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Fun is decreasing - lets discuss

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Poll: Do you think that the overall fun has decreased over the last years?

Yes, overall decreased
76
70%
No, stayed the same
12
11%
No, increased
19
17%
Don't know
2
2%
Total votes: 109

Mvl130
Posts: 109

Re: Fun is decreasing - lets discuss

Post#61 » Sun Jul 12, 2026 11:13 pm

Akalukz wrote: Sun Jul 12, 2026 12:52 pm I have said it for years, bolster should be equal to RR60 point spendature on defense, until they are CR40/RR60.

The peak of the game imo was CR39/50 or whatever, because you didn't have enough renown points to dump into super def AND super offense plus run one or the other or both types of gear.

Nerf renown points. Want Defensive renown, make offensive stats cost double. Want offesnivie stats, make the defensive stats cost double. Pick your poison.
I agree, renown points provide too much advantages

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Jimsey0000
Posts: 46

Re: Fun is decreasing - lets discuss

Post#62 » Mon Jul 13, 2026 1:59 am

Burnheart here;
I made a thread similar to this, that was deleted by the staff about a year and a half ago, glad someone else made one.
I have seen multiple people say in game and in other threads that they can't stand to play for anymore than 20 minutes at a time, and yeah i agree... even old players who have been here forever say this to me. Why?
1.
The staff have totally screwed up the TTK with the changes starting with the winter 2023 RDPS buff/class rework. RDPS has become absolute cancer to deal with. I feel like, as a 2h chosen, I leave the ostland warcamp, and i see a Omaha Beach landing in the distance... go there, die a few times, then i lament on how the staff need to get rid of 2h spec for chosen, and replace it with entrenching tool B.A.R. and grenade spec.

In rvr i tested it, i put on 46 dodge, 70 disrupt, and stood in front of an order zerg, and died in like 3-7 seconds over and over again.... in 2022 a setup like that, i would have lasted anywhere from 15-30 seconds solo, and that's just ONE test...

2.
This server has a "rich get richer, poor get poorer" problem. For the love of god... DO SOMETHING ABOUT DPS HEALERS THEY ARE CANCER AND HAVE BEEN SINCE 2015 they are the only class archetype that can dps heal AND tank simultaneously, and their dps is better than alot of DPS classes for crissakes!
The exception being melee healers they aren't as bad, honestly.
Anyone who says otherwise either plays one, or is willfully ignorant; even total newbies can notice what cancer they are.
Take the new dps RP spec for example, that is compounded by the winter 2023 ability rework... as if dps am don't make you roll your eyes everytime you see them, dps RP is like dps AM if you were to increase their abilities by like 100 percent. you literally die when you stand within their vicinity for a couple of seconds.
Again, the winter 2023 rdps rework has caused disrupt to be naturally lower, and the staff gave dps am what a free 15 percent more disrupt bypass? as hard as that is to stack in the first palce? Oooooookkay...
Gee i wonder what archetype the the staff/their acquaintances favor. HMMM....

Contrast that with the way my class has been screwed over:
No crippling stikes 25 percent damage reduction? i take thousands more damage per encounter when wielding 2h because of that
No oppression with 2h? so my armor is 1k less than it would be with 2h?
Again, thousands more damage per encounter just because i'm wielding 2h
Parry was not only taken away from weaponskill, but flat parry means nothing anymore; flat parry used to mean NOTHING stat-wise could reduce the parry you got from items. Then on top of that...the parry buffs no longer stack anymore! All this means, when you are wielding a 2h weapon, your parry is like 0 even when you put all items on your char toward parry, it's like it's not even there... again thousands more damage when wielding 2h. So it leaves your class, and some other 2h ones, in a state, to where you breathe on them, and they die.
Yet the high elf classes like SM, their class abilities and tactics conveniently allow them to still parry you 7x in a row, and the staff have adjusted them to where they are somehow always in DPS mode recently, despite how tanky their setup is. Again this was never a thing till recently, SM hit like a wet noodle when in tank gear in the past.
Then on top of that chosen magic auras are are cut in half recently, which means taking hundreds, if not thousands more damage also from magic damage, and having DPS reduced.
On top of the staff constantly messing with gear;
I have had to adjust my gearset like 3 or 4 times just to get back to the total melee power i already had all thanks to meddling by the staff! for example, i had 254 total melee power. i log in, now it's down to 250, i log in now it's down to 240. Make final adjustments to get it back to 254? they adjust it back down again, and i cant get it back to what it was. Meanwhile a ranged class suddenly hits you i.e. DPS am from ranged for like 1,500 just with a freaking channel TICK.
Since the winter 2023 ability rework, you'll see things constantly that hit you for 300 -1000 in the past, is suddenly hitting you for 1000 -300. Take one of my arch rivals Thorbolt... i fought him a million times 1v1. in the above setup, i literally lasted 10 seconds with 50 dodge, while hitting him like a wet noodle with 2h the entire time. Again, yet another example of how the staff have screwed up the TTK, because that was never a thing before, in the past that kind of thing happened when you had ZERO dodge and disrupt, not 50!

As far as stealthers reducing the fun in the game, the simple solution would be, make stealth break on damage, and/or they cannot stealth in combat. that would make them annoy the general playerbase 90 percent less, most likely.
Instead of the above, what did the staff do over the years? they gave them superspeed... lol. *golf clap*

Then look at the hidden changes that have happened over the years, disabling dominator proc so tanks can't do damage, no warning, the proc still shows up on there, yet your dps drops by hundreds because it never fires off. I used to get 850 DPS on chosen with dominator. Then another thing that made the TTK lower for me was disabling chosen M2 healing to where it can't work on their meager healing abilitiy, yet SM are able to self heal to the point where you can't get their hitpoints down with the asinine 1.5 GCD change *golf clap*

So many changes have been made to shoehorn various classes into playing what the staff want you to play, rather than what you want to play.
Then you'll see these superdudebros that randomly pop up right after all these asinine changes, who have never been on the server, taking advantage of every single one of them, to go around defeating everybody they encounter...... HMM......

Here's a thread by another guy talking about this subject, shortly after the 2023 ability rework:
https://returnofreckoning.com/forum/vie ... hp?t=52293
Last edited by Jimsey0000 on Mon Jul 13, 2026 5:50 am, edited 1 time in total.

User avatar
Keula
Posts: 178

Re: Fun is decreasing - lets discuss

Post#63 » Mon Jul 13, 2026 3:16 am

Jimsey0000 wrote: Mon Jul 13, 2026 1:59 am Again, the winter 2023 rdps rework has caused disrupt to be naturally lower, and the staff gave dps am what a free 15 percent more disrupt bypass? as hard as that is to stack in the first palce? Oooooookkay...
Gee i wonder what archetype the the staff/their acquaintances favor. HMMM....
While the patch did lower dirupt of low willpower chars, before with 150WP vs 1050 int you'd gain about +1% Disrupt(defensivestat/offensivestat*7.5) and now you gain 4.5% Disrupt from that WP(3% per 100) and they gain 10.5% strikethrough from their int(1% per 100),
You you gotta remember that you always get HALF of your avoidance since the 23/10/2024 patch, so no matter if the enemy has 100% strikethrough, you will get half of your avoidance you have at that moment, ofc can be debuffed via some abilities.
Jimsey0000 wrote: Mon Jul 13, 2026 1:59 am Parry was not only taken away from weaponskill, but flat parry means nothing anymore; flat parry used to mean NOTHING could reduce the parry you got from items
???
Again read that patch note, but what do you mean nothing could reduce your parry before? Parry striketrhough/generic strikethrough stat existed as a stat and it worked just fine otherwise rampage would've done nothing.
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Jimsey0000
Posts: 46

Re: Fun is decreasing - lets discuss

Post#64 » Mon Jul 13, 2026 4:07 am

@Keula

[/quote]
but what do you mean nothing could reduce your parry before?
[/quote]
I didn't mean special abilities like rampage, i meant, if, for example, you had say like 35 percent parry, that came from % parry item bonuses alone.... str would not be able to reduce it whatsoever. Also, i don't think item parry % bypass could work against it either, from my understanding. The only parry that could be reduced that you had was weaponskill based parry from those aforementioned sources.
It sure felt like the above was the way it worked when you used parry, before the staff screwed it up. One thing is for sure, parry was never in a state this bad. Also, in another thread, a guy formulated how it works now, and basically somehow parry gets a default -10 percent penalty with the new way it works (that was in another thread, i forgot the details of how he figured that out)
Anyway, even though parry is practically non existent on some classes, it won't do anything against the MG42 rdps even if it was still as good as it was.

User avatar
Keula
Posts: 178

Re: Fun is decreasing - lets discuss

Post#65 » Mon Jul 13, 2026 7:04 am

Jimsey0000 wrote: Mon Jul 13, 2026 4:07 am I didn't mean special abilities like rampage, i meant, if, for example, you had say like 35 percent parry, that came from % parry item bonuses alone.... str would not be able to reduce it whatsoever. Also, i don't think item parry % bypass could work against it either, from my understanding. The only parry that could be reduced that you had was weaponskill based parry from those aforementioned sources.
Yea the formula was defstat/offstat*7,5, so offensive stat could never get you negative, but strikethrough% not working against non-stat based flat avoidance%? I have never heard of that being said anywhere.
There were 10% tactics which would partly useless if that were the case plus gear has few extras as well and the 6% talismans existing, shield healer shields giving 8% and GW giving 10% parry/block strikethrough as DW gives 10% parry would make GW:s really bad, granted the GW parry strikethough is ROR addition very early on iirc

Then regards to old rampage personally idk how it worked under the hood, but the 06/02/24 patchnote of the 1st nerf(remember this is over half year before the guaranteed half avoidance patch) says this:
"Rampage - long overdue toning down of extreme power of 100% strikethrough buff, now its a bit more accessible"
So it was strikethrough even before according to that and everyone can say it definitely worked, so maybe some1 has .getstats screenshot with old rampage which would prove this instantly.
Also 2 personal notes, old EoV/FoTG had that 20% strikethough even before the ability rework, aand while I didn't play a lot of AM, I don't remember it getting disrupted much if at all, finally usually I used the 6% parry strikethrough talisman as sdok in ranked it felt like it definitely did work vs not having it.

So I'm leaning quite heavily that strikethrough worked against non-stat based avoidance back then, If any1 has some other info one way or another would love to hear it.
Jimsey0000 wrote: Mon Jul 13, 2026 4:07 am It sure felt like the above was the way it worked when you used parry, before the staff screwed it up. One thing is for sure, parry was never in a state this bad. Also, in another thread, a guy formulated how it works now, and basically somehow parry gets a default -10 percent penalty with the new way it works (that was in another thread, i forgot the details of how he figured that out)
Anyway, even though parry is practically non existent on some classes, it won't do anything against the MG42 rdps even if it was still as good as it was.
What thread? I can't remember anything like that at all, would love to read it. Cause -10 penalty sounds to me just 10% strikethrough you get from 1000 offensive stats of the new system. Which while yes relatively will be more than the old system as you now get to get 10.5% strikethrough from softcap and you'd need 350WP(disrupt) or 350ini(dodge, parry) to fully counter that, which aside from healers, not a lot of ppl have. While the old system you'd always be positive, parry wise even more so on high ws character. I'm sure ppl are still mad about parry switching from ws to ini, but offensive stat giving massive defensive buff was pretty dumb to me.
But again you have the half gurantee now, so if you have say 50% avoidance it should not drop below 25% even if they have infinite strikethrough of that type(unless you get hit with -%avoidance ofc, that applies fully), which considering there is no bug tracker stuff about that I can quickly find, I'm assuming the system is working as it should be.
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kleinbuchstabe
Posts: 191

Re: Fun is decreasing - lets discuss

Post#66 » Mon Jul 13, 2026 8:03 am

wonshot wrote: Sat Jul 11, 2026 11:05 pm Im of the understanding that RDPS premades in a 1-3-2 setup inside scenarios or RvR roaming, started becoming a thing, when objectives lost their importance.

Imo the reason is more simple. The lack of tanks. Or at least good tanks, who know how to support their group, instead of doing... whatever they are doing xD
So one good tank is enough to guard and support a 1-3-2 range group wich is permanently moving, kiting, escaping. Guarding 3 melees on the other hand is far more difficult for 1 tank, i would even say its almost impossible to do a good tank-job. So a 1-3-2 range group is the most effective way to play when there are not enough good tanks available.

wonshot wrote: Sat Jul 11, 2026 11:05 pm When objectives no longer matters, then the purpose and a reason to die fades, and anti-fun kiting gameplay is born. Because you no longer need to push into the enemy to win, you can just let them kite into range of your safety near a postern/warcamp. And then turn&burn any overextenders that over chased
Imho this mindset and playstyle can only be changed via dev patches to the game system.

Agree. At least it would bring some incentive to kite around a BO instead of the warcamp :D

Nikt
Posts: 42

Re: Fun is decreasing - lets discuss

Post#67 » Mon Jul 13, 2026 9:24 am

I believe the vast majority of players see this as a PvP game.
And PvP... is so neglected, left to stagnate, and monotonous that any change at all would be met with enthusiasm right now.
Seriously, STOP this PVE presuure, just give PvP something noticeable to the average player and there will be an explosion of joy—that’s how starved the community is.
Fashionhammer? Why was the ability to use other classes' items for appearance was removed? Just bring that back, and the wasteland will bloom.
Yep maybe game ist worst that yera oor two ago, but stagnation kills anything -bad or good!

bwuceli
Posts: 1

Re: Fun is decreasing - lets discuss

Post#68 » Mon Jul 13, 2026 2:33 pm

I've returned recently after a few years break and I never post on a forum except this once, to voice some serious issues I see going on at the moment. While the initial 3 days were amazing, the next week the fun quickly ended.
I've been knocked around for miles non stop by tanks, pulled halfway across maps from marauders and spawn camped by not one, not two but often four witch elves at a time.

I'm not expert at this game but I've been in pvp games long enough and played MMO's since a beta'ed Everquest in '98, you know everything by looking at a server population. When it's skewed 60-40 to one side, that means something is seriously off. I'm going back in hibernation because getting pushed back into the warcamp and then spawncamped there by a mob 3 times your numbers is not what I see as fun.

Many devs make the mistake of boosting the opposite side, while ignoring nerfs out of fear of the indignation of their player base. So everything gets boosted until ridiculous heights. Coming back, this is what I feel I stepped into now. I know population fluctuates over time, but it's an absolutely **** experience on the side of Order lately.

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