Fey wrote: Wed Jul 28, 2021 10:09 pm
For myself as someone who's played the game since live beta I worry about RoR straying further from the OG game. For me the severe changes to the morale system were not great. The appeal of ability/tactic/morale made this game particularly fast paced and dynamic. Of course this critique is tired and inconsequential. RoR isn't going back at this point.
I've felt for a long time that the TimeToKill has been too high on RoR and the natural flow of recovering and ressing with low penalties have been pushed too far away from the original game design.
Bellow getting moved to M2 instead of the usual M3 was a sideeffect of tank morale bombing, but that was resolved with the limmit of how much unmitigated morale-dmg you could take per sec. Stacking these mitigation morales on top of abilities, with close to 100% uptime in cities and warband guild vs guild fights make for this really drawn out TimeToKill where normal abilities feel lackluster when drowned in mitigation, and this homemade Stealther anti-ress mechanic becomes pretty mandetory to make any progression stick to the floor when you land a kill.
Yes its a meta shake up, but it has also moved the game away from the original design of casualties, recovery/snowball effect.
To me personally, the game has shifted focus away from what it was good or the best at, and instead trying to be the "instance based" endgame arena pvp version of an unmirrored unbalanced pvp game. The selling point of RoR is still the same, the largescale battles as we see in the 2021 promotion video. But yet the game focus and balance seem to be only on the instanced fights and so far from the main game and nature of RvR with two sides having different winconditions and playstyles.