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My feedback after a month in RoR

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galaxgal
Posts: 19

Re: My feedback after a month in RoR

Post#21 » Wed Jun 26, 2024 1:53 am

Well right now half the classes are seen as undesirables in ORvR. So it's understandable to prioritize a foundation of viability for everyone instead of creating a great ORvR that only half the classes can even play.

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Aluviya
Posts: 234

Re: My feedback after a month in RoR

Post#22 » Wed Jun 26, 2024 11:12 am

I am a veteran of this game and I feel very similar to the original post. Additionally, I would like to add a few short points:
  • The design and balance of Orvr are sadly tightly connected to each other. Currently, for instance, trying to play as a 6-man group in Orvr, especially with a melee setup, is absolutely pointless. Unorganized AoE zerging can wipe your group the moment you make a slight mistake. Even in cities now, I don't see many valid reasons for single-target assist groups as AoE channeling abilities, combined with procs, are so effective that the only organization needed is to blob and have a certain class setup.
  • Especially during EU primetime, playing Orvr as a 6-man group can only work with ranged classes that are merely farming targets within the safety of a blob - usually contributing little to none to the real cause of the zone.
  • There are no mechanisms allowing kiting groups to actually kite, especially against large zergs.
Due to the reasons above, I know many veterans who have given up entirely on Orvr. This eventually means there are huge power gaps at certain times as equals don't meet equals, hence the game becomes boring for everyone involved - because this game really shines when things are balanced. Orvr barely allows the true tank/dps/heal core mechanics (which are crucial in other modes such as scenarios) to be rewarding either, such as CC'ing enemy healers or punting guards. These tactics are very minor as there are far too many targets to ever play a significant role. Because of this heavily "uncontrollable" environment, many people I know have either given up on Orvr or never enjoyed zerg stomping to begin with.

Edit: I'd also like to add: With the change of the scheduled cities, I see both good and bad aspects. The good aspect is, of course, that cities do not only happen when one side is entirely outnumbered, which was usually the case around NA time. However, the bad aspect is that cities have become a stall content for most participants and are not as rewarding for the time and organization spent. This is especially evident recently as some WB leaders don't even bother going to the city but keep raiding the open zones, always with the risk of not getting an instance either.
Aluviyah - RR 87 Sorc
Ateshaya - RR 84 BW
Gweniell – RR 84 WP
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Wdova
Posts: 718

Re: My feedback after a month in RoR

Post#23 » Fri Jun 28, 2024 6:54 pm

faeryl12 wrote: Tue Jun 25, 2024 6:05 pm Hello and I hope this reach the right ears!
I'm an old live player who started RoR recently, played for almost 2 months, got a char rr80 and other few rr50-60
Rr 80 and couple of 50-60 in two months 😮. Hat down my friend. I play a lot and in 6months I was able to bring one to 80 and 2nd to 76….
"Quickness is the essence of the war."

Sun Tzu

shoelessHN
Posts: 315

Re: My feedback after a month in RoR

Post#24 » Sat Jun 29, 2024 8:41 am

Wdova wrote: Fri Jun 28, 2024 6:54 pm
faeryl12 wrote: Tue Jun 25, 2024 6:05 pm Hello and I hope this reach the right ears!
I'm an old live player who started RoR recently, played for almost 2 months, got a char rr80 and other few rr50-60
Rr 80 and couple of 50-60 in two months 😮. Hat down my friend. I play a lot and in 6months I was able to bring one to 80 and 2nd to 76….
There's 24 classes and the ebb and flow of over the years has rendered at least half as subpar at some point over the years. Imagine spending 3 months getting your char to 80 for it's core function or usefulness to be gutted.

Rotgut
Posts: 199

Re: My feedback after a month in RoR

Post#25 » Sat Jun 29, 2024 11:03 am

shoelessHN wrote: Sat Jun 29, 2024 8:41 am There's 24 classes and the ebb and flow of over the years has rendered at least half as subpar at some point over the years. Imagine spending 3 months getting your char to 80 for it's core function or usefulness to be gutted.
It is FAR from ideal, i agree with you here, but at least you can get past most, arguably all classes uselessness if you have friends or spend some time in /5. You can find types of content and setups where your class still shines.

I got a SL to rr80, then it got overshadowed by BWs and WLs in WBs, but the class is still veeeery strong in smallscale. Form a group and do SCs/City and ur time wasn't wasted.

Same for my Engi, it got nerfed like a week after i got it to BiS (life is pain and misery). But its still good in smaller oRvR fights with Magnet (i'll be damned to hell before i play that vegan build tho) and it is strong in EU Prime Time oRvR if you set up a ranged party with 1 tank 3 dps and 2 healers. The extra dps makes up for the Engi's weaker burst dmg, compared to the "meta" classes.

Balance Team is still working and is very aware of the issues, but we all know its a small volunteer team so it takes time. At least there are paths available for players to keep playing their classes.

DirkDaring
Posts: 440

Re: My feedback after a month in RoR

Post#26 » Sat Jun 29, 2024 12:02 pm

DAOC was created by Mythic, the same company that created Warhammer. A few years before Warhammer was created Mark Jacobs stated in an interview that the 3 faction concept is what makes RvR work.

He explained that only having 2 factions, is where most companies fail when trying to create RvR games, as with only 2 factions, people will play the side that is winning, thus making the issue worse.

But due to pressure I assume from EA they released with only 2 factions, The reason elder scrolls online has 3 factions, and looks like DAOC with Cyrodill as frontiers, imperial city as Darkness Falls, relic runs, destroyable castle walls etc is Matt Firor worked at Mythic from 1995 until 2005 and designed a lot of DAOC,. So when he moved over as lead Dev for ESO, he brought the same design concepts for RvR there.

Dackjanielz
Posts: 332

Re: My feedback after a month in RoR

Post#27 » Sat Jun 29, 2024 2:19 pm

DirkDaring wrote: Sat Jun 29, 2024 12:02 pm DAOC was created by Mythic, the same company that created Warhammer. A few years before Warhammer was created Mark Jacobs stated in an interview that the 3 faction concept is what makes RvR work.

He explained that only having 2 factions, is where most companies fail when trying to create RvR games, as with only 2 factions, people will play the side that is winning, thus making the issue worse.

But due to pressure I assume from EA they released with only 2 factions, The reason elder scrolls online has 3 factions, and looks like DAOC with Cyrodill as frontiers, imperial city as Darkness Falls, relic runs, destroyable castle walls etc is Matt Firor worked at Mythic from 1995 until 2005 and designed a lot of DAOC,. So when he moved over as lead Dev for ESO, he brought the same design concepts for RvR there.

Yeah it was EAs fault, they wanted to copy WOW.
Sadly not much we can do about it now but i completely agree, infact i agree with this philosophy in gaming in general.

Take TF2 for example, great game - but due to 2 teams which most FPS games do its always the same story there too, one side dominates the other then next thing you know everyones team switching to the winning side.

Games should take the 3 team approach WAY more than they do, but they never do - dunno why frankly.

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