IF it was necessary (or overwhelmingly helpful): what would be the three faction blocks?

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Sinisterror
Posts: 1283

Re: IF it was necessary (or overwhelmingly helpful): what would be the three faction blocks?

Post#11 » Sun Mar 01, 2026 11:03 am

Fey wrote: Sun Mar 01, 2026 10:48 am AoR was designed as a three faction game with racially locked parings. Warhammer tabletop is of course faction based, so the video game followed suit. All factions were locked to their classes and zones. Only by locking your faction zones and pushing the enemy fort could you then port to other zones.

Empire is balanced against chaos, HE vs DE, dwarf vs green skins.

The entire game was designed around this, as you can see with the very high morale gain of OG green skins for example, vs the more stout dwaves with things like racial armor tactic and Mountain Spirit, even canon smash as a hard morale counter if you could keep your engine alive till he gets M3.

Healer cleanses are another clue. AM can cleanse Shaman because green skins are weak to high elves in the lore. DoK has snare covenant for snare parity with AM Mistress of the Marsh. Etc.

Of course this was all scrapped in favor of 2 sides and faction mixing. The signs are all there nonetheless.
I didnt know AoR was designed as three faction game, thats cool and they should have done 3 sides instead of 2. Since shammy has mistress of marsh as well but cant clean AM dots, and destro has no ranged KD or Pounce(as it should be) making Wl having no cooldown on pounce and 10s snare with 5s cooldown i always thought these are the reasons for Snare covenant/Run Away Tactics.

Kotbs had 65ft ranged Shatter, with destroy Confidence as core tactic<3 Making it shatter 3 enchantments and doing huge dmg on every hit as well. Mighty Soul also made this 4x times hitting shatter Elemental dmg<3 I have screenshot of Kotbs doing 2800 dmg on 1 Shatter that hits 4 times : D Im not sure how it goes on RoR but originally all healers could clean 8/12 classes, so if you had 2 healers doesnt matter which healer, they could cleanse everything in theory.
First Picture is the 2800dmg Kotbs shatter

https://imgur.com/a/warhammer-original-glory-3gwL5FQ
"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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Wdova
Posts: 793

Re: IF it was necessary (or overwhelmingly helpful): what would be the three faction blocks?

Post#12 » Sun Mar 01, 2026 5:15 pm

3 faction pvp doesn´t change anything. I was there with ESO on 3 faction war. Everyone expect that two smaller factions will unite against the biggest one. Reality: One of smaller faction joined the biggest one to delete the third.

No game change can fix players behaviour to pickup easier way and slide the zerg wave.
"Quickness is the essence of the war."

Sun Tzu

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Sinisterror
Posts: 1283

Re: IF it was necessary (or overwhelmingly helpful): what would be the three faction blocks?

Post#13 » Sun Mar 01, 2026 6:00 pm

I quess so. You could always reward 2 smaller forces "joining" against the zerg. With Powerful Buffs like Heroic Defender keep siege buff Aor Had.

https://imgur.com/a/add-things-like-thi ... ls-aQBtvi1

Third picture shows this buff. Instant Morale 4 with endless AP, gave all of defenders 50% Movement speed buff, You almost always Crit heal or do Crit dmg, while you cant be critted. Also It had Reduced incoming dmg but i dont remember % amount. But with this buff you actually could make comeback with very small numbers in keep sieges.

Is it even possible to add new realm in ror? I think there is something that prevents it but i dont remember what it was lol.

But maybe adding new classes like Ekalime Hdps concept? I mean there are everything ready literally from lvl 1-40 all abilities + 3 mastery paths on ekalime blog=) They have their own mechanics as well, i mean they are insanely well made as well. Idea is Antitank Heavy Splint armour with Little to no CC but also having Hdps archetype tactic that makes them immune to Punts. Most importantly all Hdps also have Guard Shatter Ability!

https://ekaslime.wordpress.com/2011/09/ ... -tzeentch/ Chaos
https://ekaslime.wordpress.com/2012/04/ ... slev-hdps/ Empire Hdps
https://ekaslime.wordpress.com/2011/09/ ... -hammerer/ Dwarf Hdps
https://ekaslime.wordpress.com/2011/08/ ... -elf-hdps/ HE Hdps
https://ekaslime.wordpress.com/2011/08/ ... -elf-hdps/ DE Hdps
https://ekaslime.wordpress.com/2011/09/ ... n-fanatic/ GsHd
"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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