Overall feedback and how to Improve current iteration of RoR

We want to hear your thoughts and ideas.
Forum rules
Before posting on this forum, be sure to read the Terms of Use

In this section you can give feedback and share your opinions on what should be changed for the Return of Reckoning Project. Before posting please make sure you read the Rules and Posting Guidelines to increase the efficiency of this forum.
User avatar
Sinisterror
Posts: 1074

Overall feedback and how to Improve current iteration of RoR

Post#1 » Tue Jan 28, 2025 4:46 pm

And if i say something that is wrong in your opinion, then explain why or ask something. RoR is taking more passive/Defensive/Slower gameplay with less abilities but 3x more aoe dmg. Removing morale dmg cap and returning to ae cap of 9 + giving dps dok/wp 50% Aoe Hd's. We need Odjira, we need Charge removed from Wh/We and shield Removed from Wp/Dok.

When RoR decided to get rid of 5pts BG Blade of Rhuin Skill. Okay dmg, required parry and was dot so worked with snare when it had much more dmg needed defense and 15 Hate. Removed this skill and lets say same treatment would be given to blorc and Arm breaka is removed from game, Tree hit Combo and KD would be at 5 and 9 skills and i wouldnt care which order because how awesome that would be and no shield or 2h requirements. Then this would be made core skill at lvl 40 https://imgur.com/a/wall-of-darting-ste ... ha-O5RrmKV

Even if you Wot super skill wasnt 13pts but lets say that Waaagh is and requires mid stance and is the same 25% AA dmg buff it is now and we can get rid of chop fasta on blorc and have some synergy and sense, identity back.

We should be getting back to more original setups like Choppa Chop Fasta + Sorc neverending agony stacking to 10s which made Destro backbone along with dps dok heal debuff/Chosen Crippling Strikes, but that was doable every Few minutes with 2min cooldown on Chop Fasta which was very clever cooldown but 1min Cd is enough.

Just giving BG 2h KD alone changed black orc's role so much because now there was BG with 2h KD and 5s shield KD and didnt have to pay to get either one? why would people pick blorc over bg? Every item basically espesially after lvl 40 had 3-8% Crit or Crit Reduction changed 1-2% Crit even on 2h Staffs that used to give Boost V as rr 38 inf wpn, as it should. Tanks should get 2h Taunt proc With Boost V in the same 2h.

All the nerfed skills and restrictions like need shield or 2h etc on all classes are removed and things like Mighty soul and original runefang are needed back more than ever atm. https://www.youtube.com/watch?v=37l1M_4Hkho I want Los to work like this on channels again=) Also ressing in Keeps/forts through keep walls was only thing that made defenses possible, but oh well? if the option is to res thru walls in keeps or have no defenses that are worth anything ever.

All the same thing i say about Bo's needing to matter in the Zone Defense/Offense much more and Champs at the bo's again is better. Runner npc who you right click to deliver resourses 25% mount, can be damaged and healed.

Guard Mechanic reverted to work like in Aor and Morale avoidances will now again defend again undefendable's because DUH they are Morales + there should be no undefendable dmg on anything Guard Mechanic. 10% Parrystrike thru removed from 2h. Warrior Priest would still be the only class with built in 10% parry strikethru with 2h cos obvious melee healer reasons! There is too much to say so i just stop!
"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

Ads
User avatar
Fenris78
Posts: 866

Re: Overall feedback and how to Improve current iteration of RoR

Post#2 » Tue Jan 28, 2025 5:30 pm

KotBS need Mighty Soul back , but without all Glory tree buffed. Simply make it core tactic, buffing 2-3 skills, one on each path, to allow various builds with Elem attacks.

Pidgeonholeing builds into full glory spec was not a good idea.

Buff one skill in each path, like :
- Myrmidia's Fury (The only skill in tree not having "special effect", only damage)
- Sunder (to make it actually useful, with the drawback of getting lower base damage)
- Blazing Blade (main attack, maybe buff slightly the DoT component with tactic)


I get not opinion for Destru classes as I dont play them, overall your suggestions for general RvR improvements (Flags, boxes and such) look good.

tefnaht
Posts: 117

Re: Overall feedback and how to Improve current iteration of RoR

Post#3 » Tue Jan 28, 2025 8:25 pm

Sinisterror wrote: Tue Jan 28, 2025 4:46 pm All the same thing i say about Bo's needing to matter in the Zone Defense/Offense much more and Champs at the bo's again is better. Runner npc who you right click to deliver resourses 25% mount, can be damaged and healed.
Probably, return some old lock scheme? Capture all oRvR objectives, dominate on associated sc, have more kills on location, do more pq on location - want to progress campaign do all game activities, not only oRvR lake activity :D (hope not).

But siriusly, can you describe your idea more complex? Who will counts as contributor and why? What you have to do to cap BO? What would be with champ if his BO captured when he is on the way? Now, if box not collected and BO is captured, BO continue generate new boxes, so generate another champ or rise his value or do nothing? Are BO value\defence\Champ have to change based on keep stars\population on location? Champ on path to keep can fight\dismount\have npc guards? If he fight how he must come back to path? And why current system is bad?

User avatar
Sinisterror
Posts: 1074

Re: Overall feedback and how to Improve current iteration of RoR

Post#4 » Tue Jan 28, 2025 8:33 pm

tefnaht wrote: Tue Jan 28, 2025 8:25 pm
Sinisterror wrote: Tue Jan 28, 2025 4:46 pm All the same thing i say about Bo's needing to matter in the Zone Defense/Offense much more and Champs at the bo's again is better. Runner npc who you right click to deliver resourses 25% mount, can be damaged and healed.
Probably, return some old lock scheme? Capture all oRvR objectives, dominate on associated sc, have more kills on location, do more pq on location - want to progress campaign do all game activities, not only oRvR lake activity :D (hope not).

But siriusly, can you describe your idea more complex? Who will counts as contributor and why? What you have to do to cap BO? What would be with champ if his BO captured when he is on the way? Now, if box not collected and BO is captured, BO continue generate new boxes, so generate another champ or rise his value or do nothing? Are BO value\defence\Champ have to change based on keep stars\population on location? Champ on path to keep can fight\dismount\have npc guards? If he fight how he must come back to path? And why current system is bad?
The old system promoted confrontation from the Champion Bo mobs to having to defend for 2-3min and it locks for your side and this would heal your keep door by subsantial amounts. Lifetapping/Dps Healing Should be allowed from keep door! Everything that promotes some kind of activity is +1. If you Have The Bo you generate 1 carrier every 60 seconds, r click that carrier and it has perma mount 25% and takes shortest path to Deliver. Can be killed and resourses taken, but also healed which is also promoting doing something else except running 24/7 boxes yourself.

Back when there was consequences to taking and/or losing Bo, solo or duo could actually affect the campaign by delaying for another 10-15minutes by ninjaying objective. This current way is not rewarding and doesnt promote confrontation and old model does
"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

User avatar
3rdworldofficer
Posts: 51

Re: Overall feedback and how to Improve current iteration of RoR

Post#5 » Tue Jan 28, 2025 11:34 pm

Sinisterror wrote: Tue Jan 28, 2025 4:46 pm And if i say something that is wrong in your opinion, then explain why or ask something. RoR is taking more passive/Defensive/Slower gameplay with less abilities but 3x more aoe dmg. Removing morale dmg cap and returning to ae cap of 9 + giving dps dok/wp 50% Aoe Hd's. We need Odjira, we need Charge removed from Wh/We and shield Removed from Wp/Dok.
Okay, can you tell me how the WH/WE Charge (by which I assume you mean the 2 second stealth) is bad? Genuine question, not trying to argue. I just want to know. It seems okay as an escape tool, which makes sense for the DPS classes that rely on hit and run tactics. What would you have it replaced with, if at all?
Rosarius, the Undaunted - WH

User avatar
gersy
Posts: 149

Re: Overall feedback and how to Improve current iteration of RoR

Post#6 » Tue Jan 28, 2025 11:48 pm

this isn't live, and does not aspire to be live. please stop trying to make it like live, we're much better off without all the dumb stuff from there. that said, removing the morale damage cap is the one good idea of the entire thread so far. it would help to bust zergs and promote smallscale gameplay again where 6-12mans can actively fight against 24+ and have a realistic chance.
Gersy, Witch Hunter General
WH Guide

User avatar
Sinisterror
Posts: 1074

Re: Overall feedback and how to Improve current iteration of RoR

Post#7 » Wed Jan 29, 2025 4:55 am

3rdworldofficer wrote: Tue Jan 28, 2025 11:34 pm
Sinisterror wrote: Tue Jan 28, 2025 4:46 pm And if i say something that is wrong in your opinion, then explain why or ask something. RoR is taking more passive/Defensive/Slower gameplay with less abilities but 3x more aoe dmg. Removing morale dmg cap and returning to ae cap of 9 + giving dps dok/wp 50% Aoe Hd's. We need Odjira, we need Charge removed from Wh/We and shield Removed from Wp/Dok.
Okay, can you tell me how the WH/WE Charge (by which I assume you mean the 2 second stealth) is bad? Genuine question, not trying to argue. I just want to know. It seems okay as an escape tool, which makes sense for the DPS classes that rely on hit and run tactics. What would you have it replaced with, if at all?
Because they got Stealth and Dps Wp/Dok (used to have Melee Grp heal). Need to have some weaknesses. Shield(block) espesially with 1.5s gcd is the most powerful stat in the game and should only be for Shield Tanks. That 2sec Vanish ignores GCD and its 7sec charge as well making it better than mdps charge. It Should just be 4sec Off gcd Stealth with speed buff removed and it would still be Very powerful. WE/WH used to be only classes that got Bypass Defense(keep Postern Door bypass) and this was good for the game imo

Shatter was undefendable on Live and Wh/We/DpsWp/Dok have Shatter/Purge but Sl/Choppa Mara/Wl dont but still are the backbone of the Mdps game. Having extra Shatter is obviously great thing for a party. Espesially if you had Destroy Confidence 65ft Triple shatter that hit 4 separate hits and if all critted it did about 4k dmg : D

And im not trying to bring that back 65ft 4hit shatter from Live or The Insane Lotd talismans. Imo one of the better Warhammer Iterations was 1.3.4 when Dps Zealot still had original Harbinger. There is reason why one if not the most powerful of CC's 50% Ae heal debuff tactics are only on Dps specced Healer classes in this game(Dps dok,Rp/Zealot) or Why Engi/Magus are the Original Kings of CC with the 75ft Ae Pull you couldnt hide from but dont have Heal Debuffs.

Some trade offs/weaknesses are as important as every class having something super OP so they can Contribute to the fight but cant have too much of the Core kit.
"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

User avatar
Hugatsaga
Posts: 217

Re: Overall feedback and how to Improve current iteration of RoR

Post#8 » Wed Jan 29, 2025 1:16 pm

gersy wrote: Tue Jan 28, 2025 11:48 pm that said, removing the morale damage cap is the one good idea of the entire thread so far. it would help to bust zergs and promote smallscale gameplay again where 6-12mans can actively fight against 24+ and have a realistic chance.
No it's not good idea at all. Watch this vid around 20 sec forward from timestamp I linked and then tell me how uncapped morale dmg is promoting small scale play again:

https://youtu.be/4SBnfx3rKog?si=LNqw_nRfiZu0Kc52&t=91

Granted, with higher aoe dmg (regular or morale) small mans can blow up zergs better in general but turning both small scale and large scale into morale dump fiesta is not the answer.
Live: Daeneria, Polestar
RoR: Calmdown, Goldman, Kohta, Madguard, Magnumforce, Northsorc, Northstar, Walmart etc
Youtube

Ads
Farrul
Posts: 583

Re: Overall feedback and how to Improve current iteration of RoR

Post#9 » Wed Jan 29, 2025 1:33 pm

Fenris78 wrote: Tue Jan 28, 2025 5:30 pm KotBS need Mighty Soul back , but without all Glory tree buffed. Simply make it core tactic, buffing 2-3 skills, one on each path, to allow various builds with Elem attacks.

Pidgeonholeing builds into full glory spec was not a good idea.

Buff one skill in each path, like :
- Myrmidia's Fury (The only skill in tree not having "special effect", only damage)
- Sunder (to make it actually useful, with the drawback of getting lower base damage)
- Blazing Blade (main attack, maybe buff slightly the DoT component with tactic)
+1 . A lot the devs could do to give the knight some personal dps back, like you know the other tank classes have.

This is a solid and humble suggestion without breaking any balance, alas im afraid it will fall on deaf ears like so many solid kotbs suggestions of the past.

User avatar
Fenris78
Posts: 866

Re: Overall feedback and how to Improve current iteration of RoR

Post#10 » Wed Jan 29, 2025 2:07 pm

Hugatsaga wrote: Wed Jan 29, 2025 1:16 pm
gersy wrote: Tue Jan 28, 2025 11:48 pm that said, removing the morale damage cap is the one good idea of the entire thread so far. it would help to bust zergs and promote smallscale gameplay again where 6-12mans can actively fight against 24+ and have a realistic chance.
No it's not good idea at all. Watch this vid around 20 sec forward from timestamp I linked and then tell me how uncapped morale dmg is promoting small scale play again:

https://youtu.be/4SBnfx3rKog?si=LNqw_nRfiZu0Kc52&t=91

Granted, with higher aoe dmg (regular or morale) small mans can blow up zergs better in general but turning both small scale and large scale into morale dump fiesta is not the answer.
Instead of removing morale damage cap, if you want to help small scale fight against bigger groups, return the improved morale rate by numbers of enemies around you i.e. if you get 2x more enemies in a 100-200ft area, you got doubled BASE morale rate, and so on, maybe cap it to x3 to avoid too high rate.

This way you could get earlier morale damage bombing before being obliterated, also helping fight in funnel situations for outnumbered side.

Or you could index morale gain rate to AAO (the real actual value, not the "residual" 10 min lingering value shown by SoR), but it will be abused by solo players.

Better to get a "field of glory" area around big fights to help outnumbered players to fight back. You will still be limited by how much people you are (thus limiting the power of morale damage potential), but you could deal significant damage before dying, helping other groups to help in the meantime (and encouraging small groups/solos to help you in the fight).

Who is online

Users browsing this forum: Hecksa and 3 guests