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Break the blob

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LeinadEsoj
Posts: 8

Re: Break the blob

Post#41 » Tue May 12, 2026 8:11 am

Demonito wrote: Fri May 08, 2026 7:03 pm 1% per aao so -400% stats, would be fun to solo kill a blob

Eeeeem, no. You're wrong.

:: The faction that does NOT have AAO will have all its stats reduced by 1% of the zone's AAO value.

100% AAO -> 1% stats reduced.

Maybe you misread this, mate, or I could not explain it properly.

Cheers.

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Panzerkasper
Posts: 608

Re: Break the blob

Post#42 » Tue May 12, 2026 8:12 am

Wdova wrote: Tue May 12, 2026 6:40 am Blob wars never been such big issue on Live nor on early to mid stage of RoR even server reached its 3k players cap so it indicates something went wrong in last 1-2 years. It´s on devs to revisit all of theyr changes and find out what "broke" the rvr in to brainless blob fights.

My 2 cents will be revert AOE cap from 24 back to 9. Remove AoE from classes that they originaly had non and increase back theyr ST (talking about WEs/WHs). Because I think the more classes has AoE, the more classes will join these blob fights. Make adjustments to AAO. Underdog has not only incrased xp/ren/inf, but 2% damage and healing per 20% AAO (10% with 100AAO, 20% with 200AAO, etc.) maybe the same with negative manner for over populated side, Which can potentialy increase the will to log underdog.

If devs will take any action in this problem, please release it on test server and let us test it in large scale before its released in production.
Definetly the 24 aoe cap change was what enforced this. Sure it's nice to play a Magus for example and just see a metric sh*t ton of numbers popping on your screen. On the other hand it enforces this braindead blob gameplay.
So I agree, reverting this to 9 Targets would be a good change. Even tuning it down to 12 would be more than enough.

Also one of the best suggestion I ever read here was to give the blob a movement speed slow, als long as they are on foot.
All people in the same WB get 1% movement slow for every 3 ppl in the warband. To simulate the sluggishness of a massive crowd.
Also it would give the </= 6man roamers a great feeling to be real skirmishers and (god forbid!) even encourage this kind of gameplay.
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rychu097
Posts: 2

Re: Break the blob

Post#43 » Tue May 12, 2026 10:13 am

Panzerkasper wrote: Tue May 12, 2026 8:12 am
Wdova wrote: Tue May 12, 2026 6:40 am Blob wars never been such big issue on Live nor on early to mid stage of RoR even server reached its 3k players cap so it indicates something went wrong in last 1-2 years. It´s on devs to revisit all of theyr changes and find out what "broke" the rvr in to brainless blob fights.

My 2 cents will be revert AOE cap from 24 back to 9. Remove AoE from classes that they originaly had non and increase back theyr ST (talking about WEs/WHs). Because I think the more classes has AoE, the more classes will join these blob fights. Make adjustments to AAO. Underdog has not only incrased xp/ren/inf, but 2% damage and healing per 20% AAO (10% with 100AAO, 20% with 200AAO, etc.) maybe the same with negative manner for over populated side, Which can potentialy increase the will to log underdog.

If devs will take any action in this problem, please release it on test server and let us test it in large scale before its released in production.
Definetly the 24 aoe cap change was what enforced this. Sure it's nice to play a Magus for example and just see a metric sh*t ton of numbers popping on your screen. On the other hand it enforces this braindead blob gameplay.
So I agree, reverting this to 9 Targets would be a good change. Even tuning it down to 12 would be more than enough.

Also one of the best suggestion I ever read here was to give the blob a movement speed slow, als long as they are on foot.
All people in the same WB get 1% movement slow for every 3 ppl in the warband. To simulate the sluggishness of a massive crowd.
Also it would give the </= 6man roamers a great feeling to be real skirmishers and (god forbid!) even encourage this kind of gameplay.
or make most of aoe skills used on target like for example BW - fiery blast.

rorswar
Posts: 49

Re: Break the blob

Post#44 » Tue May 12, 2026 10:15 am

There's been a lot of dubious decisions made over the years. My personal list:

The bad:
  • Stat balancing (although good in theory)
    GCD
    Parry
    AOE Cap
    WB Lead Crowns
    Not balancing solo classes
    Very slow class balancing
    MDPS patch
    Zone lock out mechanisms
The "good"
  • Healer patch
    Tank patch
    Scenario queue (in theory)
    Opening up of new content / areas
The "meh, don't care"
  • PVE dungeons
Not all of the above contributed to the blob fest that we currently see, but many have. We are now at a state where numbers are the core deciding factor, rather than skill. Sure, an organised WB can smash bigger groups, but it's much easier than on live for an unorganised blob to kill an organised team. That's one of the prime reasons why many organised guilds left, as they prefer to fight when they're outnumbered, but if numbers count for all, there's just no longer a point.

My suggestions would be:

- Push down AOE cap to 9
- Remove mechanics that encouraging blobbing, like WB lead crowns
- Balance 1v1 classes, so more people are encouraged to roam outside blobs without getting farmed by stealth classes and DPS healers.

It won't fix everything, but at least they should be fairly easy fixes to do. Then review from there, and focus on making the campaign meaningful as that's what makes RoR unique.

Pinrri
Posts: 37

Re: Break the blob

Post#45 » Tue May 12, 2026 11:01 am

About 2 years ago, the devs reduced AoE to 9 targets and it became completely unplayable — more blob-focused than ever. Everyone was stacked in the exact same position because only the first 9 targets were taking AoE damage. The target cap only benefits the blob. If you really want to get rid of blob gameplay, one of the first changes should be removing the target cap. If 100 people are blobbed up in the same spot, all 100 of them should take AoE damage. That would be a good starting point to break up the blob meta. After that, I’d continue by giving more importance to the BOs.

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Wdova
Posts: 807

Re: Break the blob

Post#46 » Tue May 12, 2026 11:14 am

Pinrri wrote: Tue May 12, 2026 11:01 am About 2 years ago, the devs reduced AoE to 9 targets and it became completely unplayable — more blob-focused than ever. Everyone was stacked in the exact same position because only the first 9 targets were taking AoE damage. The target cap only benefits the blob. If you really want to get rid of blob gameplay, one of the first changes should be removing the target cap. If 100 people are blobbed up in the same spot, all 100 of them should take AoE damage. That would be a good starting point to break up the blob meta. After that, I’d continue by giving more importance to the BOs.
Even this argument seems logical it is actualy not true due to fact that collision exists. You cant stack up 100 ppl at one spot to be able to hit 24 body warband. Actualy 9 target cap even increase the purpose and necesarity of melee/tank frontline because only 9 ppl in front are affected and healer, rdps are more "safe". Cap target was sitting at 9 for a long time before devs changed it to 24, than to 9 and back to 24 as it is now. Game with cap of 9 has never been so bloby as today when there are 3-5 warband stacks together (sadly even the organized ones, not only pug).
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Shogun4138
Posts: 267

Re: Break the blob

Post#47 » Tue May 12, 2026 2:25 pm

Expand rvr zones and leave in the mobs. Add in more BOs.
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Bankei
Posts: 34

Re: Break the blob

Post#48 » Tue May 12, 2026 4:21 pm

Grublix wrote: Fri May 08, 2026 8:47 am
LeinadEsoj wrote: Fri May 08, 2026 7:27 am
Grublix wrote: Fri May 08, 2026 6:57 am i purposed something simular to this a while back
viewtopic.php?t=60004

From what was concluded its not implementable due to it causing similar lag issues as in LOTD.
First of all, thanks for the feedback.

Furthermore, I read your post and noticed it involves complex calculations. My suggestion is more straightforward: since every zone already has an AAO/Apathy calculation in place, the penalty could simply be applied to all characters of the dominant faction. This approach eliminates the need for any additional processing.

Regards,

Leinad.
You’re absolutely right. Without getting into in the technical details—which those with a stronger coding or server-side background could explain better—these issues persist regardless. This is essentially the feedback I received when I floated a similar proposal.

To save you some legwork, the most important takeaway from my previous attempt is that blobbing appears to be a deliberate part of the developers' vision for the game. While I don't have evidence to support this, there’s a distinct lack of evidence to the contrary. If you look at the game's current trajectory in the last few years, logic suggests that this design choice is intentional rather than accidental.
Lack of evidence is not itself, evidence. That's conspiracy thinking.

It's incredibly naive to think that "just have the debuff apply to your stats as well" requires no additional coding or computation.

The devs are players who want to enjoy the game as much as we do. Stop with the conspiracy theory BS.

Asked and answered before: RvR is in C#, it's rare and difficult to find a C# specialist these days, especially one who would be interested in volunteering their time to work on a dead game where the community is so actively toxic against these people who are DONATING THEIR TIME. They are working on having it scripted in lua, this will hopefully help get content out faster and allow them to change things that right now, cannot be changed.
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kpihuss
Posts: 169

Re: Break the blob

Post#49 » Wed May 13, 2026 10:12 am

Bankei wrote: Tue May 12, 2026 4:21 pm
Grublix wrote: Fri May 08, 2026 8:47 am
LeinadEsoj wrote: Fri May 08, 2026 7:27 am

First of all, thanks for the feedback.

Furthermore, I read your post and noticed it involves complex calculations. My suggestion is more straightforward: since every zone already has an AAO/Apathy calculation in place, the penalty could simply be applied to all characters of the dominant faction. This approach eliminates the need for any additional processing.

Regards,

Leinad.
You’re absolutely right. Without getting into in the technical details—which those with a stronger coding or server-side background could explain better—these issues persist regardless. This is essentially the feedback I received when I floated a similar proposal.

To save you some legwork, the most important takeaway from my previous attempt is that blobbing appears to be a deliberate part of the developers' vision for the game. While I don't have evidence to support this, there’s a distinct lack of evidence to the contrary. If you look at the game's current trajectory in the last few years, logic suggests that this design choice is intentional rather than accidental.
Lack of evidence is not itself, evidence. That's conspiracy thinking.

It's incredibly naive to think that "just have the debuff apply to your stats as well" requires no additional coding or computation.

The devs are players who want to enjoy the game as much as we do. Stop with the conspiracy theory BS.

Asked and answered before: RvR is in C#, it's rare and difficult to find a C# specialist these days, especially one who would be interested in volunteering their time to work on a dead game where the community is so actively toxic against these people who are DONATING THEIR TIME. They are working on having it scripted in lua, this will hopefully help get content out faster and allow them to change things that right now, cannot be changed.
Well, most of the community is very grateful to the entire game team, from GMs to programmers and game designers, who give their time selflessly.

But I believe there is a serious communication problem from the team toward the players, with few or no messages to reassure players about the actions being taken to solve the server’s problems. This silence only exasperates players who are desperately crying out to the team for help. Honestly, I don’t really understand why there is so much secrecy around the things being done.

This causes many people to think of conspiracies that probably do not exist, but the lack of messages from the team to dispel suspicions makes these conspiracies, whether real or not, gain strength.
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nebelwerfer
Posts: 717

Re: Break the blob

Post#50 » Wed May 13, 2026 10:23 am

I think GCD patch wouldn't be so bad if it weren't for the channeled abilities being overperforming. For example slayers Retribution is atrocious, how is that still in the game? The WL spin speaks for itself, it deletes stuff faster than an extremely mobile class should imo. If these things were brought into line it would be healthier for the blobfare

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