AAO needs to buff damage/defense/health

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thrawn18
Posts: 3

AAO needs to buff damage/defense/health

Post#1 » Fri May 30, 2025 3:40 pm

When one faction has 100 players in the zone and the other has 30, the other faction cannot capture and hold BOs, cannot run supplies, and get steamrolled. The buff from renown doesn't mean anything, and should get damage buffs or defense/health buffs, immune to knock back or stuns, etc. Otherwise there is no reason to even bother, just stay on the side and get the tick.

There is no point to play when we cant fight, and die instantly. We try to get to the Keep and find 75 players waiting for us outside.

If nothing is done, then it will just be one faction playing PvE, because dying instantly is not fun in open RvR when there is no possible way to actually do anything.

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Hazmy
Former Staff
Posts: 348

Re: AAO needs to buff damage/defense/health

Post#2 » Fri May 30, 2025 4:10 pm

This approach has at least one major issue to it, and that is small-scale PvP.

If you buff players based on AAO, then effectively you completely kill the already small Solo, Small Scale and 6-men roaming community and will in my opinion even more encourage blobbing.
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Gorezog
Posts: 16

Re: AAO needs to buff damage/defense/health

Post#3 » Fri May 30, 2025 4:14 pm

Hazmy wrote: Fri May 30, 2025 4:10 pm This approach has at least one major issue to it, and that is small-scale PvP.

If you buff players based on AAO, then effectively you completely kill the already small Solo, Small Scale and 6-men roaming community and will in my opinion even more encourage blobbing.
This is very much correct, small good groups could and would cause carnage.

That said, I think it could effect morales and slash the effectiveness of the morale build, jump through postern and nuke meta.

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Aethilmar
Posts: 735

Re: AAO needs to buff damage/defense/health

Post#4 » Fri May 30, 2025 4:30 pm

No. I am sorry you are having difficulty handling high AAO but there is a non-trivial number of us that enjoy it and the challenges it brings. One of those is learning how to push your build/tactics when outnumbered.

Other, better solutions that don't involve borrowed power include:

1) AAO may be linear in scale but difficulty rises exponentially as the more outnumbered you are the probability of getting swarmed goes up at a higher curve. Rewards should aslo rise non-linearly to match that (especially crests).

2) The campaign needs tweaking such that there are more things to do other than gank and go to one of four easily campable resource locations and pick up boxes. Also further fighting in a high AAO zone needs to provide some positive benefit to you (and your realm) in the long run such that it in some way provides a benefit in the defense of the later zones i.e. the more you resist earlier the easier it is to turn the tide later.

Look at it this way, renown is synonymous with reputation. The 300 spartans (and their allies) all got killed. But they got great "renown" for fighting outnumbered and provided inspiration for their side in coming battles. That should be the goal.

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toffikx
Posts: 326
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Re: AAO needs to buff damage/defense/health

Post#5 » Fri May 30, 2025 4:36 pm

Hazmy wrote: Fri May 30, 2025 4:10 pm This approach has at least one major issue to it, and that is small-scale PvP.

If you buff players based on AAO, then effectively you completely kill the already small Solo, Small Scale and 6-men roaming community and will in my opinion even more encourage blobbing.
It would honestly affect everything up to a 24-man warband, perhaps even more.
This is not a good idea. It would really distort PvP balance.
Would rather go the way of adding better rewards for AAO, and punish blobbing.

thrawn18
Posts: 3

Re: AAO needs to buff damage/defense/health

Post#6 » Fri May 30, 2025 5:06 pm

Hazmy wrote: Fri May 30, 2025 4:10 pm This approach has at least one major issue to it, and that is small-scale PvP.

If you buff players based on AAO, then effectively you completely kill the already small Solo, Small Scale and 6-men roaming community and will in my opinion even more encourage blobbing.
Well 120 vs 20 is going to kill RvR; it will just turn it into PvE at that point as there is no reason to even bother trying when you cannot capture a BO and run supplies, or when you enter a Keep and find 75 people waiting for you.

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leondre25
Posts: 40

Re: AAO needs to buff damage/defense/health

Post#7 » Fri May 30, 2025 5:31 pm

thrawn18 wrote: Fri May 30, 2025 5:06 pm
Hazmy wrote: Fri May 30, 2025 4:10 pm This approach has at least one major issue, and that is small-scale PvP.

If you buff players based on AAO, then you effectively kill the already small solo, small-scale, and 6-man roaming community. In my opinion, it will further encourage blobbing.
Well, 120 vs. 20 is going to kill RvR. It just turns into PvE at that point, as there's no reason to even bother trying—whether it's capturing a BO, running supplies, or entering a keep only to find 75 people waiting for you.
I think the current AAO blob situation (NA-specific) is the result of the current meta. Buffing AAO is treating the symptom, not the cause.

One of the main reasons either side usually has high AAO is because PvEing a keep is more rewarding than risking a steamroll with AAO. The current meta makes pushing keeps without AAO—or at least two coordinated, geared guilds nearly impossible. As a result, players are incentivized to join whichever faction has the most numbers. The alternative is getting rolled by multiple warbands and hoping for a few AAO kills (hint: the blob is still getting more rewards per hour than you are with AAO).

If I see either faction at more than 20% AAO, people start X-realming for faster progress. There’s no real resistance. There’s no real danger. It’s just spam AoE, collect a few RR ticks from stragglers who think they can 12v80 a keep, push the easiest fort of your life, and repeat.

Problem is current meta, even during EU hours so much time is just spent crashing warbands into each other near a warcamp. BOs arent being roamed or defended unless the otherside is outnumbered atleast 40% aao or there is a free Keep like KV(when order keep is right next to destro warcamp its almost impossible to fail).
I X-Realm to the losing team to make them lose harder.

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BluIzLucky
Posts: 771

Re: AAO needs to buff damage/defense/health

Post#8 » Fri May 30, 2025 6:54 pm

Hazmy wrote: Fri May 30, 2025 4:10 pm This approach has at least one major issue to it, and that is small-scale PvP.

If you buff players based on AAO, then effectively you completely kill the already small Solo, Small Scale and 6-men roaming community and will in my opinion even more encourage blobbing.
Limit it to Keep and fort areas, starting the buff low from 30-40% and scale it up.
SM - Arhalien +80 | AM - Shaheena +80
ZL - Wildera +70 | BG - Blackcrow +70

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Nameless
Posts: 1389

Re: AAO needs to buff damage/defense/health

Post#9 » Fri May 30, 2025 7:01 pm

Aao buff is the wrong directions. You could do much better to disperse the zerg by changing BO importance. Add some guards so solo player cant take bo, add bo lock timer that scale with aao. If your side got aao longer lock time if enemy got aao less time lock. Then make bos matters while siege. That how even totally outnumber enemy forces need to spread out to cover bos so you could fight lesser even equal numbers if move smart.

Now bos got lesser importance so the zerg roam middle between 1-2 bos, when feel strong enough all move to keep and underpopulated side cant find smaller forces to fight cos no need to split from the mass
Mostly harmless

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Bozzax
Posts: 2620

Re: AAO needs to buff damage/defense/health

Post#10 » Fri May 30, 2025 7:04 pm

Or simply require the strongest side to control all Bos and keeps a reasonable time to lock

BAZINGA!
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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