Degradation of average player skill: why the Scenario system rework is urgently needed

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Nameless
Posts: 1435

Re: Degradation of average player skill: why the Scenario system rework is urgently needed

Post#21 » Tue Aug 19, 2025 7:18 pm

On live you didnt got surrender vote and to avoid quitter debuff need to stay and fight for the whole 15 mins. And back then you had guards on all maps and safe way back so rdps and healers could get some safety while tanks and mdps could try to take a kill or so. Beside even if that was hard you always had opportunities to punt enemy into your guards that insta kill but also give that juicy renown to your team.
Yes that are not the best comeback mechanics but are much better than the meat grinder that we had now.

So matchmaking wont solve anything. The superior premade will crush and farm the weaker one that could not put a fight and just disband and the noone in rhe queue
Mostly harmless

K8P & Norn - guild Orz

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shoelessHN
Posts: 360

Re: Degradation of average player skill: why the Scenario system rework is urgently needed

Post#22 » Tue Aug 19, 2025 10:05 pm

Unified currency made scenario gear/weapons available through war crests. The new sets/weapons made the scenario gear redundant / not needed.

The fact there are entire blob guilds running around rr80+ BiS with chars that have done <100 sc's (mostly premade only for guild coins) is wild. I must be around the 20k mark with all chars combined.

Ultimately, sc's need to reward more warcrests to incentivize people to queue over blobbing and some mechanic to prevent premade farming pugs. And scenario wins tied to map/campaign completion like live.

They don't need to reintroduce the 75% scroll to fix it, just make sc's worth 70-80% less xp and jack the rewards up. Then people will queue and play a lot more before getting to t4 (to be farmed) while entering t4 with a chance to be in full vanq -- the min needed gear for most classes to be competitive.

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saupreusse
Former Staff
Posts: 2521

Re: Degradation of average player skill: why the Scenario system rework is urgently needed

Post#23 » Tue Aug 19, 2025 10:10 pm

Nice summary.
If I may add an anecdote:
On my latest journey to rr80 i only played around 10 scenarios in T2+.

I remember how I got in a serpents passage scenario 5v6.
We got stomped and I tried to kite back to my camp only to be met with barriers blocking my return. I then tried to swim away hoping I could use my knockbacks and slows only to be exploded by 'my own stupidty'.
I never queued another sc solo. I don't think a system that ensures I have no way to escape death when my team already got their heads bashed in is encouraging me to play scenarios.
Saup - RR 8x WP
Son - RR 8x AM

Endari
Posts: 135

Re: Degradation of average player skill: why the Scenario system rework is urgently needed

Post#24 » Tue Aug 19, 2025 10:50 pm

Nameless wrote: Tue Aug 19, 2025 7:18 pm On live you didnt got surrender vote and to avoid quitter debuff need to stay and fight for the whole 15 mins. And back then you had guards on all maps and safe way back so rdps and healers could get some safety while tanks and mdps could try to take a kill or so. Beside even if that was hard you always had opportunities to punt enemy into your guards that insta kill but also give that juicy renown to your team.
Yes that are not the best comeback mechanics but are much better than the meat grinder that we had now.

So matchmaking wont solve anything. The superior premade will crush and farm the weaker one that could not put a fight and just disband and the noone in rhe queue
On live you did not have such an aggressive afk timer and you could just sit out in the map somewhere and chill without fear of getting afk'd or you could just try and fight, die and stay dead and afk for the rest of the sc.

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Nameless
Posts: 1435

Re: Degradation of average player skill: why the Scenario system rework is urgently needed

Post#25 » Tue Aug 19, 2025 11:10 pm

Endari wrote: Tue Aug 19, 2025 10:50 pm
Nameless wrote: Tue Aug 19, 2025 7:18 pm On live you didnt got surrender vote and to avoid quitter debuff need to stay and fight for the whole 15 mins. And back then you had guards on all maps and safe way back so rdps and healers could get some safety while tanks and mdps could try to take a kill or so. Beside even if that was hard you always had opportunities to punt enemy into your guards that insta kill but also give that juicy renown to your team.
Yes that are not the best comeback mechanics but are much better than the meat grinder that we had now.

So matchmaking wont solve anything. The superior premade will crush and farm the weaker one that could not put a fight and just disband and the noone in rhe queue
On live you did not have such an aggressive afk timer and you could just sit out in the map somewhere and chill without fear of getting afk'd or you could just try and fight, die and stay dead and afk for the rest of the sc.
Still ppl fought cos you got save spot for backlines which give some chance for frontline to do something. And even if u cant, guards kills were tons of renown.
Yea, you could chill somewhere on the map (which is possible on ror also, there are some ways that even make it easier than on war) but you got initiative to fight. On ror you got initiative to be farmed without any chance to learn whatsoever
Mostly harmless

K8P & Norn - guild Orz

Endari
Posts: 135

Re: Degradation of average player skill: why the Scenario system rework is urgently needed

Post#26 » Tue Aug 19, 2025 11:22 pm

Nameless wrote: Tue Aug 19, 2025 11:10 pm
Still ppl fought cos you got save spot for backlines which give some chance for frontline to do something. And even if u cant, guards kills were tons of renown.
Yea, you could chill somewhere on the map (which is possible on ror also, there are some ways that even make it easier than on war) but you got initiative to fight. On ror you got initiative to be farmed without any chance to learn whatsoever
You are not completely wrong but don't just view live under your nostalgia glasses. People quit scs on live, a lot of people, it was a major problem. Especially since weapons were tied to sc currency, afk'ers were a real menace and since they would stay in the sc afk there was no chance of a real fight when half of your team was afk and the sc would last its entire length because the other side was farming the few that were playing. Surrender is a huge boon for RoR as it gets you out of an sc where you will get nothing but wasted time.

geezereur
Posts: 675

Re: Degradation of average player skill: why the Scenario system rework is urgently needed

Post#27 » Tue Aug 19, 2025 11:52 pm

Instead of 1 pug scenario and the rest are premades it should be the opposite have 1 premade sc and the rest pug scs.
And also people say just join the pug sc but it almost never pops since people have stopped doing scs to much getting farmed by premades.

mazi761111
Posts: 234

Re: Degradation of average player skill: why the Scenario system rework is urgently needed

Post#28 » Tue Aug 19, 2025 11:56 pm

The sc is not playable at all now. snb tank play like 2h tank 2h tank play like dps. mdps play like rdps. rdps play like mdps(pug vs pug),A long time ago everyone did their jobs in sc
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buerdig
Posts: 12

Re: Degradation of average player skill: why the Scenario system rework is urgently needed

Post#29 » Wed Aug 20, 2025 4:07 am

Great summary by the OP of the current situation of SCs. I agree that SC's at the moment are one of the biggest things that most of us enjoy but end up hating cause of the constant problems everyone has mentioned in this thread. It's talked about a lot I'm sure on both sides and frustration around them as new players, solo que's and premade groups vs pugs.

One idea came to my mind is to implement something like what is used for the Saga event with grudge buffs. Either based on the match winning/loss streaks or just included for inside the current scenario. I think something like this would help smooth things out, like a band-aid till a better solution can be found.

The players who win consistent matches, get rewarded with a stacking renown buff which would still let premade have their need to continue matchmaking instead of doing ranked but the players who have losing streaks get stacking stat buffs. The incentive to keep playing the match to the end/keep que's active would I think help since it would help at least make the losing side feel like "I can't wait to get payback now against those same people who kicked our ass x times" and the winning side at least can have a challenge if the other team is under geared, pugs, new players or whatever.

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