Again, i can only disagree with almost everything you said...
I will try to explain why, one by one.
lumpi33 wrote: Sat Jul 11, 2026 9:18 am
You have very cheap renown abilities to boost your defense but for example no renown ability to increase strike through. There are also much stronger defensive abilities/tactics than offensive. A shield channel alone blocks almost everything.
- You were proved wrong with that allready, with the simple math of RR abilities. Also every offensive stat increases the strike through of parry/dodge/disrupt and block. The decrease of armor, resistances, parry etc, are delivered by skills, often basics skills, not even mastery. And if a shield channel would not block/dodge/disrupt almost everything... how useless would it be?
lumpi33 wrote: Sat Jul 11, 2026 9:18 am
In RoR it is not easy at all to kill a target of a 2/2/2 group that knows how to play. In warband play it is getting even worse because then you have 8 healers watching.
From what I see in orvr when TUP or Formosa and some others is that they barely ever die and finishing their session with hundreds of kills. Their tanks are almost unkillable. They cross guard, stagger, punt around, holding their morals back so they can always just walk away. Since you can't kill their tanks, you are also having a hard time killing their dps and their healers are so far behind that you can't even reach them or put pressure on them.
- You are blaming players for playing good here. You even describe what they are doing right...
Tanks who use their utilities and time their m4 wisely? Healers who heal on max range to not be an easy target?
hm... i would call it "well played". They know how to play this game, thats it.
lumpi33 wrote: Sat Jul 11, 2026 9:18 am
Even if they are good players and in BIS gear, it is game breaking from my point of view. Dying is part of the game. When you can't kill them even with much higher numbers then something is wrong. In situations we have right now where the pop is rather low such a warbandWhen will just dominate everything and will lead to people switching sides or logging off -> ergo, action is dropping like a stone. Then they switch sides and do it again so basically the pug players are getting farmed again.
This is catering to a minority of elite players and screwing over pugs, solos and casuals in a big way.
- Im sorry to tell you again, but: "When you can't kill them even with much higher numbers" then its obviously a skill issue. It appears that they do everything right, while the Pug blob who never learned how to play, does everything / many things wrong. So they win by skill, not by any imbalance. If they encounter another organized warband with discord, like unreal or whoever, the outcome would not be so clearly one-sided. Cause then they encounter enemies on a similar level of skill and organisation. What will result in an interesting fight for both sides. Against pugs, organized warbands of skilled players are just underchallanged, because of skill disbalance. And the reason why they are dominating is very simple: not enough good players / org. warbands to encounter... only pug fiesta.
lumpi33 wrote: Sat Jul 11, 2026 9:18 am
What makes this situation worse is that catching abilities are stronger than escaping abilities. Like the snare proc of the DoK can hit you from 100ft away, so everything near 100ft of a destro blob is in danger. Same with stagger or ranged snares. It destroys any solo, small scale play because they can catch you that easy. Guess why stealthers are that famous? They have a great toolkit but most importantly they can escape these situations.
- I also disagree here. There are a lot of escape abilities, imo almost too many
Most "catching abilities" can be defendet. Escape abilieties are just a button press. Juggernaut of every tank, chase of every melee dps, some even with immunity like WL, SH/SL can jump back, We/Wh can jump back with stun, and on top everyone can skill a speed proc with RR points. The only classes without escape abilities are BW/Sorc (at least BW still has a knockdown) and Dok/WP, wich indeed feels a little bit disbalanced.
- For your example of dok snare proc in destro blobs... it would be necessary to have a dok in every group, and all of these doks decide to use the snare covenant. Thats not happening. Maybe only in organized warbands, who have this intended setup and use it as a strategy: But then again, we are talking about skill. In pug warbands, i never saw a chalice dok with the snare cov.
- Stagger or ranged CCs are not destroying smallscale... they are tools for smallscale, f.e. to kill the tail of a wb, or split up a superior number of enemies to kill them one by one.
Im sorry to say that, but what you try to condemn here, all in all is painting a picture of skill issue and the refusal to "get gud".
The only point i would agree, is the increase of cheesy gameplay. F.e. people who only kite around their save-spot like keep or warcamp, and refuse any real fight. Wich would be ok if they are outnumbered, and this is their only chance to survive. But it happens on equal numbers, it just became a "playstyle" wich i find super lame and boring. Please people, stop doing that. I dont expect honor, but lets do real fights and play the game.