC PvP currency.
You don't get the point. It's not about rate of progression, but about forcing people into content those people don't want to play at all, content that isn't for them (those CS istances with 20 WE/WH were pure gold).Havitner wrote: Wed Jul 22, 2026 12:50 amM0rw47h wrote: Tue Jul 21, 2026 8:19 pm I can't disagree more.
Forcing people to do content they don't enjoy was horrible mistake.
I've farmed SC weapons back in the day for like 10 characters, fort logged, and then city logged. Then I had to farm ranked with some toons as that was the only way to min-max. After wiping my entire account few years ago I find current progression much more healthy and enjoyable, previous ilteration was real nightmare.
The devs can't balance the progression rate of the game around people who have 10 alts and want to BiS all of them.
Kinda "hey dewd, we worked so much on this >insert content<, you've to run it for hours now, because here will be the best gear now, enjoy".
RoR is kinda oRvR sandbox game, let it be. If anything, we need more stuff for oRvR campaign, not instanced gameplay.
Re: New/Old SC PvP currency.
It is a good change.
People acually have to pvp now and cant hide in rvr behind the blob.
People acually have to pvp now and cant hide in rvr behind the blob.
Re: New/Old SC PvP currency.
lemao wrote: Wed Jul 22, 2026 11:24 am It is a good change.
People acually have to pvp now and cant hide in rvr behind the blob.
+1
Gersy - Witch Hunter General
Not Good Enough / NGE
70-80+
WH/WP/IB/SL/ENGI/SW
MARA/CHO/SORC/SHAM
Alt (below 70)
RP/WL
MAGUS/CHOP/BG/BO/ZEAL
Witch Hunter General's Compendium (WH Guide)
Not Good Enough / NGE
70-80+
WH/WP/IB/SL/ENGI/SW
MARA/CHO/SORC/SHAM
Alt (below 70)
RP/WL
MAGUS/CHOP/BG/BO/ZEAL
Witch Hunter General's Compendium (WH Guide)
Re: New/Old SC PvP currency.
ppls can still be terrible/slacking but investing enough time in sc they'll have the gear.. no skill required, not much difference with grinding in the blob tbh.lemao wrote: Wed Jul 22, 2026 11:24 am It is a good change.
People acually have to pvp now and cant hide in rvr behind the blob.
it's just less diluted so compared to blob you'll see more easily who's underperforming, it's gonna be more clever, and also bring the part of the frustration and toxicity.
i agree with the guy saying we need more stuff on Orvr campaign, and not instanced gameplay. This is the soul of RvR games, every game styles on big maps.
-
vladerethro
- Posts: 44
Re: New/Old SC PvP currency.
For truly competitive gameplay, everyone should have access to standardized gear. Give everyone the same equipment and leave customization to cosmetics. That way, wins and losses come down to skill, teamwork, and decision-making—not who has the better gear.
The idea behind this is simply to reduce the gear gap (and the tedious grind) between new and veteran players, making the game more balanced. The less gear determines the outcome, the more the focus shifts to actually playing the game.
Then we can just play the game because it's fun (if it is).
I'm obviously exaggerating here, but hopefully you get the idea.
The idea behind this is simply to reduce the gear gap (and the tedious grind) between new and veteran players, making the game more balanced. The less gear determines the outcome, the more the focus shifts to actually playing the game.
Then we can just play the game because it's fun (if it is).
I'm obviously exaggerating here, but hopefully you get the idea.
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Re: New/Old SC PvP currency.
The fact that the cities and fortresses are available at times that can't be planned is precisely an advantage.M0rw47h wrote: Tue Jul 21, 2026 11:54 pmVery bad comparision.kpihuss wrote: Tue Jul 21, 2026 10:47 pmYou don't force anyone to do in-game content. You reward those who do. It is different.M0rw47h wrote: Tue Jul 21, 2026 8:19 pm
I can't disagree more.
Forcing people to do content they don't enjoy was horrible mistake.
I've farmed SC weapons back in the day for like 10 characters, fort logged, and then city logged. Then I had to farm ranked with some toons as that was the only way to min-max. After wiping my entire account few years ago I find current progression much more healthy and enjoyable, previous ilteration was real nightmare.
Just like each dungeon has its own gear, each type of RvR should have its own gear, rewarding players for playing different in-game content.
It's like if each dungeon gave you coins to exchange for any set you wanted, and you could get the Dark Promise set by only doing Gunbad or Sewers... even if it was less efficient, right?
Forts or Cities can't be done ->at any time<-.
Not to mention that average RoR player enjoy CS so much, that once it isn't mandatory number of CS instances dropped from 30 at middle of night to 5 or less during prime time.
Even I, as a casual player with a restricted schedule, was able to get a full Sovereign gear set when the system was like that, using only Royal Crests.
Was it difficult? Undoubtedly. Was it impossible? Clearly not. Was it fun? Yes, and not only that, IT WAS EPIC
That epic quality of the game was what made that exclusive content feel both tense and fun. Obviously, there were bad experiences, just like now in RvR with the unified currency system. Except that before, a bad city would last 35-45 minutes, and now the Mega Blob lasts for several hours straight.
I would definitely delete all my characters if it meant bringing back the separate currency system and the feeling the game gave back then.
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- Sinisterror
- Posts: 1353
Re: New/Old SC PvP currency.
RvR was Warhemmer Online AoR's selling point, but imo truth is that RoR RvR loop is too cleaned out. Which Keep belongs to Which side should be random Again. This is easy way to Randomize and make things not same loop repeatedly.Lescargo wrote: Wed Jul 22, 2026 2:19 pmppls can still be terrible/slacking but investing enough time in sc they'll have the gear.. no skill required, not much difference with grinding in the blob tbh.lemao wrote: Wed Jul 22, 2026 11:24 am It is a good change.
People acually have to pvp now and cant hide in rvr behind the blob.
it's just less diluted so compared to blob you'll see more easily who's underperforming, it's gonna be more clever, and also bring the part of the frustration and toxicity.
i agree with the guy saying we need more stuff on Orvr campaign, and not instanced gameplay. This is the soul of RvR games, every game styles on big maps.
RvR needs Npc ResourseRunners back to Battlefield Objectives with 25% Increased movement speed you need to R-Click to make it Run to Wc or keep whichever is closer. But this Npc have High Health Depending on keep rank(maybe faster too) but they are subject to killing + healing and depending if there has been alot of dmg heal abso buffs debuffs happening when it dies it gives 500 renown if 0 fighting up to 2-3k if alot of fighting. And to both sides obviously. with 1k Renown ticks during the Active Fights minimum.
Maybe somekind of Guarding Mechanic with tanks, Healing Mechanics with healers etc could be actually fun? Runner just has the same route and if kiled it drops the resourses, and if enemy picks it up there is 2.5-5sec casting time depending on keep rank of it, that also breaks from every dmg tick.
Battlefield objectives need Npc's back again, Higher Keep rank There is One Hero Mob, otherwise champion. If Bo is Neutral there should be 10s cap that is interrupted by any dmg tick, and if cap succceeds 3min defending Timer During enemy can take it back. Both locks to your realm gives 500 renown on pick up. Without combat at lteast 1k renowntick after waiting 3 min and RR tick is higher if combat. Bo Locking timer gets Faster higher Keep Rank is.
Imo RoR should embrace the Change, God of this Game Tzeentch : D And Bring back The Skavens or at least some of their super good Abilities, Like Throwing Own player over to Keep or wherever! I would Prefer the Original Holy TrinityTetrad With dps Healers. Meaning that Block and Shield belongs to Only Tanks, And You cant have Charge if you have Melee/Lifetap dps healing or Stealth.
But if not that RoR should Embrace Tzeencth and definetely Just try Things that makes sense to you - To RoR Devs obviously! To add; Also share the logic behind some of changes, and be open to changing it back, or trying completely different approach that also makes sense to you after player feedback=)
Last edited by Sinisterror on Wed Jul 22, 2026 4:14 pm, edited 1 time in total.
"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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