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Patch Notes 26/07/2024

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Lion1986
Posts: 488

Patch Notes 26/07/2024

Post#41 » Sat Jul 27, 2024 5:13 am

BluIzLucky wrote: Sat Jul 27, 2024 5:10 am
wonshot wrote: Fri Jul 26, 2024 10:12 pm
Spoiler:
Waited till had played with the aoe cap, and as I expected it didnt really feel too much different when roaming afternoon/evening today with the new 9aoe cap.
Why?
Because this game has a natural targetcap in the form of collision. There are only realisticly so many targets your can fit in to a 25ft aoe attack when collision kicks in. Which is my main argument for this game doesnt need a targetcap.

If a few abilities can reach wider, that doesnt magically expand the killzone of criticalmass. if 7/8 aoe dps in a warband can only reach 25ft around the MainAoeAssist target, then the last person who can maybe cleave 10ft wider, that one guy is not not expanding the killzone, as there is not enough lethal pressure on his extra range, all it does it giving that class some more wiggleroom to possition himself to still connect to his warband's killzone.

When the targetcap is adjusted with the wording that this is going to help zergbust, then I must really think deep and hard to see how anyone would reach that conclusion and connect these dots.
Lower aoe cap means that safety in number, is at play. Now people can hide inside a zerg and the tanks will push up in the face of the enemy dpsball killzone and soak all the output. Yes it makes sense that tanks should be up front and soaking damage, I like that. But the reasoning and goal, of making zergbusting easier.. I dont see this one hitting the mark, At all.

I predict nothing notisable will change in terms of blobbing and zerging. All this will do, is make Firstline and Secondline of a blob, the secondline will be much safer area to stand. So the dpsline or tail-runners can be even further up front now.

As for the potentially overlooked changes, what about Challenge. Was this thoughtthrough?
Morale damage already saw changes to the Morale-per-second barrier since we last had 9aoe cap, are we gonna see changes to this now aswel?
What about Raid-healing from Enerygy of Vaul, Fury of the green. With these raidheals both losing the movement and now also the targetcap, are these builds fully dead?

Instead of trying to handle the blob, then give the blob less of a reason to exsist and incentives to spread out.
And the blob is still here, like it was back when we had 9aoe cap.

Look at the heatmaps, analyze why they have the trends as they do, and make changes to THAT
Haven't played but this is what I expected.
Never understood the argument for 9 cap being better, literally only when you can bottleneck your entire WB behind your tanks (generally not the most exciting gameplay) could it give a benefit to the underdog, rest of the time it benefits the zerg.

A weird change, particularly after years of nerfs to zerg busting abilities (remember kite warbands? Objective renown nerfs?), I thought they wanted zergs for the big 100 v 100 clashes.

Zerging is the natural response to losing wb v wb in a kill-focused winner-takes-all no-comeback (i.e. you won't win the 2nd, 3rd or 4th fight either) game.
9 is better because force warbands to avoid the "rush in spamming 1 button aoe faster then enemy zerg" mentality which turned rvr lakes in zerglakes. Capping at 9 forces actually to have some setup and engagement thought.
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Detangler
Posts: 1028

Re: Patch Notes 26/07/2024

Post#42 » Sat Jul 27, 2024 5:57 am

I've now changed my RoR bookmark category from "games" to "comedy," cause these changes are hilarious(ly bad).
Detangler and alts - 84 Chosen, other 40s - DoK, Zealot, SH, WE, BG, BO
Destro - Mostly Harmless
Tangler and alts - 8X IB, other 40s - RP, SM
Order - Most dishonorable

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Lion1986
Posts: 488

Re: Patch Notes 26/07/2024

Post#43 » Sat Jul 27, 2024 6:20 am

Detangler wrote: Sat Jul 27, 2024 5:57 am I've now changed my RoR bookmark category from "games" to "comedy," cause these changes are hilarious(ly bad).
provide constructive feedback. Being cringe won't help in make the game better.
My new Healer's UI pack: viewtopic.php?t=53304
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Nameless
Posts: 1383

Re: Patch Notes 26/07/2024

Post#44 » Sat Jul 27, 2024 8:44 am

I cant get the logic behind adding barriers. Even for dominating premade that is not better cos before everyone leave wc and normally there is 1 fight at open and continues fight at wc.

Now ppl just avoid leaving the camp, get 10 min lockout, so less fight at current scen and less ppl queu for next one so less scens in general and less kills total.

Can someone explain what ror devs want to achieve by adding barriers left and right
Mostly harmless

K8P & Norn - guild Orz

Everdin
Posts: 742

Re: Patch Notes 26/07/2024

Post#45 » Sat Jul 27, 2024 8:58 am

Any information about pet pathing fix?
#AllClassesMatter

“A man can fail many times, but he isn't a failure until he begins to blame somebody else.”

― John Burroughs

calipso
Posts: 71

Re: Patch Notes 26/07/2024

Post#46 » Sat Jul 27, 2024 9:51 am

Nameless wrote: Sat Jul 27, 2024 8:44 am I cant get the logic behind adding barriers. Even for dominating premade that is not better cos before everyone leave wc and normally there is 1 fight at open and continues fight at wc.

Now ppl just avoid leaving the camp, get 10 min lockout, so less fight at current scen and less ppl queu for next one so less scens in general and less kills total.

Can someone explain what ror devs want to achieve by adding barriers left and right
They said it was made to punish premades for being afk, i also am blind to see the logic behind that. Good luck with ppl or premades going outside of barriers to get farmed again, they will leave or get the debuff or simply stop queuing.
It is obvious barriers were implemented for the weak faction to not have a place to kite and get farmed.
The only encouragement they gave to those being farmed is a buff, which any form of impact is yet to been seen.
Feels like they don’t want balance fights, just dead matches. I believe we have ranked for that

guessgap
Posts: 41

Re: Patch Notes 26/07/2024

Post#47 » Sat Jul 27, 2024 11:47 am

these new barriers amplify the pain created by the below-average matchmaking.
please dont add further salt to the wound.

love the game, but the strong matchmaking imbalances in scenarios (esp. event scs)
are quite a burden... be it on the receiving or giving end.

games flourish when they can put a player into a state of flow, this happens in the sweet spot between being overwhelmed and underwhelmed. unfortunately this has become rare in ror, but i hope very much that the new matchmaking system will help in that regard.
good luck with it!

Krima
Posts: 616

Re: Patch Notes 26/07/2024

Post#48 » Sat Jul 27, 2024 1:47 pm

Mandodlenn wrote: Fri Jul 26, 2024 11:51 pm Why is the Ring event, the only event giving permanent items with meaningful effect on gearing a char, set at the time of year with the lowest number of players online?
This breaks the game for 1 more year, gearwise.
Agree 100%, very bad decision having BIS items as some random event rewards.
Krima - WE RR 87
Carnage :ugeek:

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Nameless
Posts: 1383

Re: Patch Notes 26/07/2024

Post#49 » Sat Jul 27, 2024 3:36 pm

calipso wrote: Sat Jul 27, 2024 9:51 am
Nameless wrote: Sat Jul 27, 2024 8:44 am I cant get the logic behind adding barriers. Even for dominating premade that is not better cos before everyone leave wc and normally there is 1 fight at open and continues fight at wc.

Now ppl just avoid leaving the camp, get 10 min lockout, so less fight at current scen and less ppl queu for next one so less scens in general and less kills total.

Can someone explain what ror devs want to achieve by adding barriers left and right
They said it was made to punish premades for being afk, i also am blind to see the logic behind that. Good luck with ppl or premades going outside of barriers to get farmed again, they will leave or get the debuff or simply stop queuing.
It is obvious barriers were implemented for the weak faction to not have a place to kite and get farmed.
The only encouragement they gave to those being farmed is a buff, which any form of impact is yet to been seen.
Feels like they don’t want balance fights, just dead matches. I believe we have ranked for that
I've already saw premades insta leave and poor pug group play with even bigger disadvantage.

For the record on live i loved scens, made my shaman to 100 mainly doing scens solo and grouped. Current situation after so many ill changes make me reconsider queuing at all. So no, these changes doesnt push out only new players, they literally make old timers stop playing that game mode. Pretty good job.
Mostly harmless

K8P & Norn - guild Orz

Speedyluck
Posts: 100

Re: Patch Notes 26/07/2024

Post#50 » Sat Jul 27, 2024 3:50 pm

Nameless wrote: Sat Jul 27, 2024 3:36 pm
calipso wrote: Sat Jul 27, 2024 9:51 am
Nameless wrote: Sat Jul 27, 2024 8:44 am I cant get the logic behind adding barriers. Even for dominating premade that is not better cos before everyone leave wc and normally there is 1 fight at open and continues fight at wc.

Now ppl just avoid leaving the camp, get 10 min lockout, so less fight at current scen and less ppl queu for next one so less scens in general and less kills total.

Can someone explain what ror devs want to achieve by adding barriers left and right
They said it was made to punish premades for being afk, i also am blind to see the logic behind that. Good luck with ppl or premades going outside of barriers to get farmed again, they will leave or get the debuff or simply stop queuing.
It is obvious barriers were implemented for the weak faction to not have a place to kite and get farmed.
The only encouragement they gave to those being farmed is a buff, which any form of impact is yet to been seen.
Feels like they don’t want balance fights, just dead matches. I believe we have ranked for that
I've already saw premades insta leave and poor pug group play with even bigger disadvantage.

For the record on live i loved scens, made my shaman to 100 mainly doing scens solo and grouped. Current situation after so many ill changes make me reconsider queuing at all. So no, these changes doesnt push out only new players, they literally make old timers stop playing that game mode. Pretty good job.
this is the problem of a private server, they can do whatever they want with it.

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