My feedback after a month in RoR
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This section is for providing feedback and sharing your opinions on what could be improved or changed for the Return of Reckoning project.
To ensure your feedback is as helpful as possible, please review the Rules and Posting Guidelines before posting.
Re: My feedback after a month in RoR
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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Re: My feedback after a month in RoR
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:
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.
- 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.
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
Hesperiell – RR 89 AM
Setriona – RR 85 DoK
Syu/Myu – RR 87 Zealot
Xup – RR 85 Shaman
Yrona – RR 84 RP
Ateshaya - RR 84 BW
Gweniell – RR 84 WP
Hesperiell – RR 89 AM
Setriona – RR 85 DoK
Syu/Myu – RR 87 Zealot
Xup – RR 85 Shaman
Yrona – RR 84 RP
Re: My feedback after a month in RoR
Rr 80 and couple of 50-60 in two months
"Quickness is the essence of the war."
Sun Tzu
Sun Tzu
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- Posts: 315
Re: My feedback after a month in RoR
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.
Re: My feedback after a month in RoR
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.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.
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.
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- Posts: 440
Re: My feedback after a month in RoR
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.
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.
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- Posts: 332
Re: My feedback after a month in RoR
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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