yeah lakes are zergy these days, earlier i was roaming solo, watching my friend kovou dueling against a chocho, then i got ganked by a duo. Then kovou and i grped to find them and 2v2 fairly. We found them and kill, then another duo joined, we killed them too, then the 4 stacked to gank us..
And lot of WEs need to stack specialy when i fight the red ones, winning the 1v1s then the outbid starting, and become me trying to survive against packs of mad WEs who wanna restore the "honor" of their friend.
At this point i stick to my regen build that help me to keep being chill around, i got good vibes then i take the risk of switching to offmeta 2h build and then i got hardly focus and zerged without any mercy, then i'm disgusted and i switch back to regen etc etc.. not the most virtuous circle but eh..
Sure thing is i should be paid for all the renown i spare to the ppls who can't fight fairly around lol
some of these guys saying that we shouldnt care about the solo scene, and i can understand the argue but then tbh you gotta repay back all the free renown you got by zerging soloers around xD
Nice video btw
Slayer solobitz
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Re: Slayer solobitz
Thank you to everyone who said something positive about the video 
I'd like to try to explain myself a bit regarding this solo roaming topic. Most of us who frequently solo roam are aware that it will never be a fair fight, nor will it ever be balanced from a 1v1 perspective. We only need to look at the current Zealot/Runepriest situation to see that there is very little anyone can do against them in a 1v1. They hit nearly as hard as a BiS Magus (not quite, but not that far behind), while having access to 50% damage reduction with setback immunities, absorbs, life leech, and HoTs. Their effective HP pool is just out of this world for any DPS class trying to compete 1 on 1.
For me, solo roaming is at its best when you manage to play well with a class that is, on paper, the underdog—like an Engineer vs a high-burst Witch Elf, a tank vs a kiter, or a Slayer/Choppa vs pretty much anything. This is also possibly one reason why I dislike defensive setups and gear pieces like Grimmshimmer as much as I do. They take away any possibility for a surprising outcome through good gameplay, and the build ends up predetermining the outcome of the fight. Player input starts to matter very little, as long as the character is facing roughly the right direction.
It's also okay—and even expected—for a group to run over any enemy they encounter. If someone gets in the way, they get trampled. What I do not understand, however, is why many groups from both sides go through so much effort to catch a single solo player. I'm not just talking about chasing someone into PvE areas. I’ve had 6–12 players chasing me from the Praag graveyard all the way to Reikland, while part of their group actually war-reported and flew to Reikland to cut off my escape route. They eventually caught me somewhere south of Quarry.
Another example is baiting people into a duel while the rest of the group waits around the corner to jump in and gank you as soon as the fight starts. Most of the time that doesn’t work anymore thanks to automark, but still. This kind of behavior is what I mean when I say that the lakes have gotten saltier.
Now on the topic of stealth groups: that has gotten out of hand. I still like what they did with the classes in the balance patch, but there is simply no way to counter two or more stealthers opening on you at the same time. Since they get 1k+ renown from it, they’re not going to stop doing it. In a way, it’s no different from any other group jumping a solo player—but at least a 12-Choppa warband can be seen (and probably heard) from a distance, so you get the thrill of the chase before being stomped into the ground.
With stealthers having around 60 seconds of stealth uptime, they can comfortably sit and wait for you to run past them, gank you, and probably have stealth back off cooldown very quickly after it’s done. There is basically zero risk and high reward, which explains the current influx of hats and bikinis in the lakes.
If the renown gained from these ganks was reduced and shifted toward either group-vs-group fights (for example, with a short cumulative killstreak renown bonus—so the more kills you get in a short time, the more each kill is worth), or even better, toward campaign objectives (both defending and capturing), there would probably be a much healthier RvR experience for everyone.
I probably did not do a great job articulating my thoughts, but I hope you understand what I mean. I also used a little help with my grammar so no one gets a stroke trying to read this.
I do believe that even though solo roaming is not balanced or encouraged, it cannot be avoided and it greatly impacts the overall experience of the game. The main focus should still be the RvR campaign, but there is no reason to actively try to punish solo players either.
I'd like to try to explain myself a bit regarding this solo roaming topic. Most of us who frequently solo roam are aware that it will never be a fair fight, nor will it ever be balanced from a 1v1 perspective. We only need to look at the current Zealot/Runepriest situation to see that there is very little anyone can do against them in a 1v1. They hit nearly as hard as a BiS Magus (not quite, but not that far behind), while having access to 50% damage reduction with setback immunities, absorbs, life leech, and HoTs. Their effective HP pool is just out of this world for any DPS class trying to compete 1 on 1.
For me, solo roaming is at its best when you manage to play well with a class that is, on paper, the underdog—like an Engineer vs a high-burst Witch Elf, a tank vs a kiter, or a Slayer/Choppa vs pretty much anything. This is also possibly one reason why I dislike defensive setups and gear pieces like Grimmshimmer as much as I do. They take away any possibility for a surprising outcome through good gameplay, and the build ends up predetermining the outcome of the fight. Player input starts to matter very little, as long as the character is facing roughly the right direction.
It's also okay—and even expected—for a group to run over any enemy they encounter. If someone gets in the way, they get trampled. What I do not understand, however, is why many groups from both sides go through so much effort to catch a single solo player. I'm not just talking about chasing someone into PvE areas. I’ve had 6–12 players chasing me from the Praag graveyard all the way to Reikland, while part of their group actually war-reported and flew to Reikland to cut off my escape route. They eventually caught me somewhere south of Quarry.
Another example is baiting people into a duel while the rest of the group waits around the corner to jump in and gank you as soon as the fight starts. Most of the time that doesn’t work anymore thanks to automark, but still. This kind of behavior is what I mean when I say that the lakes have gotten saltier.
Now on the topic of stealth groups: that has gotten out of hand. I still like what they did with the classes in the balance patch, but there is simply no way to counter two or more stealthers opening on you at the same time. Since they get 1k+ renown from it, they’re not going to stop doing it. In a way, it’s no different from any other group jumping a solo player—but at least a 12-Choppa warband can be seen (and probably heard) from a distance, so you get the thrill of the chase before being stomped into the ground.
With stealthers having around 60 seconds of stealth uptime, they can comfortably sit and wait for you to run past them, gank you, and probably have stealth back off cooldown very quickly after it’s done. There is basically zero risk and high reward, which explains the current influx of hats and bikinis in the lakes.
If the renown gained from these ganks was reduced and shifted toward either group-vs-group fights (for example, with a short cumulative killstreak renown bonus—so the more kills you get in a short time, the more each kill is worth), or even better, toward campaign objectives (both defending and capturing), there would probably be a much healthier RvR experience for everyone.
I probably did not do a great job articulating my thoughts, but I hope you understand what I mean. I also used a little help with my grammar so no one gets a stroke trying to read this.
I do believe that even though solo roaming is not balanced or encouraged, it cannot be avoided and it greatly impacts the overall experience of the game. The main focus should still be the RvR campaign, but there is no reason to actively try to punish solo players either.
Tinbitz rr8x BO
Daewuur rr8x Magus
Deawuur rr8x engineer
Superbeast rr 8x Choppa
Persearsenaali rr 8x Slayer
Bintitz rr 8x IB
+loads of rr 70 alts
-"renown pinata for small groups"
Daewuur rr8x Magus
Deawuur rr8x engineer
Superbeast rr 8x Choppa
Persearsenaali rr 8x Slayer
Bintitz rr 8x IB
+loads of rr 70 alts
-"renown pinata for small groups"
Re: Slayer solobitz
Solo roaming is indeed a big part of the game.It is either the thing you have to do when you get caught and your warband is not making a detour around your WC to pic you up. Or it is just something that you sometimes have to do, when all the Warbands are full or closed. Or it is the thing you do when you just do not feel to join a warband or a group right now, because you do not want to bind yourself to become the one that will leave when the group would need you. To not feel ''forced'' to just follow orders but to just stroll around the lakes by your own terms.
But this is over now essentially.
Let me take you on a journey trough what was once my solo chill time.
When lakes were not blobby but also not empty, i would build my Engi for solo roaming. And enjoy strolling praag's streets for example.
Sometimes you met some 2H chosen or black ork. small kiting groups of gobbos to challange and train kiting. Sometimes Witches. Good witches like Anja or funny to fight ones like gogo.
But these times are over. Those Chosen and Black Orks get stalked by packs of WHs. But at least they still have a chance against them. Gobbos can still outrun and kite WHs till the end of time.
If you encountered a witch pre Patch and somehow survived the impact, you would either landmine or turret self destruct her, hit her with the spanner swipe and send her flying with concussion grenade while already strafe kiting and pumping out all the dots you have.
IF you where lucky and didn't messed up the movement you would either have the WE stop the pursuit or slowly burn down from your dots and auto attacks + the permanent Gun turret redeployment.
THIS IS OVER!
You can no longer get away from WEs. There is NO CHANCE to escape anymore.
You have ONE stagger/knockdown and ONE punt. And your only working snare is a 10 second long 5 feet melee 40% snare, they can either break or pre fight prevent at all.
Then they have immunity to all your CC.
EVEN IF you manage to survive the new ultra hard opener combo and punt them. They just leap right back at you while now being immune to the any other usefull CC. And on top they snare you with it by 40%, so they not even have to use the snare dagger. EVEN IF you somehow survive the first leap, they just use Elixir of Shadows and leap AGAIN onto you.
And they are EVERYWHERE. Groups of 2 or 3 of them, while 1 is already to much.
It's not about the Stealth at all. It is the new mechanic of Shadow Leap.
30s CD 40% snare and CD reset when in stealth(elixir of shadows)
There is no counter play against it. To be able to use it twice is flat out unfair.
And the solution would be so easy. IF Shadow Leap really has to have that CD reset on stealth, then ADD to it, that ON RESETTING IT with Elixir of Shadows, the WE looses all her currently running CC immunity.
If not, then give WH the exact same Ability. AND THEN WAIT FOR THE DEMAND OF BOTH SIDES TO GET RID OF IT FROM BOTH CLASSES.
But this is over now essentially.
Let me take you on a journey trough what was once my solo chill time.
When lakes were not blobby but also not empty, i would build my Engi for solo roaming. And enjoy strolling praag's streets for example.
Sometimes you met some 2H chosen or black ork. small kiting groups of gobbos to challange and train kiting. Sometimes Witches. Good witches like Anja or funny to fight ones like gogo.
But these times are over. Those Chosen and Black Orks get stalked by packs of WHs. But at least they still have a chance against them. Gobbos can still outrun and kite WHs till the end of time.
If you encountered a witch pre Patch and somehow survived the impact, you would either landmine or turret self destruct her, hit her with the spanner swipe and send her flying with concussion grenade while already strafe kiting and pumping out all the dots you have.
IF you where lucky and didn't messed up the movement you would either have the WE stop the pursuit or slowly burn down from your dots and auto attacks + the permanent Gun turret redeployment.
THIS IS OVER!
You can no longer get away from WEs. There is NO CHANCE to escape anymore.
You have ONE stagger/knockdown and ONE punt. And your only working snare is a 10 second long 5 feet melee 40% snare, they can either break or pre fight prevent at all.
Then they have immunity to all your CC.
EVEN IF you manage to survive the new ultra hard opener combo and punt them. They just leap right back at you while now being immune to the any other usefull CC. And on top they snare you with it by 40%, so they not even have to use the snare dagger. EVEN IF you somehow survive the first leap, they just use Elixir of Shadows and leap AGAIN onto you.
And they are EVERYWHERE. Groups of 2 or 3 of them, while 1 is already to much.
It's not about the Stealth at all. It is the new mechanic of Shadow Leap.
30s CD 40% snare and CD reset when in stealth(elixir of shadows)
There is no counter play against it. To be able to use it twice is flat out unfair.
And the solution would be so easy. IF Shadow Leap really has to have that CD reset on stealth, then ADD to it, that ON RESETTING IT with Elixir of Shadows, the WE looses all her currently running CC immunity.
If not, then give WH the exact same Ability. AND THEN WAIT FOR THE DEMAND OF BOTH SIDES TO GET RID OF IT FROM BOTH CLASSES.

Grolllinger - Slayer 85+
Gungroll - Engineer 85+
Gunlinger - WH 80+
Re: Slayer solobitz
Zerging and Blobing are supported and encouraged. Solo and small scale nerfed into oblivion. It is not an accident that the only viable option is to play w/h or w/e.
Order: 80 AM / 77 RP/ 75 Knight
Destro: 82 Sham / 80 Zealot/ 80 DoK
Destro: 82 Sham / 80 Zealot/ 80 DoK
- Florian90210
- Posts: 221
Re: Slayer solobitz
Destro were dealing with WL for much longer, it's time for you to suffer too. WL's pounce on you + KD + coordinated strike just demolish you.Gunlinger wrote: Mon Mar 09, 2026 9:56 pm It's not about the Stealth at all. It is the new mechanic of Shadow Leap.
30s CD 40% snare and CD reset when in stealth(elixir of shadows)
There is no counter play against it. To be able to use it twice is flat out unfair.
- Stinkyweed
- Posts: 485
Re: Slayer solobitz
WEs have had double shadow leap for a long time, it was only while in stealth so no one saw it to complain.
I'd happily take execution distance back and reset shadow leap to what it was before...we'd be able to RA again!
I'd happily take execution distance back and reset shadow leap to what it was before...we'd be able to RA again!
Stinkyweed SH - Prowl WE - Blob Chop - Babaganoush Sham - Fail CH - Negative Creep ZE - Brute BO - Motley Crue WH - Scratch WL
Don't fall asleep...don't fall asleep...
https://www.youtube.com/watch?v=oP7uxesyQWo
Don't fall asleep...don't fall asleep...
https://www.youtube.com/watch?v=oP7uxesyQWo
Re: Slayer solobitz
for me solo roaming at its best is when you're manage to win 1v2/1v3 vs high renown and skilled ennemies. 1v1 underdog doesnt excite me, i win many 1v1 without regen but all the records are in the trashbin actualy.Pahakukka wrote: Mon Mar 09, 2026 9:33 pm Thank you to everyone who said something positive about the video
I'd like to try to explain myself a bit regarding this solo roaming topic. Most of us who frequently solo roam are aware that it will never be a fair fight, nor will it ever be balanced from a 1v1 perspective. We only need to look at the current Zealot/Runepriest situation to see that there is very little anyone can do against them in a 1v1. They hit nearly as hard as a BiS Magus (not quite, but not that far behind), while having access to 50% damage reduction with setback immunities, absorbs, life leech, and HoTs. Their effective HP pool is just out of this world for any DPS class trying to compete 1 on 1.
For me, solo roaming is at its best when you manage to play well with a class that is, on paper, the underdog—like an Engineer vs a high-burst Witch Elf, a tank vs a kiter, or a Slayer/Choppa vs pretty much anything. This is also possibly one reason why I dislike defensive setups and gear pieces like Grimmshimmer as much as I do. They take away any possibility for a surprising outcome through good gameplay, and the build ends up predetermining the outcome of the fight. Player input starts to matter very little, as long as the character is facing roughly the right direction.
It's also okay—and even expected—for a group to run over any enemy they encounter. If someone gets in the way, they get trampled. What I do not understand, however, is why many groups from both sides go through so much effort to catch a single solo player. I'm not just talking about chasing someone into PvE areas. I’ve had 6–12 players chasing me from the Praag graveyard all the way to Reikland, while part of their group actually war-reported and flew to Reikland to cut off my escape route. They eventually caught me somewhere south of Quarry.
Another example is baiting people into a duel while the rest of the group waits around the corner to jump in and gank you as soon as the fight starts. Most of the time that doesn’t work anymore thanks to automark, but still. This kind of behavior is what I mean when I say that the lakes have gotten saltier.
Now on the topic of stealth groups: that has gotten out of hand. I still like what they did with the classes in the balance patch, but there is simply no way to counter two or more stealthers opening on you at the same time. Since they get 1k+ renown from it, they’re not going to stop doing it. In a way, it’s no different from any other group jumping a solo player—but at least a 12-Choppa warband can be seen (and probably heard) from a distance, so you get the thrill of the chase before being stomped into the ground.
With stealthers having around 60 seconds of stealth uptime, they can comfortably sit and wait for you to run past them, gank you, and probably have stealth back off cooldown very quickly after it’s done. There is basically zero risk and high reward, which explains the current influx of hats and bikinis in the lakes.
If the renown gained from these ganks was reduced and shifted toward either group-vs-group fights (for example, with a short cumulative killstreak renown bonus—so the more kills you get in a short time, the more each kill is worth), or even better, toward campaign objectives (both defending and capturing), there would probably be a much healthier RvR experience for everyone.
I probably did not do a great job articulating my thoughts, but I hope you understand what I mean. I also used a little help with my grammar so no one gets a stroke trying to read this.
I do believe that even though solo roaming is not balanced or encouraged, it cannot be avoided and it greatly impacts the overall experience of the game. The main focus should still be the RvR campaign, but there is no reason to actively try to punish solo players either.
And for some classes, if you wanna win great 1vX, you might need regen casualy
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Re: Slayer solobitz
Regarding the solo healers, you are far from inexperienced and able to face all matchups, even unfavorable ones, and you videos are the proof of that. That said, I believe those classes are pushing more and more people into playing defensive specs or into making small gank groups, which, in turn, it's pushing more and more people into doing the same.Pahakukka wrote: Mon Mar 09, 2026 9:33 pm Thank you to everyone who said something positive about the video
I'd like to try to explain myself a bit regarding this solo roaming topic. Most of us who frequently solo roam are aware that it will never be a fair fight, nor will it ever be balanced from a 1v1 perspective. We only need to look at the current Zealot/Runepriest situation to see that there is very little anyone can do against them in a 1v1. They hit nearly as hard as a BiS Magus (not quite, but not that far behind), while having access to 50% damage reduction with setback immunities, absorbs, life leech, and HoTs. Their effective HP pool is just out of this world for any DPS class trying to compete 1 on 1.
For me, solo roaming is at its best when you manage to play well with a class that is, on paper, the underdog—like an Engineer vs a high-burst Witch Elf, a tank vs a kiter, or a Slayer/Choppa vs pretty much anything. This is also possibly one reason why I dislike defensive setups and gear pieces like Grimmshimmer as much as I do. They take away any possibility for a surprising outcome through good gameplay, and the build ends up predetermining the outcome of the fight. Player input starts to matter very little, as long as the character is facing roughly the right direction.
It's also okay—and even expected—for a group to run over any enemy they encounter. If someone gets in the way, they get trampled. What I do not understand, however, is why many groups from both sides go through so much effort to catch a single solo player. I'm not just talking about chasing someone into PvE areas. I’ve had 6–12 players chasing me from the Praag graveyard all the way to Reikland, while part of their group actually war-reported and flew to Reikland to cut off my escape route. They eventually caught me somewhere south of Quarry.
Another example is baiting people into a duel while the rest of the group waits around the corner to jump in and gank you as soon as the fight starts. Most of the time that doesn’t work anymore thanks to automark, but still. This kind of behavior is what I mean when I say that the lakes have gotten saltier.
Now on the topic of stealth groups: that has gotten out of hand. I still like what they did with the classes in the balance patch, but there is simply no way to counter two or more stealthers opening on you at the same time. Since they get 1k+ renown from it, they’re not going to stop doing it. In a way, it’s no different from any other group jumping a solo player—but at least a 12-Choppa warband can be seen (and probably heard) from a distance, so you get the thrill of the chase before being stomped into the ground.
With stealthers having around 60 seconds of stealth uptime, they can comfortably sit and wait for you to run past them, gank you, and probably have stealth back off cooldown very quickly after it’s done. There is basically zero risk and high reward, which explains the current influx of hats and bikinis in the lakes.
If the renown gained from these ganks was reduced and shifted toward either group-vs-group fights (for example, with a short cumulative killstreak renown bonus—so the more kills you get in a short time, the more each kill is worth), or even better, toward campaign objectives (both defending and capturing), there would probably be a much healthier RvR experience for everyone.
I probably did not do a great job articulating my thoughts, but I hope you understand what I mean. I also used a little help with my grammar so no one gets a stroke trying to read this.
I do believe that even though solo roaming is not balanced or encouraged, it cannot be avoided and it greatly impacts the overall experience of the game. The main focus should still be the RvR campaign, but there is no reason to actively try to punish solo players either.
As for people chasing you like that, that's some negative behaviour, but it won't be solved by even removing renown altogether from killing soloers. They could have earned much more renown by simply flipping BOs: what they did is not rational, which means that incentives have nothing to do with it unfortunately. In other words, they simply chased you to make your life miserable while still playing by the server rules I guess. It's poor fair-play at its worst.
Re: Slayer solobitz
yea some of us still do the Solo Roaming after all these years despite Devs efforts to face it out, I say it has a place in any MMO and its best way to learn your class and the classes u come across. In WB and specially Zergs u really dont excell in anything and basicly just are told what to do without the knowledge of what u are doing.
And as Daewuur said its fun when u get those nice 1v1s, ofc these days after rework its alot harder for SL/Choppa and also u do come across alot of so called "skill-groups" with 4-5 WE's that jump on you cause they arent that good players and its there chance to get some Crests/Renown but its part of the game so.
Nice Vid Daewuur
And as Daewuur said its fun when u get those nice 1v1s, ofc these days after rework its alot harder for SL/Choppa and also u do come across alot of so called "skill-groups" with 4-5 WE's that jump on you cause they arent that good players and its there chance to get some Crests/Renown but its part of the game so.
Nice Vid Daewuur
GAME OVER MAN, GAME OVER
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