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Patch Notes 02/10/2024

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Nelly74
Posts: 29

Re: Patch Notes 02/10/2024

Post#31 » Thu Oct 03, 2024 7:05 pm

gebajger wrote: Thu Oct 03, 2024 5:55 pm
Nelly74 wrote: Wed Oct 02, 2024 8:00 pm
ravezaar wrote: Wed Oct 02, 2024 6:21 pm

lmao thats why they all quit, cause they happy with that change, entire Guilds left after that patch
There are barely 3 and a half slayers left on the server, but yes, everything is fine. The melee DPS are getting obliterated by solo ranged as soon as they step outside the warband, but otherwise, yes, everything is fine... for the ranged classes at least.
So they get obliterated by solo ranged because they have less parry? ok
"Explain to me where you read that? When did I say that melee DPS were getting massacred by ranged classes because of a lack of parry? So far, I have not seen a single melee DPS class successfully block a spell with their parry... It just shows that when you want to read only what suits you... However, what is certain is the increase in ranged classes since this patch. In my guild alone, many have given in to the call of ease by switching to AMs or SWs."

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gebajger
Posts: 217

Re: Patch Notes 02/10/2024

Post#32 » Thu Oct 03, 2024 7:51 pm

Nelly74 wrote: Thu Oct 03, 2024 7:05 pm
gebajger wrote: Thu Oct 03, 2024 5:55 pm
Nelly74 wrote: Wed Oct 02, 2024 8:00 pm
There are barely 3 and a half slayers left on the server, but yes, everything is fine. The melee DPS are getting obliterated by solo ranged as soon as they step outside the warband, but otherwise, yes, everything is fine... for the ranged classes at least.
So they get obliterated by solo ranged because they have less parry? ok
"Explain to me where you read that? When did I say that melee DPS were getting massacred by ranged classes because of a lack of parry? So far, I have not seen a single melee DPS class successfully block a spell with their parry... It just shows that when you want to read only what suits you... However, what is certain is the increase in ranged classes since this patch. In my guild alone, many have given in to the call of ease by switching to AMs or SWs."
Chill....just trying to understand your logic.
This whole train of thought started with the WS nerf/fix, so don't get all all worked up if i mention it.
If its a SOLO rdps killing a melee dps, what's the difference between now and x years ago?
Did they buff all rdps? Or the nerfing of rampage made them weaker vs solo rpds?
Please explain
Rioz

User avatar
oaliaen
Posts: 1210

Re: Patch Notes 02/10/2024

Post#33 » Thu Oct 03, 2024 9:04 pm

Rioz and Suloire always defending devs changes..i wonder why.
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Sulorie
Posts: 7432

Re: Patch Notes 02/10/2024

Post#34 » Fri Oct 04, 2024 12:30 am

oaliaen wrote: Thu Oct 03, 2024 9:04 pm Rioz and Suloire always defending devs changes..i wonder why.
Did I? I explained why this specific one is a non-issue but argued heavily against the recent sc changes when the barriers were added.
So what is your argument here?
Dying is no option.

gebajger
Posts: 217

Re: Patch Notes 02/10/2024

Post#35 » Fri Oct 04, 2024 10:37 am

oaliaen wrote: Thu Oct 03, 2024 9:04 pm Rioz and Suloire always defending devs changes..i wonder why.
When did i defend any changes?
Rioz

User avatar
Akalukz
Posts: 1734

Re: Patch Notes 02/10/2024

Post#36 » Fri Oct 04, 2024 12:21 pm

gebajger wrote: Thu Oct 03, 2024 7:51 pm
Nelly74 wrote: Thu Oct 03, 2024 7:05 pm
gebajger wrote: Thu Oct 03, 2024 5:55 pm

So they get obliterated by solo ranged because they have less parry? ok
"Explain to me where you read that? When did I say that melee DPS were getting massacred by ranged classes because of a lack of parry? So far, I have not seen a single melee DPS class successfully block a spell with their parry... It just shows that when you want to read only what suits you... However, what is certain is the increase in ranged classes since this patch. In my guild alone, many have given in to the call of ease by switching to AMs or SWs."
Chill....just trying to understand your logic.
This whole train of thought started with the WS nerf/fix, so don't get all all worked up if i mention it.
If its a SOLO rdps killing a melee dps, what's the difference between now and x years ago?
Did they buff all rdps? Or the nerfing of rampage made them weaker vs solo rpds?
Please explain
I think it is mostly the recent buffs to the SW class that has gotten a bit out of control, while seeing nerfs to the SH class. AMs have always been what they are, don't think any changes there except maybe harder to catch due to nerfs to pulls (gtdc / TE). SW just have too many tools and damage combined.

FYI, I play an SW, so i know a bit of what I say.
-= Agony =-

User avatar
Specialpatrol
Posts: 304

Re: Patch Notes 02/10/2024

Post#37 » Fri Oct 04, 2024 12:49 pm

In regards to keep/siege changes: Any chance you might fix it, so a successful defence, which results in a bag roll, doesn't reset your zone contribution, but maybe adds to it instead?

Currently, a succesful defence seems to reset zone contribution - which often sucks, if you don't win any bags. If a zone locks shortly after, it can also be a bit of slap in the face (rewards-wise) to what sometimes can amount hours of play in a zone.
APONYMOUS l WP l R40 l RR8X
BRAKEDOWN l KOTBS l R40 l RR8X
BOILING l BW l R40 l RR8X
PUFFED l SLY l R40 l RR8X
RHYTHM l AM l R40 l RR8X
EEWULL l DOK l R3X l RR4X

alphafx1
Posts: 11

Re: Patch Notes 02/10/2024

Post#38 » Sat Oct 05, 2024 12:04 pm

Akalukz wrote: Wed Oct 02, 2024 3:16 pm
alphafx1 wrote: Wed Oct 02, 2024 1:57 pm - if keep is "safe status" each box will heal X amount more(100% for supplies returned to keep + 100% for each BO held) than the normal amount

The whole point of healing a door should be because it isnt safe..
Whats the point of raising healing on a safe keep?

This changes nothing for helping with defense.

We need more DEFENSE mechanics in the game. ALL RVR now is xrealming!
If you do not xrealm. there is literally nothing to do during keep defense.
Any time a siege happens, the majority of player base changes AAO becomes 60%+ most times!

NO way to heal door. no way to nothing. its just you lose.
and now you add mechanics that only work on a 'safe keep' ??
?

This after the last patch of making 3 zones open at a time. which propelled the XREALMING EVEN MROE!

NEED MORE PVP IN RVR!
the problem isn't that keeps are hard to defend, its that the sieging zerg has no other place to be than at the keep. Therefor its hard to get into said keep if you haven't been huggin the keep already.

They have added a lot of nice stuff for keep defense lately, just most of it isn't being used. Allow boxes turned into flight master to port your 6 man group, or even 3 of them. Split the zerg up, make BFO mean something.


Love the changes coming tho, keep rolling
no. the problem is everyone goes to keep because turning in resource has VERRY LITTLE EFFECT

For instance.
if turning in resources, made taking a keep EXTREMELY LONG and with 4 bos MITIGATING INCREASED DAMAGE. it would force the attackers to reclaim bos. !!
THIS SHOULD APPLY TO LORD AS WELL

making these changes to only work on 'safe keeps' doesnt help anything in defending!

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Akalukz
Posts: 1734

Re: Patch Notes 02/10/2024

Post#39 » Sat Oct 05, 2024 1:28 pm

alphafx1 wrote: Sat Oct 05, 2024 12:04 pm
Akalukz wrote: Wed Oct 02, 2024 3:16 pm
alphafx1 wrote: Wed Oct 02, 2024 1:57 pm - if keep is "safe status" each box will heal X amount more(100% for supplies returned to keep + 100% for each BO held) than the normal amount

The whole point of healing a door should be because it isnt safe..
Whats the point of raising healing on a safe keep?

This changes nothing for helping with defense.

We need more DEFENSE mechanics in the game. ALL RVR now is xrealming!
If you do not xrealm. there is literally nothing to do during keep defense.
Any time a siege happens, the majority of player base changes AAO becomes 60%+ most times!

NO way to heal door. no way to nothing. its just you lose.
and now you add mechanics that only work on a 'safe keep' ??
?

This after the last patch of making 3 zones open at a time. which propelled the XREALMING EVEN MROE!

NEED MORE PVP IN RVR!
the problem isn't that keeps are hard to defend, its that the sieging zerg has no other place to be than at the keep. Therefor its hard to get into said keep if you haven't been huggin the keep already.

They have added a lot of nice stuff for keep defense lately, just most of it isn't being used. Allow boxes turned into flight master to port your 6 man group, or even 3 of them. Split the zerg up, make BFO mean something.


Love the changes coming tho, keep rolling
no. the problem is everyone goes to keep because turning in resource has VERRY LITTLE EFFECT

For instance.
if turning in resources, made taking a keep EXTREMELY LONG and with 4 bos MITIGATING INCREASED DAMAGE. it would force the attackers to reclaim bos. !!
THIS SHOULD APPLY TO LORD AS WELL

making these changes to only work on 'safe keeps' doesnt help anything in defending!
Somewhat agree, but if Both sides aren't required to split up then it breaks. IF attackers have to seperate to defend bo's and attack keep, defenders just zerg the keep attackers. If the attackers zerg the keep and forget the BFO, then the keep is gone.

Require BFO to be taken by 6, make them mean something. No more solo WE/WH or wahtever else should be able to cap a BFO.
-= Agony =-

Nelly74
Posts: 29

Re: Patch Notes 02/10/2024

Post#40 » Sat Oct 05, 2024 1:57 pm

gebajger wrote: Thu Oct 03, 2024 7:51 pm
Nelly74 wrote: Thu Oct 03, 2024 7:05 pm
gebajger wrote: Thu Oct 03, 2024 5:55 pm

So they get obliterated by solo ranged because they have less parry? ok
"Explain to me where you read that? When did I say that melee DPS were getting massacred by ranged classes because of a lack of parry? So far, I have not seen a single melee DPS class successfully block a spell with their parry... It just shows that when you want to read only what suits you... However, what is certain is the increase in ranged classes since this patch. In my guild alone, many have given in to the call of ease by switching to AMs or SWs."
Chill....just trying to understand your logic.
This whole train of thought started with the WS nerf/fix, so don't get all all worked up if i mention it.
If its a SOLO rdps killing a melee dps, what's the difference between now and x years ago?
Did they buff all rdps? Or the nerfing of rampage made them weaker vs solo rpds?
Please explain
"I'm not getting upset at all; I'm just explaining that what you're saying doesn't reflect my words at all. It’s going to be difficult to compare the current situation to previous years, but there has always been an imbalance between ranged and melee classes. I’ll take the case of solo play (even though many will argue that RoR isn't a solo game, blah blah blah — but I like solo play, small groups, and I find warbands deathly boring). A Slayer will always struggle against a hybrid Shaman, and the same goes for a Choppa versus an AM. But even then, before this patch, it wasn't really a problem — we could complain, but still manage, because other, more balanced fights against other classes were still possible.

Today, the real issue is that melee classes, aside from no longer being appealing to players since the ini patch — especially the Choppa and the Slayer — now find themselves fighting even more ranged classes because many players have preferred to switch to ranged (just look at the number of SWs, for example) or have stopped playing altogether. I’m not even mentioning the current meta for 6-man or even 3-man groups, which has become one-sided.

Let’s be clear: I love RoR, and despite being in total disagreement with the devs, they’ve done an incredible job. The community is also great — I’ve had memorable moments during fights and loads of awesome duels against players who now seem to have abandoned the game (Hazma, Toshut, Goodunion, Wotka, Rorhi, Sqaggy, and many others).

But beyond advocating for melee DPS, it’s mostly the current state of the game that is really concerning."

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