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Re: Overall feedback and how to Improve current iteration of RoR
Posted: Thu Jan 30, 2025 7:33 pm
by shamallow
One of the biggest issue for me is that players can easily switch to the winning side, and it's even worse when guilds switch sides without considering the current percentage of players per faction.
1,5 hours locking is far from enough to avoid this behavior.
If it was me, players wouldn't be able to change side several times per day.
Re: Overall feedback and how to Improve current iteration of RoR
Posted: Thu Jan 30, 2025 9:15 pm
by nocturnalguest
shamallow wrote: ↑Thu Jan 30, 2025 7:33 pm
One of the biggest issue for me is that players can easily switch to the winning side, and it's even worse when guilds switch sides without considering the current percentage of players per faction.
1,5 hours locking is far from enough to avoid this behavior.
If it was me, players wouldn't be able to change side several times per day.
Since 2016 waiting for a single solid proof (start on underdog and then swap to winning side just because) of guild switching to a winning side. Still nothing
Got alot of proofs of guilds switching from overpopulated side just to amaze and farm scrubs for lulz. Thats fun indeed, especially the chat on a previously "winning side"
Re: Overall feedback and how to Improve current iteration of RoR
Posted: Thu Jan 30, 2025 9:30 pm
by Aethilmar
Folks who think that breaking up "zergs" is a matter of tactical combat mechanics are simply mistaken. It is now and always has been a matter of campaign incentives and mechanics.
Example 1:
When the campaign used to be about getting to city, there was an incentive to spread out the enemy across all zones to get them out of position to defend the two zones you needed to eventually get to city. This "naturally" broke up the blobbing by forcing activity across three zones. Ofc it also made for some terribly boring gameplay at times as folks danced around each other.
Example 2:
When BOs use to be locked for certain periods of time on cap it promoted guerilla gameplay where groups or warbands would strike out of PVE onto "remote" BOs so they could hold them for the required time period before getting zerged down. Small groups could effectively block zone caps. Ofc, the downside was zone caps could be stopped for a very long time by dedicated groups who know what they were doing.
Its all about tradeoffs. Zergs aren't meant to be "busted" by smaller groups. To break them up you need to punish (or remove incentives for) the players in them for zerging by making it less rewarding.
Re: Overall feedback and how to Improve current iteration of RoR
Posted: Thu Jan 30, 2025 9:34 pm
by nocturnalguest
Aethilmar wrote: ↑Thu Jan 30, 2025 9:30 pm
Example 2:
When BOs use to be locked for certain periods of time on cap it promoted guerilla gameplay where groups or warbands would strike out of PVE onto "remote" BOs so they could hold them for the required time period before getting zerged down. Small groups could effectively block zone caps. Ofc, the downside was zone caps could be stopped for a very long time by dedicated groups who know what they were doing.
This exact part was totally amazing tbf. Back in a day then people like Nyky were still in, no stupid permabans for no reasons handled that was a matter of dedicated group logging in just to prevent zone cap and it was working.
Gud ol' days. In the end there is only war (c)
Re: Overall feedback and how to Improve current iteration of RoR
Posted: Thu Jan 30, 2025 9:48 pm
by Illuminati
-reduce the target cap from 24 to 9
-change the gcd back to 1.15 from 1.5
-restore a key identity back to each class that had it before the dilution strategy (eg Chosen = Critical Strikes, etc.)
-lower the Tri/Vic jewel prices since nobody plays ranked anymore
-and whoever created some of these new dungeons, get them to fix Lost Vale because they do darn good work and that dungeon deserves to be played.
Thanks!
Re: Overall feedback and how to Improve current iteration of RoR
Posted: Fri Jan 31, 2025 12:17 am
by Uchoo
I've yet to hear an argument for removing Morale DR that makes any sense to me. You can already 1 shot with morale drops and you want to what.. make it require less people? Is this supposed to be a buff to small mans? Because it's not lol.
People somehow hold this belief and that 24man AoE helps small man groups somehow. You know what smaller groups do right now? Zerg surf or play off Tanks because 1 positioning mistake from any member means death, which means that group can't fight.
It's like when a game mechanic gets changed in PoE and people think it's a huge buff for them, but then don't realize that monsters also benefit from this buff lol
Re: Overall feedback and how to Improve current iteration of RoR
Posted: Fri Jan 31, 2025 6:59 am
by Cyrylius
Uchoo wrote: ↑Fri Jan 31, 2025 12:17 am
I've yet to hear an argument for removing Morale DR that makes any sense to me. You can already 1 shot with morale drops and you want to what.. make it require less people? Is this supposed to be a buff to small mans? Because it's not lol.
People somehow hold this belief and that 24man AoE helps small man groups somehow. You know what smaller groups do right now? Zerg surf or play off Tanks because 1 positioning mistake from any member means death, which means that group can't fight.
It's like when a game mechanic gets changed in PoE and people think it's a huge buff for them, but then don't realize that monsters also benefit from this buff lol
Because it gives small groups a clear win condition which is usually more realistic than others. And the same win condition doesn't help the presumably less organized bigger group since a) they have plenty of much easier ones to capitalise on and b) it does require specific playstyle and comp, things generally characterising smaller groups.
Re: Overall feedback and how to Improve current iteration of RoR
Posted: Fri Jan 31, 2025 7:43 am
by Lion1986
Uchoo wrote: ↑Fri Jan 31, 2025 12:17 am
I've yet to hear an argument for removing Morale DR that makes any sense to me. You can already 1 shot with morale drops and you want to what.. make it require less people? Is this supposed to be a buff to small mans? Because it's not lol.
People somehow hold this belief and that 24man AoE helps small man groups somehow. You know what smaller groups do right now? Zerg surf or play off Tanks because 1 positioning mistake from any member means death, which means that group can't fight.
It's like when a game mechanic gets changed in PoE and people think it's a huge buff for them, but then don't realize that monsters also benefit from this buff lol
You recall what happened when devs reduced aoe cap from 24 to 9 right? Forums and discord exploded in rage. Community in ror simply love to zerg and box delivery since 2018. We just need to adapt and play as better as we can. Unify crests was a big mistake as well as it killed ranked. Balance patches just worsened the game itself stripping classes uniqueness.
Re: Overall feedback and how to Improve current iteration of RoR
Posted: Fri Jan 31, 2025 9:58 am
by tsyuryu
white lion pull, plz delete that skill, it reward lazy gameplay where you just sit behind the frontline and take no risk, you deleted "you wot" why not delete this one
Re: Overall feedback and how to Improve current iteration of RoR
Posted: Fri Jan 31, 2025 10:18 am
by Farrul
tsyuryu wrote: ↑Fri Jan 31, 2025 9:58 am
white lion pull, plz delete that skill, it reward lazy gameplay where you just sit behind the frontline and take no risk, you deleted "you wot" why not delete this one
Maybe you confused Wl pull with Mara pull which is exactly what you described, the ultimate noob/grief rewarding tool left in the game, stand in your blob and pull helpless victims to their death.
Wl pull is the inferior version since pet must reach target and pet dies/despawns easily hence its really not great in the zerg blob that is RoR 2025. Wl pull has its merits in small scale since its instant once the lion reaches the target.
Having said that, im all for removing the pulls in the game since it is a super annoying mechanic indeed.