This game at one point didn't have resolute defense. I don't think its needed and it just provides more immunity to the game.
This game was brutal. Its slowly been having its claws filed back from release and training wheels put on. To Be Clear, 100% not RoR fault. This was mythic's doing.
I'm not saying that there shouldn't be immunity in the game. But the amount of immunity that is thrown around is kinda crazy. (Guess---->) This is also probably a large contributing factor on why mdps small scale is so popular.
Not just resolute defense but the sheer amount of immunity thrown around. Resolute defense just makes it worse.
In addition, slightly off topic. I liked the old renown system over this one.
Overarching balance changes
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- TenTonHammer
- Posts: 3806
Re: Overarching balance changes
The "massive amount of immunites": is something that coordinated team can play around; RD is also a tool used by healers, RDPS and even tanks, Furthermore this is something that requires 10 RP, has a 5min CD and a 10s duration Some one popping RD can be played around vs, its like a slayer popping their 100% immunity m1, you play around that
the reason mdps are so popular in 6v6 is because of the vast amount of cc tool like pulls and AoE snares that prevent kiting that rdps rely on
the reason mdps are so popular in 6v6 is because of the vast amount of cc tool like pulls and AoE snares that prevent kiting that rdps rely on

- footpatrol2
- Posts: 1093
Re: Overarching balance changes
So...
I still stand by what I said.
The game was functional without RD and the game functioned with shorter immunty timers also.
Why are you defending it if its not such a big deal?
I still stand by what I said.
The game was functional without RD and the game functioned with shorter immunty timers also.
Why are you defending it if its not such a big deal?
- TenTonHammer
- Posts: 3806
Re: Overarching balance changes
Why are you so adamant that it should be removed if its not a big deal?
Furthermore; because, it is a tool that a lot of classes rely on, without RD healers will have to rely entirely on FM m2
Because shorter immunity timers arnt going to help RDPS become more prevalent in 6v6, but rather just make it easy for melee grps to keep cc up on them?
As it stands right now immunity timers make it so that you have to communicate and coordinate if you want to use CC properly, shorting the timers will just encourage people to throw out cc with no thought
Furthermore; because, it is a tool that a lot of classes rely on, without RD healers will have to rely entirely on FM m2
Because shorter immunity timers arnt going to help RDPS become more prevalent in 6v6, but rather just make it easy for melee grps to keep cc up on them?
As it stands right now immunity timers make it so that you have to communicate and coordinate if you want to use CC properly, shorting the timers will just encourage people to throw out cc with no thought

Re: Overarching balance changes
Changes asked so far wouldn't make this so.TenTonHammer wrote: As it stands right now immunity timers make it so that you have to communicate and coordinate if you want to use CC properly, shorting the timers will just encourage people to throw out cc with no thought
The only thing I could see is magus/engineer or knight/chosen spamming their staggers as an interrupt that gives 10 seconds of immunity.
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- TenTonHammer
- Posts: 3806
Re: Overarching balance changes
The change you mentioned of a stagger applied and if immediately broken giving only 10s immunity would only really benifit pugs as communicating teams would not attack unintentional stagger targets?Jaycub wrote:
Changes asked so far wouldn't make this so.
The only thing I could see is magus/engineer or knight/chosen spamming their staggers as an interrupt that gives 10 seconds of immunity.
secondly is scaling immunity timers even possible to create?

- roadkillrobin
- Posts: 2773
Re: Overarching balance changes
The only thing you prove here is that i'm more right then wrong.Bozzax wrote:Q – Is there a possibility that we will have a permanent addition of a 6v6 scenario?
Carrie – So the answer is yes. It’s completely a possibility. We have been talking about revisiting the rotation based on the metrics we’ve been pulling and looking at some of the favorite Weekend Warfronts. If this goes over well and we decide that it is a bonus to the rotation, then I suspect you’ll see it permanently. (GG – The Eternal Citadel is a new 6v6 scenario that is being tested for 1.3.6 right now.)2008 sept game releasedroadkillrobin wrote: There hasn't been any single permanent 6v6 content in this game at all until the very end of the game.
2009
2010 6v6 scenarios are introduced in a live event and later same year was made part of the permanent line-up2012Spoiler:
2013 dec
roadkillrobin wrote: Now imagine if 2 6man actually was 1 12man instead.
You sure?roadkillrobin wrote: I'm not making this **** up. I'm using logic and historical facts.
6v6 was made as Live Events, and no ballance changes were ever made to support em.
Gates of Ekerund 6v6 was made to boost scenario pops at lvl 18-24 so not really for premades right?
12v12 was the Standard Scenario format for the whole and moast of the game's life span.
I have no memory at all that The Ironclad was part of the permanent lineup in 2010. So citation needed pls.
Did you possibly start playing this game in 2011 or later coz that would make me understand why you're arguing against the proofs alot more.

Re: Overarching balance changes
Google [war herald] holiday bonus and scenario shakeup
This game is built around 6 player group and also had both pve and pvp content for this size. Secondly a big chunk of abilities are designed for 6 and the others are ST or AOE not affecting 12, 24 or some other size. Everything else was done in multiples of 6.
From playing the game I can also tell you fights in the lakes at least for me was 6vX and more often 6v6 with an add or two then wb v wb. (1.4+)
Less imaginatio and interpretations please.
This game is built around 6 player group and also had both pve and pvp content for this size. Secondly a big chunk of abilities are designed for 6 and the others are ST or AOE not affecting 12, 24 or some other size. Everything else was done in multiples of 6.
From playing the game I can also tell you fights in the lakes at least for me was 6vX and more often 6v6 with an add or two then wb v wb. (1.4+)
Less imaginatio and interpretations please.
Last edited by Bozzax on Mon Jul 18, 2016 9:59 am, edited 1 time in total.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7
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- roadkillrobin
- Posts: 2773
Re: Overarching balance changes
Is this when you started playing or?
If it is i can understand your confusion.
There were NO Permanent 6v6 content for this game for 3 and a half years were 95% of the post release ballancing took place. When they added permanent 6v6 scenariost they almoast did no ballancing and the fact that it was and still is horrible ballanced means they didn't do any ballancing for it then either. Group size being 6 has NOTHING to do with 6v6 ballance. I have no clue why you keep bringin it up. It has to do with limitations such as buff stacking incomming heals from group heals etz.
If it is i can understand your confusion.
There were NO Permanent 6v6 content for this game for 3 and a half years were 95% of the post release ballancing took place. When they added permanent 6v6 scenariost they almoast did no ballancing and the fact that it was and still is horrible ballanced means they didn't do any ballancing for it then either. Group size being 6 has NOTHING to do with 6v6 ballance. I have no clue why you keep bringin it up. It has to do with limitations such as buff stacking incomming heals from group heals etz.
Last edited by roadkillrobin on Mon Jul 18, 2016 10:40 am, edited 1 time in total.

Re: Overarching balance changes
irrelevant but I played from pre order to end
Still your facts and conclusions are wrong
Still your facts and conclusions are wrong
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7
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