Panzer80 wrote: Thu Oct 09, 2025 8:51 pm
Nothing is OP if everyone has access to it. DPS healers do a lot of healing to themselves, even with a heal debuff. Tanks have many innate healing passives. These kinds of builds work on any class to varying degrees. A SW can use a few regen pieces to keep from dying to dagger throws from WE's and they can have longer kiteing than normal. On melee dps classes these defense builds are basically anti-melee builds. Meaning they kill melee dps very well but are trash against ranged or heals. The only complaints about this stuff are from people who lose a fight to a better spec than what they have themselves. These types of complaints are no different than the ones saying something killed me really fast and its OP. However, I do think that going "glass cannon" needs to be more viable. I'd like to see some hyper damage possibilities with the new dps changes. Stuff that makes you hit significantly harder, but only at great risk (say like when you have < 25% hp for example. Also, some of us really like to fight 2 v 1, or 3 v 1. Who could complain about that? Other than the ones who lost...
Illuminati wrote: Thu Oct 09, 2025 4:50 pm
1. 300 hp / 4 secs isn't game breaking. It gives you some relief to react on the long GCD the game has deployed so you don't become susceptible to execution abilities which enable when you are below 30% health.
2. A regen spec'd Tank will beat a regen spec'd melee DPS most of the time.
3. A regen spec'd DPS may beat a non-regen spec'd Tank some/most of the time.
4. A dps-healer will beat a regen spec'd melee DPS or Tank most of the time.
5. There is no amount of regen you can spec to out heal a properly spec'd DPS-AM/Sham
We are focusing on the wrong itemization problems of the game with this thread. It's not even in the top 50 problems the current version of ROR has...
Correct.
But not everyone has equal access to utilise regen gear effectively. It turns one class into an absolute monster that ruins smallscale for everyone else while being a meme for anyone else except tanks. Small scale in general is made significantly less fun by the prevalence of defensive builds, since they can't actually kill anyone who just runs away because they do no damage. But regen WE just takes the piss and wins by default against everyone.
These sorts of builds turn what should be battles of finesse into obnoxious button mashing fests at best.
The state of things right now is:
WE regen/def build does good damage, can live through any classes burst and then passively heal, wins every fight by default. Very difficult to escape from, so will whittle pretty much anyone down and win eventually except a healing specced healer.
Any other DPS with a regen/def build does too little damage to do anything, but simultaneously also can live through burst and outheal even full dps spec single target builds, so it's sitll annoying to have them around.
Tank regen with some dps builds are OKAY, the only one that really feels somewhat balanced, though the regen is still a bit too much.
Tank regen/def builds are the most obnoxious people on the server who do no damage, get no kills, and seem to exist to intentionally grief people by wasting their time (you all know who I'm talking about, there are infamous players who do this)
The question is, is this really something that we need to protect? Is this such an important and iconic archetype that RoR can't just trash it? Because from my experience, the game would be objectively better without significant regen gear, except perhaps some of it for tanks. It adds nothing positive at all, it creates a solo/small scale roam metagame where half the players are running around with deftard builds, and the other half are playing actual specialised solo dps builds that still can't do enough burst to kill those deftard builds. So they just avoid each other, which is not a good situation in a game that already has a low population.
The small scale in RoR is obviously not a focus, but it is not in other MMORPGs either, and they still have much better and more dynamic gameplay than this. Exciting fast pace fights with lots of room to outplay the other player vs... Let's strafe around each other and mash buttons while passively healing and having 70% damage reduction.
Good 1v1 gameplay is stuff like,
A choppa intentionally eats the burst of a WH and makes him think he's winning then kds+bursts him with full rage before he can vanish.
An SW perfectly manages his stance swapping and cooldowns and manages to get out of range of a melee who got the jump on him then wins by kiting.
An engineer turns around a fight against a DPS WE who got the opener by detaunting+knockbacking him and then mezzing his vanish.
Regen gear (especially with its associated proc slows and such) essentially kills all of this potential for actual fun, fast fights where actions and decisions are meaningful, with opportunities to outthink and outplay the opponent.