Rift and Magnet

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Mez
Posts: 730

Re: Rift and Magnet

Post#21 » Tue Dec 08, 2015 1:58 pm

Renork wrote:
areanda wrote:
In regards to the population drop....

1) Final exams for a lot of people that are in college during this time.
2) People travel during Holiday time to visit their family members = less time gaming
3) Kids have winter breaks and their parents must now watch them (most ROR players are adults).
4) etc..

Sure, some people may leave due to rift/magnet, but to say that those two abilities are causing the game to die is silly.
Well U.S. prime time last night T3 was 100% dead with zero zergs or 6-mans running around. There was 1 SC. I had no idea we had so many students, world travelers and babysitters playing. When does it get better Ren? January?
Word of Pain and Boiling Blood are no longer able to proc anything. The Bright Wizard College has confirmed this is a big deal. (stealth nerf)
https://bugs.returnofreckoning.com/view.php?id=23145

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daniilpb
Posts: 591

Re: Rift and Magnet

Post#22 » Tue Dec 08, 2015 2:06 pm

Sometimes i got pulled by magus into zerg, sometimes engi from my team pulled destruction for us. And know what? Its okay for me. For me its all about your team, your skill and your position. WAR always was bugged, but we played it. So adapt or die from enemy hands :|
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Renork
Posts: 1208

Re: Rift and Magnet

Post#23 » Tue Dec 08, 2015 2:07 pm

Mez wrote:
Renork wrote:
areanda wrote:
In regards to the population drop....

1) Final exams for a lot of people that are in college during this time.
2) People travel during Holiday time to visit their family members = less time gaming
3) Kids have winter breaks and their parents must now watch them (most ROR players are adults).
4) etc..

Sure, some people may leave due to rift/magnet, but to say that those two abilities are causing the game to die is silly.
Well U.S. prime time last night T3 was 100% dead with zero zergs or 6-mans running around. There was 1 SC. I had no idea we had so many students, world travelers and babysitters playing. When does it get better Ren? January?
Holiday time~ pop always drops :>

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Morf
Posts: 1247

Re: Rift and Magnet

Post#24 » Tue Dec 08, 2015 2:08 pm

I think more players have left from 1 shot festering arrows then rift/magnet, granted the collision is a nightmare and being able to get ppl stuck in the terrain.
Maybe for the time being the range could be reduced ? which should make it more difficult to pull players into terrain and should reduce the collision problems as less players would be pulled.
Morfee - Shaman / Mynnos - Kotbs / Grubod - Black Orc / Snubz - Squig Herder

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Renork
Posts: 1208

Re: Rift and Magnet

Post#25 » Tue Dec 08, 2015 2:14 pm

Morf wrote:I think more players have left from 1 shot festering arrows then rift/magnet, granted the collision is a nightmare and being able to get ppl stuck in the terrain.
Maybe for the time being the range could be reduced ? which should make it more difficult to pull players into terrain and should reduce the collision problems as less players would be pulled.
People will still whine about it :> 100% guaranteed.

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Jaycub
Posts: 3130

Re: Rift and Magnet

Post#26 » Tue Dec 08, 2015 2:16 pm

Players are not leaving because of cheese, if they are... they probably won't last long regardless.

A lot of the hardcore players are finding that character progression is ****, most were probably RR 40 before T3 came out, and now the only thing to farm is medals. But since RvR is also ****/dead you pretty much either REALLY like doing scenarios or constantly rerolling alts otherwise you just lose interest.

The server is the best its ever been right now, but people need something to do strive/work towards. And that doesn't necessarily mean things that increase the powergap, cosmetics work just as good :^)
<Lords of the Locker Room> <Old School>

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Renork
Posts: 1208

Re: Rift and Magnet

Post#27 » Tue Dec 08, 2015 2:21 pm

Raise rr cap to 49 but make it veryyyyyyyyyyy slow :>

Internetbaron
Posts: 12

Re: Rift and Magnet

Post#28 » Tue Dec 08, 2015 2:22 pm

do a poll on the hp with a news link to hte launcher
so everybody can vote for
a) disable completly
b) temp disbale in keep range / nerf range to 50feet
c) stay

The fun thing is, most of the dessie warband will vote c) since the big guild warbands are just running tanks, heals , sorcs and magus mostly.

There might also be some order warbands , but i havent seen one doin it on a daily basis.

furthermore the forum active players, are the one who are active in the game. They are running the premades. So asking stuff on forum is not the true reflection about how the community feels.
Pulls just favour the zerg so much, it kills the unequal fights where you try to withstand with 1 warband against 3, because 2 random magues press one button and half your warband is death without a chance of gettin rezzed....

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daniilpb
Posts: 591

Re: Rift and Magnet

Post#29 » Tue Dec 08, 2015 2:30 pm

I played in wb vs zerg with magus/sorc/etc. Our engis magnet helped us a lot. We were fighting 3/1. We got wiped ofc, but we tried. As i said: war is a TEAM game. So make one and stop wine about balance :)
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<Fusion>
Riphael - Black Guard.
Meridin - Sorcerer.
<FusionII>
Ripliel - Shadow Warrior.
Arfi - Swordmaster.
Very Serious Warhammer Online Montage

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Morf
Posts: 1247

Re: Rift and Magnet

Post#30 » Tue Dec 08, 2015 2:36 pm

daniilpb wrote:I played in wb vs zerg with magus/sorc/etc. Our engis magnet helped us a lot. We were fighting 3/1. We got wiped ofc, but we tried. As i said: war is a TEAM game. So make one and stop wine about balance :)
So because you want to play in a pull/bomb setup and take advantage of a skill that is broken we should all be forced to run the same skilless setup as yourself ? thats hardly reasonable.
Morfee - Shaman / Mynnos - Kotbs / Grubod - Black Orc / Snubz - Squig Herder

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