I could put up with the neglect of RvR if my class was good. I wish RvR was ever improved as opposed to the PvE obsession.
But I can’t enjoy RvR if I don’t enjoy my main class and that hasn’t been the case since Slayer was nerfed and then nerfed again to uselessness.
The terrible class changes need to be fixed first, especially for Slayer.
Many classes have been watered down by these devs to be no fun, but Slayer is the worst.
Recent Topics
Ads
Fun is decreasing - lets discuss
- CountTalabecland
- Posts: 1104
Re: Fun is decreasing - lets discuss
Brynnoth Goldenbeard (40/80) (IB) -- Rundin Fireheart (40/50) (RP) -- Ungrinn (40/40) (Engi)-- Bramm Bloodaxe (40/83) (Slayer) and a few Empire characters here or there, maybe even an elf.
Ads
-
vladerethro
- Posts: 45
Re: Fun is decreasing - lets discuss
I find the game less fun in RVR, maybe playing it for to long, but the massive aoe dmg, most fight are: wait, aoe snare, aoe kd, instant death (not really fun either you're loosing or winning tbh)
Then the massive grind for fake content, like regrind genesis (only in zone bags, or 2 in weekend sc), grind your stalward stone...
Gameplay in rvr was more fun before the release of fort/invader.
PVE focus... F it, never done a dungeon
Events most of the time make the game a kill farm or pve grind again...
We play for fun, not frustrating chores, it's not a commercial game where you need player retention to pay the subscription
Tho, a good job on sc rework, not all matches are balanced, but most of them are good now, so I am a bit optimistic things gonna change for the rest of content (that's why I still log on)
Then the massive grind for fake content, like regrind genesis (only in zone bags, or 2 in weekend sc), grind your stalward stone...
Gameplay in rvr was more fun before the release of fort/invader.
PVE focus... F it, never done a dungeon
Events most of the time make the game a kill farm or pve grind again...
We play for fun, not frustrating chores, it's not a commercial game where you need player retention to pay the subscription
Tho, a good job on sc rework, not all matches are balanced, but most of them are good now, so I am a bit optimistic things gonna change for the rest of content (that's why I still log on)
Re: Fun is decreasing - lets discuss
I'd say since the ability rework has spiraled down continuously... trying reinventing the wheel and sucking out the fun.
Completely flattened most classes and racials, making gameplay as boring as possible.
No wonder most of the organized guilds are gone or heavily reduced in numbers...
Just my 2c.
Completely flattened most classes and racials, making gameplay as boring as possible.
No wonder most of the organized guilds are gone or heavily reduced in numbers...
Just my 2c.
http://www.seventhlegion.net/
Jeliel - RP 88
Jelyel - DoK 87
Jel - WP 86
Jelielino - Shaman 86
Jelie - Zealot 84
Jelielina - AM 84
Jeliel - RP 88
Jelyel - DoK 87
Jel - WP 86
Jelielino - Shaman 86
Jelie - Zealot 84
Jelielina - AM 84
Re: Fun is decreasing - lets discuss
It's a stretch to say golfing has no risk. Both faction's tanks can do exactly the same thing to each other, so playing golf requires that you monitor enemy tanks and don't get yourself knocked and punted. The fact that tanks sometimes walk out of those situations is usually because they invest strong cooldowns like morales or the enemy faction just ignores them or applies zero pressure, no heal debuffs, and so on. It's not hard to kill a sovereign tank that gets punted into a huge stack of enemies. I have been dogpiled myself on more than one occasion, and my punts on some very skilled well-known BiS tanks have lead to their deaths also.
I personally think morale drops are a strategy. It's far less pronounced than it used to be because of the morale diminishing returns (which I think it an excellent mechanic that resolved the issue). Morale drops don't just kill you outright but they do a huge burst. This seems like a valid strategy for warband play to me. There is also some counter play in spreading out, punting, slowing them down with other CC and tanks body block, investing healer morales, and so on.
Personally I dislike the excessive amount of back-and-forth these days. Perhaps I'm misremembering, but it felt like the two factions were more willing to push W into each other and fight to a conclusion. These days both factions only push when the enemy faction is retreating so that they can catch a few over-extenders. This back-and-forth playstyle is also the reason why golf and single-target ranged burst is such a prominent playstyle. You can't golf an entire warband pushing W at you. You either fight or you kite.
Finding stronger and more direct incentives to spread players out would probably help this a lot. I think it's the blobby nature of the game that creates this back-and-forth behavior. Nobody wants to push in first because if they get no backup then they will just get steamrolled by 4+ warbands. I understand that getting players to spread out is a problem that no MMO has ever realistically managed to solve, but I still don't think it's completely unsolvable.
I personally think morale drops are a strategy. It's far less pronounced than it used to be because of the morale diminishing returns (which I think it an excellent mechanic that resolved the issue). Morale drops don't just kill you outright but they do a huge burst. This seems like a valid strategy for warband play to me. There is also some counter play in spreading out, punting, slowing them down with other CC and tanks body block, investing healer morales, and so on.
Personally I dislike the excessive amount of back-and-forth these days. Perhaps I'm misremembering, but it felt like the two factions were more willing to push W into each other and fight to a conclusion. These days both factions only push when the enemy faction is retreating so that they can catch a few over-extenders. This back-and-forth playstyle is also the reason why golf and single-target ranged burst is such a prominent playstyle. You can't golf an entire warband pushing W at you. You either fight or you kite.
Finding stronger and more direct incentives to spread players out would probably help this a lot. I think it's the blobby nature of the game that creates this back-and-forth behavior. Nobody wants to push in first because if they get no backup then they will just get steamrolled by 4+ warbands. I understand that getting players to spread out is a problem that no MMO has ever realistically managed to solve, but I still don't think it's completely unsolvable.
Rathaerion - 85 Sword Master
Raffgoff - 85 Black Orc
Rathyrion - 81 Knight
Re: Fun is decreasing - lets discuss
I didnt vote, but want to add that in my opinion the new trend of following the K/D ratio does not sit well to this game.
It drives ppl to killfarming instead of playing the game for the sake of the good fights. Something has changed here in past few years or so..
It drives ppl to killfarming instead of playing the game for the sake of the good fights. Something has changed here in past few years or so..
Tinbitz rr8x BO
Daewuur rr8x Magus
Deawuur rr8x engineer
Superbeast rr 8x Choppa
Persearsenaali rr 8x Slayer
Bintitz rr 8x IB
+loads of rr 70 alts
-"renown pinata for small groups"
Daewuur rr8x Magus
Deawuur rr8x engineer
Superbeast rr 8x Choppa
Persearsenaali rr 8x Slayer
Bintitz rr 8x IB
+loads of rr 70 alts
-"renown pinata for small groups"
Re: Fun is decreasing - lets discuss
Majority of organised WBs have been chased away. Incentives to play on equal grounds have been removed. Those who used to get farmed now are the apex predator running with their 48 man WBs.Pahakukka wrote: Thu Jul 30, 2026 7:53 am I didnt vote, but want to add that in my opinion the new trend of following the K/D ratio does not sit well to this game.
It drives ppl to killfarming instead of playing the game for the sake of the good fights. Something has changed here in past few years or so..
https://youtu.be/NJa6nfxp9iI?is=_2N7VwWzAy2-twof
Re: Fun is decreasing - lets discuss
What changed is:Pahakukka wrote: Thu Jul 30, 2026 7:53 am I didnt vote, but want to add that in my opinion the new trend of following the K/D ratio does not sit well to this game.
It drives ppl to killfarming instead of playing the game for the sake of the good fights. Something has changed here in past few years or so..
1) Campaign has zero value
2) Realm pride died
3) Classes got dumbed down
4) Crests and RR are easier gained in a blob
So what's left is if you're in a guiild to group up as 6-12 men and farm noobs for kills, or if you're not organised then join a PUG WB and find safety in numbers to get kills.
-
abezverkhiy
- Posts: 657
Re: Fun is decreasing - lets discuss
First I replied that fun increased but after the rdps patch notes and stealth NERF I realised that playing WH will not be that fun anymore
Ads
-
nocturnalguest
- Posts: 990
Re: Fun is decreasing - lets discuss
I would say it just became more popular, since live people were bragging with DB/GB screenshots and track it all thru addons, but with killboard introduction this all became much more transparent. Transperancy makes people behave a bit differently so more are afraid to have bad stats and thus dodge more.Pahakukka wrote: Thu Jul 30, 2026 7:53 am I didnt vote, but want to add that in my opinion the new trend of following the K/D ratio does not sit well to this game.
It drives ppl to killfarming instead of playing the game for the sake of the good fights. Something has changed here in past few years or so..
Solo pranked showcase this perfectly, some people (mostly soloers and people from big orvr guilds) had very huge ego along with notion of their skills but then there is transparent ladder with additional reality check they just stop qing with either over exaggerated or made up excuses (toxicity etc). You could trick your own addon for fancy screenshot, d/c before dying etc, but you cant trick transparent serverwide ladder.
People behaviour in terms of killfarming havent changed a tiny bit, there are same amount of people obsessed with it but victims behaviour changed more.
Like some people still consider it incredibly humiliating to get inside a clip of some solo roamer.
Thankfully im a casual lazy daddy and see no issues/care nor in killboard nor in killfarming obsession nor in being victim of it but i definitely can see clear causality in all this.
So, tl;dr
its not new trend, its just systematic upgrade of old trend
something is pretty clear what, orvr has no purpose, no meaning to die on a hill + total transparency
P.S. I didnt vote as well, its very hard for me to measure. Most fun i get from playing with my friends, i very very rarely play alone past few years and even if i do i try to group up with someone as i stopped having fun as solo long ago. So once there are no friends or no opportunities to get some group action i just log off and do something else.
Re: Fun is decreasing - lets discuss
I played this game daily for years, thanks to a group of 3–4 friends, that was a greta fun.
But they stopped playing.
The reasons included the diminishing freedom to choose party roles, the increasing emphasis on mass battles, and the growing time investment required to compete effectively with other players. When expensive potions and PvE-sourced weapons became increasingly crucial, veteran players (my group included) had to choose between real life or grind.
And they weren't interested in arguments like "it's an organized game—adapt or face the consequences.". They go away and i stay here just for memories about great old times.
However, I disagree with the comments regarding the "clarity of killboard results."
I. Killboards are actually one of the causes of "blobbing," as they create the illusion that killing a 100 players in a crowd makes you superior to them.
II. Killboards encourage warbands to hunt down lone players, driving people away from the game. ( Pls dont tell me that "solo can take bo, we need kill him at all costs")
III. Killboards encourage players to attack unexperienced ppl from PvE and to exploit mobs in order to secure a "solo kill".
But its ok, betetr this then nothing.
But they stopped playing.
The reasons included the diminishing freedom to choose party roles, the increasing emphasis on mass battles, and the growing time investment required to compete effectively with other players. When expensive potions and PvE-sourced weapons became increasingly crucial, veteran players (my group included) had to choose between real life or grind.
And they weren't interested in arguments like "it's an organized game—adapt or face the consequences.". They go away and i stay here just for memories about great old times.
However, I disagree with the comments regarding the "clarity of killboard results."
I. Killboards are actually one of the causes of "blobbing," as they create the illusion that killing a 100 players in a crowd makes you superior to them.
II. Killboards encourage warbands to hunt down lone players, driving people away from the game. ( Pls dont tell me that "solo can take bo, we need kill him at all costs")
III. Killboards encourage players to attack unexperienced ppl from PvE and to exploit mobs in order to secure a "solo kill".
But its ok, betetr this then nothing.
Who is online
Users browsing this forum: No registered users and 55 guests



