Aoe Cap feedback after playing with it

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Ninjagon
Posts: 534

Re: Aoe Cap feedback after playing with it

Post#71 » Thu Aug 15, 2024 10:08 pm

Who made these changes to the game? Its horrible!

- challenge nerf for 9 targets - not working in WB play
- distracting bellow - 9 targets not enough in WB play
- hold the line - nerfed for WB play
- AOE CC abilities - again affects only 9 targets, so you cannot interrupt nor control the enemy enough
- morale bomb - nerfed, not enough pressure
- in scenarios you have to go out, or you will be kicked and get the quitter debuf, and AT THE SAME TIME there is no safe spot outside protected by guards, so you have to go out and get farmed - great for strong premade, horrible for everyone else

So you want RoR to be a shooter game where people will kill each other from (safe) distance? Because it has already started. Welcome to ranged paradise, where movements, tactics and CC abilities does not matter, because the ability to focus kill from distance is all you need. Bravo.
Ninjamag - The Sorcerer. RETRIBUTION / DEVASTATION guild.
Order: Velmires WP, Carnow Knight, Ninjagon BW, Ninjab WL
Destro: Ninjamar mara, Khaininja DoK, Ninjaguard chosen, Ninjamag sorc
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Pinrri
Posts: 22

Re: Aoe Cap feedback after playing with it

Post#72 » Fri Aug 16, 2024 6:25 am

Akalukz wrote: Mon Aug 12, 2024 3:01 pm Problem is everyone that wants the changes back to 24 are used to instagibbing other groups, now they can't, and they are mad. This is a good change for the game, fights are more fun for pug's casuals, that is exactly who we should be thinking about.
Problem is everyone that wants keep the 9 target cap are used to get instagibbed by organized groups because they dont want to learn how to get better in the game, now they win easily just blobing, and they are happy. This is a bad change for the game, fights are less fun for people who have made an effort to organize and learn the game, that is exactly who we should be thinking about.

akisnaakkeli
Posts: 285

Re: Aoe Cap feedback after playing with it

Post#73 » Fri Aug 16, 2024 7:54 am

Dudes and dudettes! 9 ae cap in itself IS NOT ENOUGH. Could we pls get Morale dmg cap removed? we cant wipe warbands with morale drops, only third of it. And Healers have can operate over 100ft away effectively so removing Morale dmg cap actually would punish blobbing and rewards good positioning.

We also need 50% Aoe Heal Debuffs back for Dok,Rp,Zealot + Add tactic to Dps Wp as well. This is just obvious imo that whatever the aoe cap is, changin it alone WILL NOT DO ANYTHING. ROR is focusing too much on the defensive aspects and just being defensive in a pvp game is not fun for anyone. Anyone who thinks not dying ever and killing randoms with premades, we shouldnt listen to those kind of people.

Back in Live Aor if you had knight(and ofc you did) party got 10% Crit on block. Add Sw to that party and whole party gets 25% Crit. So Sw's giving that much crit to all, and having 100% dmg morale 2 for 7s = 99% quaranteed kill almost any target. Also Crippling Strikes,original WL movement + Pounce in the air... RoR has -45 anti crit but for same amount you get like 30% crit? + There is Trivial Blows (Crit dmg reduction) and everyone specced this not the reduced crit chance bs in Aor.

Because Aor didnt have the need to spec for reduced critical hits. Everyone got Crit rate/Crit dmg buffs, some got 2 of them and they should again. Also there was so many Boe rings + gear pieces that had 3% reduced crit chance.. I remember Warden + Watcher jewelries both having 3-4% Crit reduction. Watcher was purple version of Warden and these dropped in City Pve instances. BOE. you didnt have to pay 3k gold to have 1 ring with 3%Crit reduction that exists in the game.

Potions were off GCD live so it was much more smoother in all ways. I also start to think, that Setting conditions like chillwind spirit debuff with tactic had to be applied first so Wop actually registerd the spirit resisdebuff. Maybe this way was better? Guard/detaunt/challenge Applied even after the skills were on you/target.

Also remember we used to have 1.15s gcd instead of hard capped 1.5s gcd. That means we went from 8 skills in 10 seconds to 6 skills in 10 seconds. And obviously this is HUGE indirect buff for healers and casters. My understanding is Players who knew someone in Staff didnt like being timestamped by bw/sorc.. i hope ive understood it wrong but max's explanation of gcd change said nothing of substance if i remember right. Since 1.15s was the GCD on Aor as well.

Delerium69
Posts: 17

Re: Aoe Cap feedback after playing with it

Post#74 » Fri Aug 16, 2024 10:11 am

akisnaakkeli wrote: Fri Aug 16, 2024 7:54 am Dudes and dudettes! 9 ae cap in itself IS NOT ENOUGH.
Stopped reading after this comment, sorry. The AOE change was bad and now means that the lakes will be more empty. The lakes are what makes this game.

Del

ScreenFofoBan
Posts: 57

Re: Aoe Cap feedback after playing with it

Post#75 » Fri Aug 16, 2024 10:45 am

i have the overall feeling that this change was mainly made toward making the PVE farm related to twilight event livable and not have player killing wave of 24 mob in 10sec or less so everyone can have a bit of it when multiple people were farming, somehow it wasnt possible to just cap it in PVE (or even just in the island) probably due to the code being hard to manipulate so we got a general 9 target aoe cap during the event.
its a theory regarding how confused the official reason for it given by dev was (helpin lower number premade fight zerg? it done literally the opposite) u can see the change was made at the beginning of the event and now its over we will prolly be back to 24 imo, at least i hope but i was also thinking an in between could be relevant like a 16 or 18 aoe cap if 24 too much and 9 too low

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Hellforce
Posts: 41

Re: Aoe Cap feedback after playing with it

Post#76 » Fri Aug 16, 2024 11:46 am

Ninjagon wrote: Thu Aug 15, 2024 10:08 pm Who made these changes to the game? Its horrible!

- challenge nerf for 9 targets - not working in WB play
- distracting bellow - 9 targets not enough in WB play
- hold the line - nerfed for WB play
- AOE CC abilities - again affects only 9 targets, so you cannot interrupt nor control the enemy enough
- morale bomb - nerfed, not enough pressure
- in scenarios you have to go out, or you will be kicked and get the quitter debuf, and AT THE SAME TIME there is no safe spot outside protected by guards, so you have to go out and get farmed - great for strong premade, horrible for everyone else

So you want RoR to be a shooter game where people will kill each other from (safe) distance? Because it has already started. Welcome to ranged paradise, where movements, tactics and CC abilities does not matter, because the ability to focus kill from distance is all you need. Bravo.
Strongly agree with you my friend!! Playing in organized groups and warbands not fun anymore!! The bigger group always wins doesn't matter the skill or the effort you make to learn and play the game better!!
Kaktos The Sorcerer :twisted: :twisted: :twisted:
War Never Ends!!!
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iagdtod
Posts: 58

Re: Aoe Cap feedback after playing with it

Post#77 » Fri Aug 16, 2024 1:29 pm

Testing has started on reverting from 9 to 24 (along with other things). See PTS Patch notes: viewtopic.php?f=11&t=53664
Deleuze Chosen

akisnaakkeli
Posts: 285

Re: Aoe Cap feedback after playing with it

Post#78 » Wed Aug 21, 2024 10:46 am

Delerium69 wrote: Fri Aug 16, 2024 10:11 am
akisnaakkeli wrote: Fri Aug 16, 2024 7:54 am Dudes and dudettes! 9 ae cap in itself IS NOT ENOUGH.
Stopped reading after this comment, sorry. The AOE change was bad and now means that the lakes will be more empty. The lakes are what makes this game.

Del
So you didnt read anything, so you missed the entire points and you think this response of yours is done why exactly? To tell me that you didnt read it? Great contribution to the discussion! Great attitude etc, you are a winner and continue doing exactly what you are doing atm because that is the only way!

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