Tie AAO to target cap. 20target cap if fighting enemy with 20-40% Aao from 50-80%aao 16cap 81-120% 12cap. If enemy has 160-400%aao side with more will have 9ae cap.
Also Localise Aao more if its doable so you can apply it Smarter than just whole Realm automatically. Also remove all Renown Punishing Mechanics. Remove Solo debuff on renown gain + Remove less sc pops for solo as well. Triple renown gain for all under rr70. for rr70-80 Double and 81+ Normal gain.
Why engi/magus rift/magnet pulling and snaring 5random people 75ft upwards or any direction( keepFortwalls/warcamps etc) with 9cap is great because both sides have the skill and this is arguably one of the most powerful CC abilities in the game and engi/magus are the classes who are supposed to have(and they do have) very versatile good Options in their kit vs anyone
Wl having 10s snare 5s cooldown,Critting Leonine Frenzy+1s Delayed Pounce dmg so it aligns perfectly with Coordinated Strike Crit. Wl getting Core Silence again because its only Mdps in game without incoming HD or Core Disarm/Silence nor acces to shatter. Sl/Choppa have Kd/inc Hd but no Shatter/Purge, Insane dmg. Return Snare's back, its so stupid that Ib has 2.5s snares on him from normal 5s snares.
Shaman/Sqh Run Away! Tactic 10s Icd removed or made 5s ICD max. Adding Odjira which also stacks with Run Away Tactic! + Lost Vale and corresponding Sc or RvR Set(lower vanq/Opp to rr40-45)
Red-Eye/Conq/Domi would be lvl 33rr30. Anni/Ruin/Merce r29-rr25. Deva/Duelist/Mayhem/Stalker/Vainglorious/City-Watch. R20rr20 why 6Tier 2 Sets vs Normal 3? Make City Watch lvl 33+ set it would get much more use out of it. And Make Tier 3 Beastlord like Lairs/Inf 1-2 items Boe dropping in Rvr/Sc's. Event Slot,Trophy slot, Belt,Jewel slot,and Pocket.
Remove Red-eye from senti Requirements. Its not wise to have 0 Dungeon sets that are only for T1 but no T2-3 Dungeon Set(Add to lair rewards Universal Set Items dropping. Add another to Few RvR Drops boe and New Influence Items rr50-66 and give +3% Crit and 6-7% Crit in 2h's back instead 1-2%. Also Return them Epic quest wpn Procs, Like tanks getting Taunt proc. All others getting Boost V-VI proc or procs
https://imgur.com/a/warhammer-online-it ... ck-NY9bkl7
Overall feedback and how to Improve current iteration of RoR
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In this section you can give feedback and share your opinions on what should be changed for the Return of Reckoning Project. Before posting please make sure you read the Rules and Posting Guidelines to increase the efficiency of this forum.
Before posting on this forum, be sure to read the Terms of Use
In this section you can give feedback and share your opinions on what should be changed for the Return of Reckoning Project. Before posting please make sure you read the Rules and Posting Guidelines to increase the efficiency of this forum.
- Sinisterror
- Posts: 1080
Re: Overall feedback and how to Improve current iteration of RoR
"To clarify, me asking to developers to go test their own changes is not sign of toxicity or anger, but a sign of hope that the people punching in the numbers remain aware of potential consequences and test their own changes"-Teefz
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- Sinisterror
- Posts: 1080
Re: Overall feedback and how to Improve current iteration of RoR
Not in Da Face used to be 9pts in path of Da Brawler but with 4-5s Immunity to All Kb/Kd/Silence/Disarms. Dont know why that aspect of the skill is removed,but anyway put Not in Da Face to Da Brawler 13pts but Make it Remove 4s cooldown of you AND your Def target for 10s.
That would make it interesting and Unique touch, obviously remove the CDR from Bg and Return The Heal skills to both IB/BG.
That would make it interesting and Unique touch, obviously remove the CDR from Bg and Return The Heal skills to both IB/BG.
"To clarify, me asking to developers to go test their own changes is not sign of toxicity or anger, but a sign of hope that the people punching in the numbers remain aware of potential consequences and test their own changes"-Teefz
Re: Overall feedback and how to Improve current iteration of RoR
Current state order classes feel 50% harder 50% more coordination involved than destro classes, this is how it feels every time i log into order and I don't even have to try on destro. all Destro classes get easy to use counter, easy to use escape mechanisms, better access to morales just easy mode all over the walls. So once this changes all you're gonna see is destro blobs, blobing over Order till people are like done with this game. also SW feels like it's left in a dark corner of the balance section nobody wants to talk about it or do anything about it.
Re: Overall feedback and how to Improve current iteration of RoR
Thank you for this constructive feedback with zero examples. Next time name a few and people will take your posts as something other than hot air.Darkhiei wrote: ↑Tue Feb 04, 2025 9:29 am Current state order classes feel 50% harder 50% more coordination involved than destro classes, this is how it feels every time i log into order and I don't even have to try on destro. all Destro classes get easy to use counter, easy to use escape mechanisms, better access to morales just easy mode all over the walls. So once this changes all you're gonna see is destro blobs, blobing over Order till people are like done with this game. also SW feels like it's left in a dark corner of the balance section nobody wants to talk about it or do anything about it.
Re: Overall feedback and how to Improve current iteration of RoR
Heres an example of better feedback:Dauntl3s wrote: ↑Tue Feb 04, 2025 1:10 pmThank you for this constructive feedback with zero examples. Next time name a few and people will take your posts as something other than hot air.Darkhiei wrote: ↑Tue Feb 04, 2025 9:29 am Current state order classes feel 50% harder 50% more coordination involved than destro classes, this is how it feels every time i log into order and I don't even have to try on destro. all Destro classes get easy to use counter, easy to use escape mechanisms, better access to morales just easy mode all over the walls. So once this changes all you're gonna see is destro blobs, blobing over Order till people are like done with this game. also SW feels like it's left in a dark corner of the balance section nobody wants to talk about it or do anything about it.
Problem: 2H KOTBS' runefang is underperforming compared to Chosen's Daemonclaw.
Explanation: With the changes to WS, Runefang only provides a fraction of the utility of what it used to. The loss of parry from WS is particularly impactful because it takes away from the KOTBS' primary role, that of a tank. Compared to Chosen's Daemonclaw, which provides Strength and Toughness, both primary stats for a tank, Runefang is underpowered.
Recommended solution: Change Runefang's stat benefits from Strength + WS to Strength + Initiative. Initiative is much more in line for a role of a tank (provides parry AND reduction in crit). This will line Runefang's performance up more with Daemonclaw, while still providing the iconic asymmetry between classes.
The above is concise: it highlights the problem clearly, explains why it's a problem, and most importantly it provides a recommended solution. In general, complaining without a stated a reason, and no solution, is not smiled upon. The above format can start a conversation that may actually lead to constructive changes.
Now...... KOTBS players, don't kill me if you hate the above, I was just using it as an example!
Re: Overall feedback and how to Improve current iteration of RoR
I understand why the devs may have made certain changes like morale nerfs, or nerfs to classes like slayer, wh/welf, proc damage, engi magus turrets etc etc.
They want to promote balance in the strictest sense i expect. But credit to OP he is right that the game is very slow and defensive atm. This problem is really most noticeable in smaller scale or scenario.
Mass blob rvr the 24 person aoe cap means the damage is there. But try a scenario and you can end up doing damage all scenario long and hardly get a kill.
I expect the gcd being lengthened affects time to kill as well.
They want to promote balance in the strictest sense i expect. But credit to OP he is right that the game is very slow and defensive atm. This problem is really most noticeable in smaller scale or scenario.
Mass blob rvr the 24 person aoe cap means the damage is there. But try a scenario and you can end up doing damage all scenario long and hardly get a kill.
I expect the gcd being lengthened affects time to kill as well.
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- Posts: 61
Re: Overall feedback and how to Improve current iteration of RoR
That happens when you keep nerfing and nerfing DPS classes , now Dps class doesnt do more damage than any other class , so healers can keep you Alive forever if they are not noobssalazarn wrote: ↑Sun Apr 20, 2025 10:43 am I understand why the devs may have made certain changes like morale nerfs, or nerfs to classes like slayer, wh/welf, proc damage, engi magus turrets etc etc.
They want to promote balance in the strictest sense i expect. But credit to OP he is right that the game is very slow and defensive atm. This problem is really most noticeable in smaller scale or scenario.
Mass blob rvr the 24 person aoe cap means the damage is there. But try a scenario and you can end up doing damage all scenario long and hardly get a kill.
I expect the gcd being lengthened affects time to kill as well.
- saupreusse
- Former Staff
- Posts: 2452
Re: Overall feedback and how to Improve current iteration of RoR
I agree that the current aoe dmg is a bit too much. I heavily disagree that odjira should be in the game. i believe balance wise this is such a horribly broken item and im glad it does not exist here.
Can't really comment on the suggested changes to dersro classes, since i havent played mine in years.
Can't really comment on the suggested changes to dersro classes, since i havent played mine in years.
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