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Looking for ideas

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Structured class balance suggestions belong in the Balance Proposal subforum. Class-related discussion in this section are considered as ongoing debates and ARE NOT reviewed for balance changes.
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Sinisterror
Posts: 838

Re: Looking for ideas

Post#51 » Tue Jul 19, 2022 7:03 pm

https://www.youtube.com/watch?v=WIloC0aa77s These in RoR? lots of Skills in Wrath of heroes that would fit RoR nicely.
"To clarify, me asking to developers to go test their own changes is not sign of toxicity or anger, but a sign of hope that the people punching in the numbers remain aware of potential consequences and test their own changes"-Teefz

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Emissary
Community Management
Posts: 330

Re: Looking for ideas

Post#52 » Wed Jul 20, 2022 1:27 am

Akalukz wrote: Tue Jul 19, 2022 7:02 pm New Skill for S/B tank

Get Behind Me! - You take all damage for a non-party member for 5 seconds, 30 sec cooldown.
NICE !!!
"Courage, Honor, Loyalty, Sacrifice. You're braver than you think."

Watch me on Twitch!!!


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wildwindblows
Posts: 426

Re: Looking for ideas

Post#53 » Wed Jul 20, 2022 12:40 pm

Two tactic for marauders below.
Wot Mutation? Allows marauders to abandon all mutations. Now Marauders can use 2h weapon and piercing bite tactic works on all skills and AA. This tactic also remove Mutation requirement of skills/tactics.

Awakening/Gift of Tzeench. Allows Marauders to transform their main hand too. Now Marauders are using two Mutation at the same time and they are getting benefit from both stance procs.

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Cyrylius
Posts: 401

Re: Looking for ideas

Post#54 » Wed Jul 20, 2022 3:05 pm

wildwindblows wrote: Wed Jul 20, 2022 12:40 pm Two tactic for marauders below.
Wot Mutation? Allows marauders to abandon all mutations. Now Marauders can use 2h weapon and piercing bite tactic works on all skills and AA. This tactic also remove Mutation requirement of skills/tactics.

Awakening/Gift of Tzeench. Allows Marauders to transform their main hand too. Now Marauders are using two Mutation at the same time and they are getting benefit from both stance procs.
First one seems harmless, but mixing monstrosity and savagery? AoE procs will be absolutely terrifying
RoR doesnt deserve being taken seriously.

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DiMakss
Posts: 123

Re: Looking for ideas

Post#55 » Wed Jul 20, 2022 3:24 pm

Finally - an one shot ability for the slayer. Finally.

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wildwindblows
Posts: 426

Re: Looking for ideas

Post#56 » Wed Jul 20, 2022 4:26 pm

Cyrylius wrote: Wed Jul 20, 2022 3:05 pm
wildwindblows wrote: Wed Jul 20, 2022 12:40 pm Two tactic for marauders below.
Wot Mutation? Allows marauders to abandon all mutations. Now Marauders can use 2h weapon and piercing bite tactic works on all skills and AA. This tactic also remove Mutation requirement of skills/tactics.

Awakening/Gift of Tzeench. Allows Marauders to transform their main hand too. Now Marauders are using two Mutation at the same time and they are getting benefit from both stance procs.
First one seems harmless, but mixing monstrosity and savagery? AoE procs will be absolutely terrifying
Im just doing fantasy mate :D

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HammerGuy
Posts: 82

Re: Looking for ideas

Post#57 » Thu Jul 21, 2022 12:07 am

Reflected Guard: Sends all guard damage back to the original attacker for the next 10 seconds. 30 second cooldown.
Heavie Boi (BO): Your movement speed is reduced to 85%. You cannot be knocked back, rooted, nor snared. Toggled ability. 5 minute cooldown to enable/disable.

Player champions (similar to city champions in stage 3) in keeps and forts when AAO reaches a certain threshold, adding more champions as it becomes more lopsided.

Talismans with bonus effects (shield spikes, extra stealth detection, increased range, heal on being attacked, etc).

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Cyrylius
Posts: 401

Re: Looking for ideas

Post#58 » Thu Jul 21, 2022 12:09 am

wildwindblows wrote: Wed Jul 20, 2022 4:26 pm
Cyrylius wrote: Wed Jul 20, 2022 3:05 pm
wildwindblows wrote: Wed Jul 20, 2022 12:40 pm Two tactic for marauders below.
Wot Mutation? Allows marauders to abandon all mutations. Now Marauders can use 2h weapon and piercing bite tactic works on all skills and AA. This tactic also remove Mutation requirement of skills/tactics.

Awakening/Gift of Tzeench. Allows Marauders to transform their main hand too. Now Marauders are using two Mutation at the same time and they are getting benefit from both stance procs.
First one seems harmless, but mixing monstrosity and savagery? AoE procs will be absolutely terrifying
Im just doing fantasy mate :D
Fair point, apologies for taking this thread too seriously. Must have been sleepy or smth.
RoR doesnt deserve being taken seriously.

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mynban
Posts: 204

Re: Looking for ideas

Post#59 » Thu Jul 21, 2022 2:43 am

Nowadays I am only following forums, but in my playtime there was a major issue being WH for warband play. Simply put no warband wanted to take one in their 222 setup, even for their singletarget focus party. If they did they only took for excom.

For any warband, slayer and WL AoE pressure was hands down better choice. Even for ST party setup, loner WL that can stay on target with pounce was way better than WH with no mobility to reach a target that opened up distance.

A tactic that would make WH (and of course a mirror on WE) more desirable in warband play could be to improve their AoE pressure and party benefits by reducing Dragon Gun cd. And in return it can take out knockdown from DG. Duration of CD reduction is a matter of balancing.

Tactic - Dragon Fire: Dragon Gun CD reduced by 'X' seconds. Dragon Gun does not knock down its target anymore.

Another option could be making WH / WE to be able to behave as mid range classes, rather than melee in warband play. That way they can stay functional without needing a guard. Currently they have no option but to go to frontline to be able to build accusation/bloodthirst stacks. Giving a tactic that will extend one of their basic skills to 30ft, or a tactic that gives career mechanic building to their snapshot/dagger throw; would enable them to work as a mid range class in blobs.

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CyunUnderis
Posts: 492
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Re: Looking for ideas

Post#60 » Sat Jul 23, 2022 4:50 am

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Ritual of Doom :
Inscribes a Ritual into the ground for 30 seconds. Shatter a blessing or an enchantment for every enemy within 15 feet of the Ritual of Doom, every 3 seconds while the Ritual is active.

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Master Rune of Doom :
Inscribes a Master rune into the ground for 30 seconds. Shatter a blessing or an enchantment for every enemy within 15 feet of the Rune of Doom, every 3 seconds while the Master rune is active.

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