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runepriest buffs

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lilsabin
Posts: 619

runepriest buffs

Post#1 » Fri Oct 16, 2015 3:25 pm

Is it possible to make the runepriest buffs ( rune of power and the others of it s kind) group buff , instead of having to select each person and buff them ?

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grumcajs
Posts: 378

Re: runepriest buffs

Post#2 » Fri Oct 16, 2015 3:27 pm

its better this way. u do not need to buff resists when u have AM in grp. sometimes dps ask u to buff his off stats if he is not already at softcap, sometimes healer tell you to boost his willpower instead of resists etc. etc.

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boog
Posts: 343

Re: runepriest buffs

Post#3 » Fri Oct 16, 2015 3:31 pm

Yeah if you gave everyone the same buff it wouldn't really be beneficial. A slayer with inc willpower and initiative isn't very helpful just like a healer with a strength buff isn't either
CHSN Wafulz | KBOB Wafuls | IB Waffulz | BG Waffelz | BO Waaaghfulz | SM Waffels

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Jaycub
Posts: 3130

Re: runepriest buffs

Post#4 » Sun Oct 18, 2015 6:15 pm

Most of the time RP is using ini buff on everyone anyways lol. Resists covered by knight, main power stats covered by potions or other buffs, etc...

Buff/debuff stacking in this game sucks, and gives certain classes an edge on others if they have unique buff/debuffs that don't get overridden or become near pointless.

The other thing about RP buffs too is they can be severed, unlike our god kings WP and Knight :^) and potion buffs.
<Lords of the Locker Room> <Old School>

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OldPlayer
Former Staff
Posts: 859

Re: runepriest buffs

Post#5 » Sun Oct 18, 2015 6:17 pm

More important thing to do is to make Runes "expendable" as they were in original, you could use the rune placed on you to damage/heal etc.
magicthighs wrote:Finding bugs is what players are for. The RoR team itself doesn't have the people nor the time to do that.

bloodi
Suspended
Posts: 1725

Re: runepriest buffs

Post#6 » Sun Oct 18, 2015 6:22 pm

OldPlayer wrote:More important thing to do is to make Runes "expendable" as they were in original, you could use the rune placed on you to damage/heal etc.
I remember a dev asking about it and its simple, using those skills is a waste of a GCD, so fixing them is a waste of development time.

So its not a important thing and will never be, also as others said, its better that the RP/zealot buffs are single target so you are able to buff different things within the group.

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Mez
Posts: 730

Re: runepriest buffs

Post#7 » Sun Oct 18, 2015 6:52 pm

bloodi wrote:
OldPlayer wrote:More important thing to do is to make Runes "expendable" as they were in original, you could use the rune placed on you to damage/heal etc.
I remember a dev asking about it and its simple, using those skills is a waste of a GCD, so fixing them is a waste of development time.

So its not a important thing and will never be, also as others said, its better that the RP/zealot buffs are single target so you are able to buff different things within the group.
It's interesting the dev's skillcap determines what's worthy of implementation in your story. Those attacks were used very often in many scenarios depending on what class you were, i.e. ranged finisher for melee, de-mounting attack for classes with under 65 foot range attacks, and on my BW, (where backlash is doing twice the damage in RoR than on live), I would appreciate being able to cast a non-backlash ability once again. In fact, I've been waiting over a year patiently for the 2nd portion of these buff's abilities to be put in. Oh wells.
Word of Pain and Boiling Blood are no longer able to proc anything. The Bright Wizard College has confirmed this is a big deal. (stealth nerf)
https://bugs.returnofreckoning.com/view.php?id=23145

bloodi
Suspended
Posts: 1725

Re: runepriest buffs

Post#8 » Sun Oct 18, 2015 6:56 pm

Mez wrote:It's interesting the dev's skillcap determines what's worthy of implementation in your story. Those attacks were used very often in many scenarios depending on what class you were, i.e. ranged finisher for melee, de-mounting attack for classes with under 65 foot range attacks, and on my BW, (where backlash is doing twice the damage in RoR than on live), I would appreciate being able to cast a non-backlash ability once again. In fact, I've been waiting over a year patiently for the 2nd portion of these buff's abilities to be put in. Oh wells.
Its interesting that you even try to bring skillcap into the convo.

99 times out of 100, those skills are worthless but if you want to talk about those times were it was so great and that never happen while trying to pull a punch on the devs, be my guest.

Is still a waste of time to fix those skills though.

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Vdova
Posts: 555

Re: runepriest buffs

Post#9 » Sun Oct 18, 2015 7:21 pm

bloodi wrote:
Mez wrote:It's interesting the dev's skillcap determines what's worthy of implementation in your story. Those attacks were used very often in many scenarios depending on what class you were, i.e. ranged finisher for melee, de-mounting attack for classes with under 65 foot range attacks, and on my BW, (where backlash is doing twice the damage in RoR than on live), I would appreciate being able to cast a non-backlash ability once again. In fact, I've been waiting over a year patiently for the 2nd portion of these buff's abilities to be put in. Oh wells.
Its interesting that you even try to bring skillcap into the convo.

99 times out of 100, those skills are worthless but if you want to talk about those times were it was so great and that never happen while trying to pull a punch on the devs, be my guest.

Is still a waste of time to fix those skills though.
Thats the reason why I left my Zealot DPS path and get used to healing one .-)
Vdova - Witch elf princess of suffer and despair

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OldPlayer
Former Staff
Posts: 859

Re: runepriest buffs

Post#10 » Sun Oct 18, 2015 7:31 pm

bloodi wrote: I remember a dev asking about it and its simple, using those skills is a waste of a GCD, so fixing them is a waste of development time.

So its not a important thing and will never be, also as others said, its better that the RP/zealot buffs are single target so you are able to buff different things within the group.
May I inquire the link to be sure that these particular skills are not considered to be important, please?
magicthighs wrote:Finding bugs is what players are for. The RoR team itself doesn't have the people nor the time to do that.

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