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RVR Fixes @Dev's IMO

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Chaam
Posts: 4

RVR Fixes @Dev's IMO

Post#1 » Sun Sep 08, 2024 3:05 pm

Idea's to make the game a bit more competitive.

1) Remove the 38 level requirement on the 60% speed mount. No reason to have it at 38 if you can not have it at 16 (do not change price)
2) Remove RR requirement on gear up to Invader ( Leave wards in place) if you got the medals to buy it let it be
3) Stop trying to balance the game stats. When you adjust for one thing you mess up another (Revert them back to beginning when live ended)
4) Put in an RvR XP reduction scroll. Let the low levels earn more medals so when they lose bolster they can gear up when they hit 40
5) Make Tactic slots open up at 16.

You want the level 16's to play with the 40/80's then help them. Or they just get discouraged and quit.
Make insta Rez tactic available at level 16

Nothing in this list is game breaking. Except maybe #3. We take to big of a swing at things and say you will adjust and never do. So go back to the start some 8-10 years ago and make smaller adjustments.

First you messed up armor debuffs essentially nerfing defensive healers. Then I do not know what the heck the thought process was behind WS/Ini change. That had to be internal only.

Now these are just a couple of ideas and not class/faction/race based.

For the haters that are going to post. THIS IS MY OPINION only. So post something productive. Remember it is a F2P game. TBH none of us have any say in the changes we can only make suggestion's. As much as you love to post hate. I promise you it is ignored by the Dev's

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Aethilmar
Posts: 758

Re: RVR Fixes @Dev's IMO

Post#2 » Sun Sep 08, 2024 4:34 pm

Chaam wrote: Sun Sep 08, 2024 3:05 pm 2) Remove RR requirement on gear up to Invader ( Leave wards in place) if you got the medals to buy it let it be
I'm curious why you think the wards should stay in place. Seems to be at odds with your goal since they are clearly a mechanism to make people pay "full price" for the sets in crests and/or do the associated PVE runs.
Aethilmar 8x SM
Aenean 8x AM
Vusean 8x Chosen
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... and a host of others ...

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Chaam
Posts: 4

Re: RVR Fixes @Dev's IMO

Post#3 » Sun Sep 08, 2024 7:38 pm

Because there is something to be said about earning them. Going straight from anni to invader diminishes the value of the people who already earned that level.

That is why I think Warlord and Sov should stay with RR level. I have multiple toons in Sov/War mix and it was a journey since all mine was bought with royal crests.

This way it keeps value for leveling RR but at same time gives people alternatives to be able to stand a bit on their own against RR80.

Mounts are same. Why get into T2 just to get ran down from behind by every level 38+ in the zone. That is discouraging.

Johnsondavid
Posts: 1
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Re: RVR Fixes @Dev's IMO

Post#4 » Fri Sep 13, 2024 1:36 am

I think to make this game interesting, in each level, give each person less armor, if someone is fast and thinks well, they will get good armor.Geometry Dash Scratch
Last edited by Johnsondavid on Sat Sep 14, 2024 12:02 am, edited 2 times in total.

Sulorie
Posts: 7461

Re: RVR Fixes @Dev's IMO

Post#5 » Fri Sep 13, 2024 6:08 am

3) was explained enough already, why you still beat this dead horse? The recent parry gains were absurd and not acceptable, when people got lots of defense, while they increase offense.

1) sounds good since sub40s encounters 60% speed mounts in midtier SC as well at lvl 38. Not to mention event mounts.
Dying is no option.

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georgehabadasher
Posts: 292

Re: RVR Fixes @Dev's IMO

Post#6 » Fri Sep 13, 2024 11:36 am

Sulorie wrote: Fri Sep 13, 2024 6:08 am 3) was explained enough already, why you still beat this dead horse? The recent parry gains were absurd and not acceptable, when people got lots of defense, while they increase offense.

1) sounds good since sub40s encounters 60% speed mounts in midtier SC as well at lvl 38. Not to mention event mounts.
The parry changes just skewed the game more in favor of ranged than it already was. It doesn't change melee vs melee that much, now all melees are doing more damage to each other (slayers/choppers now have marginally less parry than they used to relative to other mdps). Obviously, parry doesn't come into play very often in ranged vs melee situations. Even with the change, weaponskill is still selected over initiative by any physical dps. That doesn't mean it's overpowered, any more than a magus choosing intelligence over initiative means intelligence is overpowered. It's a required offensive stat if you want to kill something, and most people play dps classes to kill things.

There's still little incentive to invest in initiative. 34 renown points gets you 120 initiative, which equals -6% chance to be crit and 4% parry. You can spend 19 points to get -8% chance to be crit and 7% parry from futile strikes and reflexes. The change didn't open up new build options.

The most significant aspect of this change is that it made it has made it MUCH easier for tanks to CC mDPS. Before, they had to deal with significant parry, often with little strikethrough of their own. Now, it's laughably easy to KD, snare or punt an mdps class, which makes them even more vulnerable in oRvR.

So, what has the stat change actually done?
1) Melees kill each other faster.
2) Tanks can CC melees even better than before, making them even harder to play in oRvR.
3) People still don't invest in initiative as a defensive stat.

There's a reason we have a ranged meta.

Sulorie
Posts: 7461

Re: RVR Fixes @Dev's IMO

Post#7 » Fri Sep 13, 2024 11:54 am

georgehabadasher wrote: Fri Sep 13, 2024 11:36 am
Sulorie wrote: Fri Sep 13, 2024 6:08 am 3) was explained enough already, why you still beat this dead horse? The recent parry gains were absurd and not acceptable, when people got lots of defense, while they increase offense.

1) sounds good since sub40s encounters 60% speed mounts in midtier SC as well at lvl 38. Not to mention event mounts.
The parry changes just skewed the game more in favor of ranged than it already was. It doesn't change melee vs melee that much, now all melees are doing more damage to each other (slayers/choppers now have marginally less parry than they used to relative to other mdps). Obviously, parry doesn't come into play very often in ranged vs melee situations. Even with the change, weaponskill is still selected over initiative by any physical dps. That doesn't mean it's overpowered, any more than a magus choosing intelligence over initiative means intelligence is overpowered. It's a required offensive stat if you want to kill something, and most people play dps classes to kill things.

There's still little incentive to invest in initiative. 34 renown points gets you 120 initiative, which equals -6% chance to be crit and 4% parry. You can spend 19 points to get -8% chance to be crit and 7% parry from futile strikes and reflexes. The change didn't open up new build options.

The most significant aspect of this change is that it made it has made it MUCH easier for tanks to CC mDPS. Before, they had to deal with significant parry, often with little strikethrough of their own. Now, it's laughably easy to KD, snare or punt an mdps class, which makes them even more vulnerable in oRvR.

So, what has the stat change actually done?
1) Melees kill each other faster.
2) Tanks can CC melees even better than before, making them even harder to play in oRvR.
3) People still don't invest in initiative as a defensive stat.

There's a reason we have a ranged meta.
All this is no argument for strengthening range meta. Those phys rDD, who stacked WS lost parry too and lost as much defense as phys mDD lost.
Being punted more frequently is expected and worked for everyone for years since release. Do you want to say suddenly they require the extra parry?
Punt in rvr is a best a roaming thing. You wouldn't want to punt individual targets in mass rvr, when you have an AOE blob.

We already had the "magic rDD have to invest in less stats" discussion but this is comparing apples and oranges. Those classes have less armor, often less wounds and no added auto attack damage and therefore less proc chances.
Dying is no option.

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georgehabadasher
Posts: 292

Re: RVR Fixes @Dev's IMO

Post#8 » Fri Sep 13, 2024 1:32 pm

Sulorie wrote: Fri Sep 13, 2024 11:54 am
georgehabadasher wrote: Fri Sep 13, 2024 11:36 am
Sulorie wrote: Fri Sep 13, 2024 6:08 am 3) was explained enough already, why you still beat this dead horse? The recent parry gains were absurd and not acceptable, when people got lots of defense, while they increase offense.

1) sounds good since sub40s encounters 60% speed mounts in midtier SC as well at lvl 38. Not to mention event mounts.
The parry changes just skewed the game more in favor of ranged than it already was. It doesn't change melee vs melee that much, now all melees are doing more damage to each other (slayers/choppers now have marginally less parry than they used to relative to other mdps). Obviously, parry doesn't come into play very often in ranged vs melee situations. Even with the change, weaponskill is still selected over initiative by any physical dps. That doesn't mean it's overpowered, any more than a magus choosing intelligence over initiative means intelligence is overpowered. It's a required offensive stat if you want to kill something, and most people play dps classes to kill things.

There's still little incentive to invest in initiative. 34 renown points gets you 120 initiative, which equals -6% chance to be crit and 4% parry. You can spend 19 points to get -8% chance to be crit and 7% parry from futile strikes and reflexes. The change didn't open up new build options.

The most significant aspect of this change is that it made it has made it MUCH easier for tanks to CC mDPS. Before, they had to deal with significant parry, often with little strikethrough of their own. Now, it's laughably easy to KD, snare or punt an mdps class, which makes them even more vulnerable in oRvR.

So, what has the stat change actually done?
1) Melees kill each other faster.
2) Tanks can CC melees even better than before, making them even harder to play in oRvR.
3) People still don't invest in initiative as a defensive stat.

There's a reason we have a ranged meta.
All this is no argument for strengthening range meta. Those phys rDD, who stacked WS lost parry too and lost as much defense as phys mDD lost.
Being punted more frequently is expected and worked for everyone for years since release. Do you want to say suddenly they require the extra parry?
Punt in rvr is a best a roaming thing. You wouldn't want to punt individual targets in mass rvr, when you have an AOE blob.

We already had the "magic rDD have to invest in less stats" discussion but this is comparing apples and oranges. Those classes have less armor, often less wounds and no added auto attack damage and therefore less proc chances.
Ah, I see where the confusion lies. The stat rework earlier this year didn't add significantly more parry in most cases. Similar to how initiative always gave reduced crit, WS always gave parry, they just reworked the numbers slightly.

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Sulorie
Posts: 7461

Re: RVR Fixes @Dev's IMO

Post#9 » Fri Sep 13, 2024 2:28 pm

georgehabadasher wrote: Fri Sep 13, 2024 1:32 pm
Ah, I see where the confusion lies. The stat rework earlier this year didn't add significantly more parry in most cases. Similar to how initiative always gave reduced crit, WS always gave parry, they just reworked the numbers slightly.
What makes it insignificant for you? At best 7,5% parry or like 3% parry for every 100 WS?
Slightly is quite an understatement. :)
Dying is no option.

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Tyrvald
Posts: 29

Re: RVR Fixes @Dev's IMO

Post#10 » Fri Sep 13, 2024 2:41 pm

georgehabadasher wrote: Fri Sep 13, 2024 11:36 am
Sulorie wrote: Fri Sep 13, 2024 6:08 am 3) was explained enough already, why you still beat this dead horse? The recent parry gains were absurd and not acceptable, when people got lots of defense, while they increase offense.

1) sounds good since sub40s encounters 60% speed mounts in midtier SC as well at lvl 38. Not to mention event mounts.
The parry changes just skewed the game more in favor of ranged than it already was. It doesn't change melee vs melee that much, now all melees are doing more damage to each other (slayers/choppers now have marginally less parry than they used to relative to other mdps). Obviously, parry doesn't come into play very often in ranged vs melee situations. Even with the change, weaponskill is still selected over initiative by any physical dps. That doesn't mean it's overpowered, any more than a magus choosing intelligence over initiative means intelligence is overpowered. It's a required offensive stat if you want to kill something, and most people play dps classes to kill things.

There's still little incentive to invest in initiative. 34 renown points gets you 120 initiative, which equals -6% chance to be crit and 4% parry. You can spend 19 points to get -8% chance to be crit and 7% parry from futile strikes and reflexes. The change didn't open up new build options.

The most significant aspect of this change is that it made it has made it MUCH easier for tanks to CC mDPS. Before, they had to deal with significant parry, often with little strikethrough of their own. Now, it's laughably easy to KD, snare or punt an mdps class, which makes them even more vulnerable in oRvR.

So, what has the stat change actually done?
1) Melees kill each other faster.
2) Tanks can CC melees even better than before, making them even harder to play in oRvR.
3) People still don't invest in initiative as a defensive stat.

There's a reason we have a ranged meta.

agreed on that, you just forgot 1 thing that is important
All Ranged + Healers gain a boost of parry by the init/WS changes - When you see now there are somes shaman with more parry than a choppa or a slayer ...
Sombrefer - Dwarven Clan exiled from the lost Fortress of Karak Varn
Tyrgrim - Slayer - rr87
Dwargrim - Runepriest of Gazul - RR81
Mordengrim - Engineer
Khargrim - Ironbreaker

and (futiles) Umgi who helps sometimes the Dwarves under the Sigmar's Oath

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