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WE and WHs changes made the game booring any fixes?

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rrrutsss
Posts: 227

Re: WE and WHs changes made the game booring any fixes?

Post#21 » Mon Feb 02, 2026 7:51 pm

gersy wrote: Sun Feb 01, 2026 5:26 pm RoR is not a solo game
Dunno man, it has been a solo game for me from the start of RoR.
And also was in AoR.

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Illuminati
Posts: 481

Re: WE and WHs changes made the game booring any fixes?

Post#22 » Mon Feb 02, 2026 7:56 pm

To the original post,

When I solo there are 1-2 stealthed WEs in every area that assist on my encounters.

Conversely, I run into stealthed WH groups or RP's baiting multiple WHs 90% of the time.

Other than that, its Deawuur making content on some random alt, Wildheart hoping they change the Slayer/Choppa mechanic to something more reasonable, a few WPs using the Benediction/AA build, and some WL running an odd Heal Over Time / high toughness build with that 2H that only WLs can get (+110 wounds buff).

Not a fan of the current solo meta at all.
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Destro realm pride parade in ROR since 2015

Endari
Posts: 160

Re: WE and WHs changes made the game booring any fixes?

Post#23 » Tue Feb 03, 2026 3:51 am

gersy wrote: Sun Feb 01, 2026 5:26 pm RoR is not a solo game
I HATE this take, sorry bro but its my game and how I play it makes it. Am I playing solo? its a solo game. Am I solo queuing SC's? its a pugging game. Am I in a warband blobbing around? its a blob game. How others play it makes it however they play it.

Fakeyou
Posts: 4

Re: WE and WHs changes made the game booring any fixes?

Post#24 » Tue Feb 03, 2026 6:05 am

+100500 Gersy ,RoR it`s War, u no`t win War solo xD Ror focused grp and wb`s NOT A SOLO

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Sinisterror
Posts: 1263

Re: WE and WHs changes made the game booring any fixes?

Post#25 » Tue Feb 03, 2026 6:20 am

Sever1n wrote: Mon Feb 02, 2026 5:02 pm
Sinisterror wrote: Mon Feb 02, 2026 4:44 pm Dok has 25% off the gcd increased crit dmg buff for 5s that also makes Cleave soul hit 2xtimes with Drowning the Blood. It prevents all Essence gain as well and gives 3s dot to Sanquinary Extension (that can crit as it should) and tactic gives High ending dmg at the end of that 3s, but it cannot crit while it cant be used without drowning the blood which literally is 25% Critical dmg, feels weird.
Cleave soul under drowning generate like 200ish damage bonus that dont crit and negated by all defs twice. Its good but nothing exeptional. WP now underperforms dok ind dps spec by huge amount, with huge aa weaving, balancedsoul, divine aegis, divine impact. Dps DoK became huge disapointing to me thx to his lack of armor penetration, while wp have ways to work with armor trough spirit dmg / tactics, and just lot more fat tnx to aegis and wounds buff. Dok have ton of crit but cannot deliver it, drowning mechanic interesting but sometimes makes huge gaps in your defense, while 25% bonus is not that big of a deal.
do you mean WP overperforms dok? I kind of agree but my WP is only dominator geared rr 44 and dok is rr70 so dok has access to so much better gear because i havent done any pve on wp and dok has bloodlord wpn and Sentinel jewelry so difference is quite big.

But Cleave soul second hit can crit https://imgur.com/a/c9uoWvV

When both hits crits it can be over 2k dmg. if you count dmg from 09-10s in that screenshot its close to 6k dmg in that 2s window, i know its Training dummy not Construct, but i just took this Screenshot and wanted only to show that cleave soul second hit can crit as it should. Sanquinary Extension Ending dmg Proc should be able to crit. I agree Dps Dok Needs Devour Essence being Spirit dmg like it used to be, same with Consume Essence+Fell Sacrifice. Then Change SE into Spirit dmg while making ending dmg crit and now Dok Burst potential increases quite a bit : D

You could go pretty high dmg with 25% Increased dmg tactic to SE if the ending dmg could crit. I imagine this is an oversight since that 3s dot that is needed for SE ending dmg to even proc requires active Drowning in Blood so its weird something that requires the crit dmg proc cant do critical dmg. and the dot part itself can crit

Edit; This is completely offtopic but you could slot 3 beastlord +2 Twisted Darkpromise+ 2Bloodlord + 2 Sove + 2 Warlord to get 3x Ws bonus and 2x Str Bonus, or go 4x ws with 3 warlord and no sove. Anyone tested who has the gear?
"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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chovudal
Posts: 62

Re: WE and WHs changes made the game booring any fixes?

Post#26 » Tue Feb 03, 2026 7:57 am

Gunlinger wrote: Sun Feb 01, 2026 7:15 pm WH and WE are currently way overactive because of the patch yes. But that is always the case after patches. But there is one point to it that hurts allot. And that is the one sided change on WH and WE after the patch. WE right now is melting full souv Tanks like never before. Way to much armor bypass and spammable stat debuffs.
Compared to the WE changes, the changes to WH feel like the little something you give to the little brother on big brothers birthday, so that he no get sad.
Finally, the one and only right comment here!

Devs always wanted to keep the WE op..so dont wonder there are more and more of them.

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Sever1n
Posts: 491

Re: WE and WHs changes made the game booring any fixes?

Post#27 » Tue Feb 03, 2026 8:38 am

Sinisterror wrote: Tue Feb 03, 2026 6:20 am This is completely offtopic but you could slot 3 beastlord +2 Twisted Darkpromise+ 2Bloodlord + 2 Sove + 2 Warlord to get 3x Ws bonus and 2x Str Bonus, or go 4x ws with 3 warlord and no sove. Anyone tested who has the gear?
U will have no wounds, and lose ton of crit from regural bis parts they have ton of flat crit on them, too valuable to lose. Hes insanely stat hungry, especially in ini/wounds/ws. Kinda balanced stats in 3/3/3 bis, but u can take 4 pieces of wl it gives %arp, u will end like on 30+ crit, maybe 40% arp with onyx rings, decent parry, 4fs and 8k wounds. Playable, but not comparable to real dps. Sanguinary hit hard yes. Devour feels weird now. I would pref drowning in blood giving armor pen instead of crit boost. I like overall new design, but class dont work properly now from my pov, it can work only on squishy targets.

Didnt even realized those ~200 dmg on doll from cleave are crits :D but good to know.

Witchegeddon are no surprise after that patch, it was huge mistake.
Noximilien - AM, Severi - SM, Ravandin - SW, Celebor - WL, Ernwald - WH, Demandred - BG, Mesana - Sork, Beliar - DoK.

lemao
Posts: 394

Re: WE and WHs changes made the game booring any fixes?

Post#28 » Tue Feb 03, 2026 10:16 am

Daily reminder that ror is not a solo game and therefore should not be balanced around it.

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Bozzax
Posts: 2719

Re: WE and WHs changes made the game booring any fixes?

Post#29 » Tue Feb 03, 2026 11:41 am

Friendly reminder what happend to scs when ROR-devs repurposed one of the most successfull modes of WAR for a minority (group play in scs)

I guess in 2y time when solo mode is "less" and the solo enjoyers have moved on we will see it differently :D :D :D :D

In short patch made solo play as WH / WE easy mode and it will hurt the server and playerbase over time
Last edited by Bozzax on Tue Feb 03, 2026 12:03 pm, edited 1 time in total.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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live4treasure
Posts: 328

Re: WE and WHs changes made the game booring any fixes?

Post#30 » Tue Feb 03, 2026 12:01 pm

I don't think it's technically possible to make dots break stealth, because they are not direct damage. There was a time in ROR when each individual dot tick was tested for disrupt/dodge/parry, and during that time each individual dot would break stealth. In essence, each tick was a pseudo-direct damage application.

Those times are past. But if it is possible to make such a change, I would recommend that as a compromise between the soloers and the rest, stealth should be immune to being broken from specifically dot damage for at least the first 6-8 seconds, to avoid it having an adverse effect on smallscale and WB environments for the WE/WH. In this way, it prevents WE's from running away easily from encounters that went poorly and deny the winner their spoils. That said, a WE's ability to pounce into you multiple times is genuinely brutal to deal with for most RDPS in a solo environment, because you simply never get to disengage, and there's no amount of skill or tactics that can really fix that gap, aside from favorable terrain. In the past, I believe WL's ability to pounce has been nerfed multiple times due to the same reason that most folk seem to be unhappy with WE these days.

WE is specifically, in my experience, stronger in these solo environments than WH, because a WE can build fully defensive and still do significant damage purely off the back of its weapon proc effects. A WH built for pure defense tends to have far less damage. Although, this is only what I've observed from playing against WE and talking to a few WH. Perhaps someone more knowledgable on this topic can weigh in.

Finally, yes, it's not a solo game. That's true. You also can't really please everyone, no matter what. However every time you make changes that don't account for the perspectives of some specific part of the community, you shrink it. Because of that, I would call such statements callous and unwise.
Giladar - rr 82 DPS AM

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