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Grimmshimmer and fleshrenders

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Caduceus
Posts: 704

Re: Grimmshimmer and fleshrenders

Post#31 » Sat Sep 27, 2025 11:18 am

Tisaya wrote: Sat Sep 27, 2025 10:45 am
Regen kills build diversity, but at the same time closes the gap between normal glasses and some stupidly broken ones. Regen works especially well against dots. Without regen, prepare to go 100-0 from 2 dots thrown by a passing shaman.

This is a valid point. Shaman/AM has been borked in solo/small-scale for way too long.

The worst part of it is, experienced players will know to simply avoid these classes/builds. It's mostly newer players who get farmed - even if they group up - simply because the power of these classes/builds in solo/small-scale is way too high.
"I watched a snail crawl along the edge of a straight razor. That's my dream; that's my nightmare. Crawling, slithering, along the edge of a straight razor... and surviving." - Colonel Walter E. Kurtz

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Grock
Posts: 939

Re: Grimmshimmer and fleshrenders

Post#32 » Sat Oct 04, 2025 3:43 pm

Let's see how this issue is solved in Elder Scrolls Online

Like in WAR there's some players that prefer to play very defensive, high health, high armor, etc builds. They are very hard to kill, but they trade away their damage to get their defences, and apart from being an annoying nuissance they are not a problem, why?

Because everyone in that game gets access to reliable self-healing abilities, but your healing scales with your offensive stats. So a character that goes full glass cannon build will also have much higher self-healing than a tank build with low power. (In WAR you have the opposite effect)
On top of that everyone has reliable active defences - blocking and dodge rolling - so you dont need passive defence stacking to be able to survive high burst damage either, just play well. (whereas in WAR you only really have melee Morale 1 for that purpose)

But it doesn't mean damage builds are unkillable, quite the opposite - self healing skills are more expensive than damage skills, so if you lose the initiative in the fight and are forced to spam self-heals you will eventually run out of resources and lose the fight, so you want to find a way to flip the fight an regain the initiative. Everything can be outplayed.

In comparison in WAR there's no self-sustain options apart from regen, and the regen scales up with defence stacking, so a defence build will always have better longevity, better survival and still maintain decent damage.
Because of this over the years the meta inevitably shifted more and more towards defence stacking and regen, because thats what keeps you in the field.
Orkni 85+ (in-game Grock is not me...)
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Alubert
Posts: 571

Re: Grimmshimmer and fleshrenders

Post#33 » Sat Oct 04, 2025 7:41 pm

Regen should definitely be affected by incoming HD (because it hits the target, which is you) and outgoing HD (because it comes from you).
Hurub Chopa 80+ / Wybrany Chosen 80+ / Mroczniak BG 70+ / Alubercik BO 70+ / Doczek DoK 80+ / Hurubek Zeal 80+ /
Misio Shaman 80+ / Maxra Mara 60+ / Alubertus RP 80+ / Alubert KTB 80+ / Mnich WP 80+ / Kregi SL 60+ / Uposledzonyjez IB 60+

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Stinksuit
Posts: 347

Re: Grimmshimmer and fleshrenders

Post#34 » Sat Oct 04, 2025 8:58 pm

Alubert wrote: Sat Oct 04, 2025 7:41 pm Regen should definitely be affected by incoming HD (because it hits the target, which is you) and outgoing HD (because it comes from you).
+1 , I keep saying this in every regen convo I see xD

mazi761111
Posts: 241

Re: Grimmshimmer and fleshrenders

Post#35 » Sun Oct 05, 2025 1:10 am

This game solo has no balance at all. . If my chopa does not use parry or regen how to deal with those wl and wh It is most important for me to enter pvp to survive and kill enemies
choson:badchosen
chopa:bigpanties

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diedrake
Posts: 422

Re: Grimmshimmer and fleshrenders

Post#36 » Sun Oct 05, 2025 3:50 am

Imo, the fleshrender rings and grimshimmer regen properties should be slashed in half. The reson for this is that yes they are lair bosses but relatively easy to procure, especially if just bought on the ah.

If these items are end game gear, in which most consider these items to be that for solo play i would suggest the following.

Make rings and or gear aquired through the hardest dungeons, atm that is LV, and/or like the triumph ring, have it cost 9999 crests. If both methods were available, than there would be 2 methods to aquire strong solo gear

This new gear which is aquired by these methods would also be tied to a set have that truimph, sov, or darkpromise designed solo set for classes. Also, that would reduce the " easy" way of aquiring the gear by having them bop rather than boe.

Just throwing ideas out there. If players are complaining about solo only regen gear because its so good, why not incorporate such gear into true end game gear? And the current gear from lairs be nerfed so its still there but not as potent?
Fenaal- SM 40/84
Fanaal- CH 40/7x

vipevox
Posts: 55

Re: Grimmshimmer and fleshrenders

Post#37 » Sun Oct 05, 2025 6:20 am

diedrake wrote: Sun Oct 05, 2025 3:50 am Imo, the fleshrender rings and grimshimmer regen properties should be slashed in half. The reson for this is that yes they are lair bosses but relatively easy to procure, especially if just bought on the ah.

If these items are end game gear, in which most consider these items to be that for solo play i would suggest the following.

Make rings and or gear aquired through the hardest dungeons, atm that is LV, and/or like the triumph ring, have it cost 9999 crests. If both methods were available, than there would be 2 methods to aquire strong solo gear

This new gear which is aquired by these methods would also be tied to a set have that truimph, sov, or darkpromise designed solo set for classes. Also, that would reduce the " easy" way of aquiring the gear by having them bop rather than boe.

Just throwing ideas out there. If players are complaining about solo only regen gear because its so good, why not incorporate such gear into true end game gear? And the current gear from lairs be nerfed so its still there but not as potent?
This scheme would further widen the gap between a clothed, high-ranking character and characters who have only just reached 40. It makes no sense.

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diedrake
Posts: 422

Re: Grimmshimmer and fleshrenders

Post#38 » Sun Oct 05, 2025 12:35 pm

vipevox wrote: Sun Oct 05, 2025 6:20 am
diedrake wrote: Sun Oct 05, 2025 3:50 am Imo, the fleshrender rings and grimshimmer regen properties should be slashed in half. The reson for this is that yes they are lair bosses but relatively easy to procure, especially if just bought on the ah.

If these items are end game gear, in which most consider these items to be that for solo play i would suggest the following.

Make rings and or gear aquired through the hardest dungeons, atm that is LV, and/or like the triumph ring, have it cost 9999 crests. If both methods were available, than there would be 2 methods to aquire strong solo gear

This new gear which is aquired by these methods would also be tied to a set have that truimph, sov, or darkpromise designed solo set for classes. Also, that would reduce the " easy" way of aquiring the gear by having them bop rather than boe.

Just throwing ideas out there. If players are complaining about solo only regen gear because its so good, why not incorporate such gear into true end game gear? And the current gear from lairs be nerfed so its still there but not as potent?
This scheme would further widen the gap between a clothed, high-ranking character and characters who have only just reached 40. It makes no sense.
How does it not makes sense? a fresh 40 can completely bypass most of the pain now a days by running pve dungeons, be min in blood lord gear in roughly 10-14 days. And in the meantime still participate in rvr with grps as usual. Most "solos" i see are typically bis or close to bis geared players, and some in the typical regen gear. Hense the ideas of nerfing current (easy to get) regen gear by 1/4 to 1/2 the amount so the gear is still there but if solos want bis Solo gear they have a goal to achieve have it through the crests and/or the current end game dungeon. also, tying in regen gear into set pieces would not hurt builds.

example: make a 2nd triumph, sov, or if there is a dark promise ring, have decent regen on it.
example: have a 2nd option chest for defense sov to have high regen in the piece.

Again just ideas.
Fenaal- SM 40/84
Fanaal- CH 40/7x

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Pahakukka
Posts: 519

Re: Grimmshimmer and fleshrenders

Post#39 » Sun Oct 05, 2025 3:22 pm

mazi761111 wrote: Sun Oct 05, 2025 1:10 am This game solo has no balance at all. . If my chopa does not use parry or regen how to deal with those wl and wh It is most important for me to enter pvp to survive and kill enemies
Choppa is actually one of the classes that can deal with WL somehow comfortable. High burst wh opener is harsh, but if yiu get past that you are well in the fight
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