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Proc/Active Renown abillties

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sanii
Posts: 193

Re: Proc/Active Renown abillties

Post#31 » Wed Aug 31, 2016 1:44 pm

Toldavf wrote:
Most healers won't cope with the 40+ dots you can pick up at keeps the fact is to even try and get a kill a melee must reach the enemy and that means taking the deluge of bw, sw, am and engie dots not to mention any dots and snare from any melee once you reach your target.
So a problem with the game ; Zerging and massive fights in keeps with ppl spamming the **** out of their dots on you and healers being unable to cope with it , is your justification for for having a "get out of jail free card" that also works brilliant in small scale encounters and is almost essential for solo roaming.

As far as RD is concerned , it has a myriad of uses both offensively and defensively. My problem with it is that it is not reactive, but rather strips your opponents of any counter-play in form of CC. And while it does require more "skill" to use properly i am unsure if a mechanic like this is healthy to have access to on EVERY class.

Also while it may seem like it is a big deal to some investing 10+ points into any of these abilities , looking at the long term as stats/gear increase and as people reach higher RRs , the value of getting stats through RR is going to diminish while the value of getting these abilities is only going to increase.
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Danielle
Posts: 206

Re: Proc/Active Renown abillties

Post#32 » Wed Aug 31, 2016 2:11 pm

Azarael wrote: The priority should be:

- Class abilities/tactics/morales and specs
- Renown abilities
- Item abilities/effects.

Any concept which exists within the latter two should be ripped out and used in the first to effect greater variety in specs and balance.
I can agree with that, but at the same time I'd like to add that only having renown abilities that give stats would be rather boring in terms of character specialization. I wouldn't mind RD/Cleansing Winds etc. being reworked, or only being restricted to certain classes, but I don't think these abilities are fundamentally broken in anything else than 1v1s which are irrelevant to the overall balance discussion.
As far as RD is concerned , it has a myriad of uses both offensively and defensively. My problem with it is that it is not reactive, but rather strips your opponents of any counter-play in form of CC. And while it does require more "skill" to use properly i am unsure if a mechanic like this is healthy to have access to on EVERY class.

Also while it may seem like it is a big deal to some investing 10+ points into any of these abilities , looking at the long term as stats/gear increase and as people reach higher RRs , the value of getting stats through RR is going to diminish while the value of getting these abilities is only going to increase.
RD certainly isn't skillless or non-reactive, there are certain CC skills that are telegraphed by players movement and there are good timings when to pop them, in large scale RvR as well as in 6v6 - where a player using RD badly would benefit much more from just having 10 points in some stats. In 1v1s, yeah it's stupid, but again 1v1s aren't a part of the discussion. For instance lots of zones in ORvR have restriced spaces where a chosen or a knight is pretty much guaranteed to be able to get a good stagger of, but it is telegraphed because he moves towards the healers and away from his guard target who usually has to pull back. There the stagger is actually the play with no counterplay, if RD isn't available. Honestly I have nothing against timing skills, or pro-active skills. RD is all of that with a little bit of reactive to movement added to it. Just because an opponent doesn't slam his CC into an RD doesn't mean it wasn't a reaction to him demonstrating an intention to use CC at a certain time

As per your second point, yeah that's true and RD shouldn't be an autospec on higher RRs, it should be a choice. But that doesn't necessarily mean RD needs to get nerfed, but rather that there need to be meaningful alternatives to it (which there really weren't in AoR).
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Viphy
Posts: 42

Re: Proc/Active Renown abillties

Post#33 » Wed Aug 31, 2016 2:56 pm

By removing RD and cleansing wind , you are crippling the premades when they are fighting against huge zergling groups.

Really lol.

Viphy
Posts: 42

Re: Proc/Active Renown abillties

Post#34 » Wed Aug 31, 2016 2:59 pm

People invest like 60 renown points to get the maximum benefit of RD 3 and cleansing wind 3. Dont think there's people who is rr60 yet after rollback.
Last edited by Viphy on Wed Aug 31, 2016 3:16 pm, edited 1 time in total.

Luth
Posts: 2840

Re: Proc/Active Renown abillties

Post#35 » Wed Aug 31, 2016 3:05 pm

Viphy wrote:By removing RD and cleansing wind , you are crippling the premades when they are fighting against huge zergling groups.

Really lol.
Viphy wrote:People invest renown points to get the maximum benefit of RD and cleansing wind.
With the same arguments you could justify "trivial blows", without even mentioning all the major negative impacts it has on the game.

bloodi
Suspended
Posts: 1725

Re: Proc/Active Renown abillties

Post#36 » Wed Aug 31, 2016 3:06 pm

I invested two points into this skill that kills everyone in 1000ft around me.

2 whole points.

dontcomplainx
Posts: 91

Re: Proc/Active Renown abillties

Post#37 » Wed Aug 31, 2016 3:25 pm

Luth wrote:
Viphy wrote:By removing RD and cleansing wind , you are crippling the premades when they are fighting against huge zergling groups.

Really lol.
Viphy wrote:People invest renown points to get the maximum benefit of RD and cleansing wind.
With the same arguments you could justify "trivial blows", without even mentioning all the major negative impacts it has on the game.
They implement TB cuz of the huge amount of dmg from WF/DF gear.

Luth
Posts: 2840

Re: Proc/Active Renown abillties

Post#38 » Wed Aug 31, 2016 3:44 pm

dontcomplainx wrote:
Spoiler:
Luth wrote:
Viphy wrote:By removing RD and cleansing wind , you are crippling the premades when they are fighting against huge zergling groups.

Really lol.
Viphy wrote:People invest renown points to get the maximum benefit of RD and cleansing wind.
With the same arguments you could justify "trivial blows", without even mentioning all the major negative impacts it has on the game.
They implement TB cuz of the huge amount of dmg from WF/DF gear.
TB was added in patch 1.4.0, in the same patch all RR80+ content was added.
This means that they either had no clue what the result of the RR80+ content would be and it was just a part of a major overhaul of the game or they had an idea what the RR80+ content could possibly cause and introduced something they thought it would be good as "countermeasures".
At this point no one can tell, but my point was not about why and when TB was added.

I wrote this as an example, because you could justify virtually every toxic ability/gameplay mechanic with "but it helps premades vs the zerg".

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Karast
Posts: 554

Re: Proc/Active Renown abillties

Post#39 » Wed Aug 31, 2016 6:11 pm

Torquemadra wrote:I dislike all of them and am disappointed Az put any in game....
I agree 100%.

They drastically change the nature of any encounter from small scale solo / group roaming, all the way up to warband vs warband fights.

RD and Cleansing wind are near mandatory. It is very, very hard to not spec them, as they are often the difference between life and death.

Being that they are both costly in renown points it creates a power balance problem between low rr and high rr players, on top of gear.

I really would like them removed. I am getting worried about how the balance is going to play out as more stuff is rolled out. With the potential for lotd returning with the ridiculous jewelry sets, and then later on with sets from rr70 on (warlord / sov / tyrant) the balance is going to get worse and worse. Stat creep is real and it hurts.

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Vigfuss
Posts: 383

Re: Proc/Active Renown abillties

Post#40 » Wed Aug 31, 2016 6:40 pm

I agree with Aggy, right now you have to trade off a lot for RD, and you feel that more on some classes than others. This was true on live as well because your first 45 points would go to TB, but you got more out of your gear than we do right now. As better gear is introduced and more RR points are available to spend this might become a bit more of an issue.

Also agree with Saupreusse and Zazie, I think the DAoC system could be used here. Taking RD as an example, similar to Charge in DAoC could only be specced by MDPS. That way the different active renown abilities could be classified for certain archetypes only. It would take some discussions about what belongs to which archetype.

Also agree with Peterpan, RD is what makes a melee 6 man in ORVR actually doable. CW is nice too.
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