That's logically flawed, I'm sorry, but if something is broken since the release it must be cut off (then you can argue if it is or is not broken). But the concept of assuming that anything at release is untouchable because perfect doesn't make sense, expecially if we think about WAR release and its population drop in early times.Arena wrote:I just want to remind all of you, that Resolute Defence was in the game since it release. Cutting it off is similar with cutting off class or location from the game. You can't make game better by cutting something off, it makes it only worse. To make game better you need to add things. This is the only good way.
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RD and CW broken?
- Hastykrasty
- Posts: 115
Re: RD and CW broken?
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Re: RD and CW broken?
As someone who played even from early closed beta it sure as hell wasnt.Arena wrote:I just want to remind all of you, that Resolute Defence was in the game since it release. Cutting it off is similar with cutting off class or location from the game. You can't make game better by cutting something off, it makes it only worse. To make game better you need to add things. This is the only good way.
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Re: RD and CW broken?
Wasn't it somewhere around 1.3.0 (a.k.a not early) that it got implemented ?
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Re: RD and CW broken?
YEES!
Great change, those 2 were the meaning of OP. For 40 rr .
Flee+RD+CW and you can kite a wb laughing like retard - there is no skill in it.
Glad they are gone, ty RoR team
Great change, those 2 were the meaning of OP. For 40 rr .
Flee+RD+CW and you can kite a wb laughing like retard - there is no skill in it.
Glad they are gone, ty RoR team

Re: RD and CW broken?
Please what?Coma wrote: MDPS have charge... but charge can be negated by a ranged snare (actualy it is worse than simply negated since charge speed increase is lower than the speed reduction of snare) and have longer downtime.
Before using charge you use snare/root immunity, now only a KD can stop you from getting to your target.
Charge is 60% speed increase, most common snare is 40% reduction. I have no idea where your arguments come from.
Dying is no option.
Re: RD and CW broken?
You have init debuff kiss and enough own crit chance to overcome some FS crit reduction, which is mostly used to lower the chance to be crit to values lower than 10. They don't reduce your own crit chance and init debuff is very effective on players who only use FS to reduce chance to be crit.grimmASSa66 wrote:Just spend some rr points into Futile Strikes and u can see how useless WE could be)that WE can jump on their target and nuke while they are kd?
I explain as WE, if i kill ppl in 1 cd that means my target had low gear and rr and i will receive only 1rr, why i must be happy?
If i open on BW he can jump forward and use root then dot me and use KD. After that he can easily circle around me before i die.
If i open on Archmage he can easily punt me away
When you open on BW or AM you just forgot to list your disrupt buff, which makes you immune to all CC they will use. Why do you put yourself in a worse position than you are?
Dying is no option.
Re: RD and CW broken?
This is called counterplay xd And it based on prediction, and the prediction requies skill, ability knowledge and game experience about whats going to happen next. With RD you have to chose on, what to do after each gcd in combat, pop RD - or hit once more cause you see smth bad going to happen, or not going yet. RD was wisely designed, - it didnt remove snare/root itself and could be poped onse in a 5!sic minitues unless you spent a hell ton of mastery in it.Hastykrasty wrote: Because in some people's dictionary pressing a button and do whatever they want without major consequences = skill. This is the only explanation that i came up with, if you find a better one, please explain it to me
Now you have to put allof your rr points intododge/disrupt/parry stats and hope on luck. So i have to say yes, the most simple MMO ever without RD is even more easy to play.
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- peterthepan3
- Posts: 6509
Re: RD and CW broken?
Can't lie I find it funny that the community is suddenly endorsing/citing skill-based PvP.
In retrospect, it's not too bad a change. Just melee premades in RvR will, as ever, have the odds stacked against them. People will survive.
In retrospect, it's not too bad a change. Just melee premades in RvR will, as ever, have the odds stacked against them. People will survive.

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Re: RD and CW broken?
As i recall there was "after 60 rr" (or 70, can't remember that accurate) additional 6 things, one of which was Resolute Defence.Penril wrote:No it wasn't.Arena wrote:I just want to remind all of you, that Resolute Defence was in the game since it release.
http://warhammer.gamepressure.com/war_r ... lities.asp
I have good memories about it, because everybody wanted to get 80rr to be able to take resolute defence (because it cost 20rr or because it became available after 70, can't say for sure)
So RD was before whole RR point tree rework. And only after it there appear cleansing wind, 10 seconds of 0 AP costing, 10 seconds of immortality, critical damage decrease and other familiar now things.
Last edited by Arena on Fri Nov 03, 2017 3:19 pm, edited 1 time in total.
- CegeePegee
- Former Staff
- Posts: 283
Re: RD and CW broken?
No sir, it appears that it was added as part of the 1.3 patch sometime in the summer of 2009. If you can find some proof that it was in the game from day 1 i would love to see it.Arena wrote:As i recall there was "after 60 rr" (or 70, can't remember that accurate) additional 6 things, one of which was Resolute Defence.Penril wrote:No it wasn't.Arena wrote:I just want to remind all of you, that Resolute Defence was in the game since it release.
http://warhammer.gamepressure.com/war_r ... lities.asp
So RD was before whole RR point tree rework. And only after it there appear cleansing wind, 10 seconds of 0 AP costing, 10 seconds of immortality, critical damage decrease and other familiar now things.
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