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About Reduce AOE Damage RvR Broken

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Karast
Posts: 554

Re: About Reduce AOE Damage RvR Broken

Post#21 » Fri Jan 18, 2019 11:58 am

Aerogath wrote: Fri Jan 18, 2019 7:54 am
roadkillrobin wrote: Thu Jan 17, 2019 12:42 pm
Aerogath wrote: Thu Jan 17, 2019 11:58 am My only real problem with AOE is that AOE is infinite stackable on a position. There were days Order hat so much constant AOE spamming that even thanks instandly died if they entered the keep.
Thats morales, oil or healers not healing.

Basic AoE's shouldn't do much of a dent on tanks if they use HTL and have half decent parry+block.
Tell me that again after you tried to claim a keep with 50 bw`s spamming aoe on the entrance. GL
That's just silly. There are never that many BW's active in a zone. I'd know, I've counted them during EU prime time. With 170-180 order in lake there are typically less than 20. Most order solo, or pub WB it, and BW is not really an attractive class for that. It is pretty rare to have more than 1-2 per WB, and even at the zergiest there are rarely ever more than 6-7 WBs out. They are pretty rare compared to engi / sw's for order range dps.

Also most BW's spam RoF like newbs and RoF doesn't stack at all. Even if BW disappeared over night you'd still die to 20 engi's spamming aoe at the entrance.

It is a narrow point of entrance that is easy to defend by stacking AoE. What do you expect? People to just line up for 1v1 combat in front of the door, or invite you in for a spot of tea and biscuits.

Right then chaps let's sort this keep business like gents! Would you kindly line up and fall on my sword? I'd be much obliged!

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DirkDaring
Posts: 440

Re: About Reduce AOE Damage RvR Broken

Post#22 » Fri Jan 18, 2019 12:30 pm

altharion1 wrote: Wed Jan 16, 2019 4:33 pm I'm sure letting premade optimized WB's win 24 v 120 encounters would be fantastic for the game.

I remember on live many times back before rr was raised to 100, and was capped at 80 , we used to wipe Order zergs of 140+ players with 1 guild wb ,all the time on keep defense, seemed to work just fine, rather than now with pretty much a slim chance if any to defeat being outnumbered by 3 or 4 to 1 odds .

removing the AOE cap would be a step in the right direction, will it help the zerg side ? sure, but it would also help the underdog side as well.


Also unlike at release on live Pit of shades, and Rain of fire do not stack, for about a month , or two on live they stacked, but then they changed it where they no longer stacked,
Last edited by DirkDaring on Fri Jan 18, 2019 12:40 pm, edited 1 time in total.

zaauk
Posts: 82

Re: About Reduce AOE Damage RvR Broken

Post#23 » Fri Jan 18, 2019 12:36 pm

Live was pretty shitty for the PUG player. ROR is alot friendlier for PUG players that most are today.
I was in a 6 man group that could stand vs a WB of Pugs on live, i woulnnt want that kind of game again.
:mrgreen: :mrgreen: Zauk BO // Zauuk Choppa // Zaauuk SHM // Zniggle SH :mrgreen: :mrgreen:

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wachlarz
Posts: 798

Re: About Reduce AOE Damage RvR Broken

Post#24 » Fri Jan 18, 2019 2:16 pm

DirkDaring wrote: Fri Jan 18, 2019 12:30 pm
altharion1 wrote: Wed Jan 16, 2019 4:33 pm I'm sure letting premade optimized WB's win 24 v 120 encounters would be fantastic for the game.

removing the AOE cap would be a step in the right direction, will it help the zerg side ? sure, but it would also help the underdog side as well.
Rly. How

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peterthepan3
Posts: 6509

Re: About Reduce AOE Damage RvR Broken

Post#25 » Fri Jan 18, 2019 2:19 pm

wachlarz wrote: Fri Jan 18, 2019 2:16 pm
DirkDaring wrote: Fri Jan 18, 2019 12:30 pm
altharion1 wrote: Wed Jan 16, 2019 4:33 pm I'm sure letting premade optimized WB's win 24 v 120 encounters would be fantastic for the game.

removing the AOE cap would be a step in the right direction, will it help the zerg side ? sure, but it would also help the underdog side as well.
Rly. How
No AOE cap = premade WBs can utilise morales/synergise abilities to kill as many people as possible (and possibly have a slim chance of surviving - allowing for some pretty memorable and epic fights, I'd dare say). Would possibly serve as a bone for the organised WBs, could help with zerg management/'taming'...maybe?

That's what I deduced anyway.
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wachlarz
Posts: 798

Re: About Reduce AOE Damage RvR Broken

Post#26 » Fri Jan 18, 2019 3:13 pm

peterthepan3 wrote: Fri Jan 18, 2019 2:19 pm
wachlarz wrote: Fri Jan 18, 2019 2:16 pm
DirkDaring wrote: Fri Jan 18, 2019 12:30 pm


removing the AOE cap would be a step in the right direction, will it help the zerg side ? sure, but it would also help the underdog side as well.
Rly. How
No AOE cap = premade WBs can utilise morales/synergise abilities to kill as many people as possible (and possibly have a slim chance of surviving - allowing for some pretty memorable and epic fights, I'd dare say). Would possibly serve as a bone for the organised WBs, could help with zerg management/'taming'...maybe?

That's what I deduced anyway.
So. we have 400% aao so
1 tank vs 4 tanks who will win?
1 dps vs 4 dps who will win?
1 healer vs 4 healers who will win?

DirkDaring
Posts: 440

Re: About Reduce AOE Damage RvR Broken

Post#27 » Fri Jan 18, 2019 4:55 pm

peterthepan3 wrote: Fri Jan 18, 2019 2:19 pm
wachlarz wrote: Fri Jan 18, 2019 2:16 pm
DirkDaring wrote: Fri Jan 18, 2019 12:30 pm


removing the AOE cap would be a step in the right direction, will it help the zerg side ? sure, but it would also help the underdog side as well.
Rly. How
No AOE cap = premade WBs can utilise morales/synergise abilities to kill as many people as possible (and possibly have a slim chance of surviving - allowing for some pretty memorable and epic fights, I'd dare say). Would possibly serve as a bone for the organised WBs, could help with zerg management/'taming'...maybe?

That's what I deduced anyway.

Correct some of the most fun fights on live, were being outnumbered, any nub can win as a zergling, ahhh had so much fun Farming the Ruin, Rhuin, Ruined, Rhuined, Ruination, Zerglings on live hehe
Last edited by DirkDaring on Fri Jan 18, 2019 6:24 pm, edited 2 times in total.

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peterthepan3
Posts: 6509

Re: About Reduce AOE Damage RvR Broken

Post#28 » Fri Jan 18, 2019 4:58 pm

wachlarz wrote: Fri Jan 18, 2019 3:13 pm
peterthepan3 wrote: Fri Jan 18, 2019 2:19 pm
wachlarz wrote: Fri Jan 18, 2019 2:16 pm

Rly. How
No AOE cap = premade WBs can utilise morales/synergise abilities to kill as many people as possible (and possibly have a slim chance of surviving - allowing for some pretty memorable and epic fights, I'd dare say). Would possibly serve as a bone for the organised WBs, could help with zerg management/'taming'...maybe?

That's what I deduced anyway.
So. we have 400% aao so
1 tank vs 4 tanks who will win?
1 dps vs 4 dps who will win?
1 healer vs 4 healers who will win?
I don't think you understand what I wrote/what removal of AoE cap would entail and possibly enable.
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Reesh
Posts: 645

Re: About Reduce AOE Damage RvR Broken

Post#29 » Fri Jan 18, 2019 5:11 pm

Removal of aoe cap would grant more strategic encounters and require more situational awareness.

Right now if a dear 'ol puggie sees, that he's cozy in 2-3 warbands body mass, will push further whenever the opposition will be of a lesser number.

AoE cap removal would with time, make that puggie think twice if that mindless push will be a success, against an semi organized force that doesn't immediately run away.
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Rockalypse
Former Staff
Posts: 365

Re: About Reduce AOE Damage RvR Broken

Post#30 » Fri Jan 18, 2019 5:14 pm

Even as I still think that damage cap should be put in place with removal of AOE cap - trying aoe cap removal as it is for a month or so and than gather feedback on it - to decide if it should remain, sounds like a reasonable idea if you ask me.

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