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Cutting the GCD Back

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malmar
Posts: 65

Re: Cutting the GCD Back

Post#11 » Mon May 26, 2025 7:26 am

I would like to have option to turn of ability queuer.

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illumius
Posts: 34

Re: Cutting the GCD Back

Post#12 » Mon May 26, 2025 10:08 am

Florian90210 wrote: Sun May 25, 2025 6:22 pm problem is with increased GCD all casters got huge buff and melee classes nerfed. Playing melee feels so clunky. When I need to wait 1.5 sec to apply witchbrew it feels so stupid.
LOL. MDPS is META. Only SH squad can play equally. In 2 years, most of the players on the MDPS have deteriorated very much. The sniper squads must be returned to the game for the side of order. It is necessary to return magnets and game changer skills to the order.
AM, BW, SL, SM, WL, Engi, RP, WP - all 80+ and BIS.
BO and WE for easy game on mid tier sc.

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space44
Posts: 482

Re: Cutting the GCD Back

Post#13 » Tue May 27, 2025 2:42 am

bad internet = irl skill issue.
Chosen: Roten Plaguelord rr86 | Knight of the Blazing Sun: Lyntyz Jesterknight rr63

I'm not a clown, I'm the whole circus.

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Fey
Posts: 918

Re: Cutting the GCD Back

Post#14 » Tue May 27, 2025 7:03 am

TTK is pretty low in this game, particularly with the gear gap. Reverting the GCD would exacerbate this. I'm fine with either, but probably prefer the current iteration.
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vipevox
Posts: 33

Re: Cutting the GCD Back

Post#15 » Tue May 27, 2025 7:30 am

Tell me, was there at least one topic in which there was a positive reaction to such proposals with further changes in the game itself? Because from my experience such topics are completely useless and have no practical value. Just talk, and all changes in the game occur exclusively according to how the game is seen directly by the team owner of the content.

nocturnalguest
Posts: 616

Re: Cutting the GCD Back

Post#16 » Tue May 27, 2025 7:34 am

He is not talking about GCD increase. He is talking about being able to stop AP regen tick and launch abilities ontop of each other instantly. Previously it was done if you press ability in correct timing before GCD (previous version) goes off.
Usually that was the main mechanics on which knowledgeless scrubs put a blame on NB and label it as cheat tool because that addon made it easier.
Once new GCD has been introduced it had no que for next ability which made it insanely clunky and so then RoR made its own que for next ability disabling this mecanics.

Also lol@those who put salty jokes here which show they clearly dont understand what OP actually talks about, l2p&gitgud folks

Gorezog
Posts: 15

Re: Cutting the GCD Back

Post#17 » Tue May 27, 2025 11:57 am

nocturnalguest wrote: Tue May 27, 2025 7:34 am He is not talking about GCD increase. He is talking about being able to stop AP regen tick and launch abilities ontop of each other instantly. Previously it was done if you press ability in correct timing before GCD (previous version) goes off.
Usually that was the main mechanics on which knowledgeless scrubs put a blame on NB and label it as cheat tool because that addon made it easier.
Once new GCD has been introduced it had no que for next ability which made it insanely clunky and so then RoR made its own que for next ability disabling this mecanics.

Also lol@those who put salty jokes here which show they clearly dont understand what OP actually talks about, l2p&gitgud folks
as per the link I provided those with better connection to the servers gained an advantage over those who did not.

I am pretty new back, played live, played this years ago and it does feel a little "clunky", pots feel definitely wrong.

nocturnalguest
Posts: 616

Re: Cutting the GCD Back

Post#18 » Tue May 27, 2025 1:06 pm

Gorezog wrote: Tue May 27, 2025 11:57 am as per the link I provided those with better connection to the servers gained an advantage over those who did not.

I am pretty new back, played live, played this years ago and it does feel a little "clunky", pots feel definitely wrong.
Nah nah, you dont have to explain yourself anyhow, salty parts of my post not refered into what you say anyhow. Its not anyhow connected into latency and stuff. Its just a bit different issues altho very strongly connected in their mechanics and nature (packets, timings, que code, GCD code). Max post is very "general", without significant actual, proper data. Live GCD worked differently, starting with it wasnt actually 1.5 but 1.4, there is Mark Jacobs confirmation about that, "slop timer" for que was 0.3s vs. unknown in current RoR implementation (got a link saved for that one).

Also how exactly "cutting the GCD back" was working Eathisword has on a clip he made as a guide to play BG (dont have saved link and cba to search, but if someone is really interested you can look up here on forum or on his youtube channel). Thats the most perfect showcase ive seen, done without NerfedButtons too.

That is what OP says. 1,15 was ideal to launch it, at some point it even didnt ignore AP regen tick and at some point later it did (dont have saved exact data, bug or feature and cba to look up). This feature is exactly the cause of urban legends and myths about "NB ignoring GCD". Of course NB wasnt anyhow a case, but actually all this clueless stuff is/was very important part of AoR/RoR mythology and a great fuel for forum/discord pvp :D

P.S. In depth explanations about ping issues, whats server whats client packets, most important technical details were provided by Dalen previously on various discords and in private. Unknown is "slop timer" for que in current implementation but i guess if someone is so interested its not a big issue to ask and figure (not on forums obviously)

Edit 1: Also to not derail and load up a thread with simple suggestion with much of side info adding up a comment on a matter:
First of all, discussion should also consider AP regeneration. I also did enjoy this feature alot, especially in a case where it did affect AP regen tick stopping it. I believe that was best "fair" implementation and a matter of choice - you either load up everything at once and pay for it with AP or you sustain better.
It did require better timing, it was layer of complexity and quer we've had with it worked perfectly. Adding on top what was already mentioned here (pots, morales, etc) gameplay wise i believe what we have now is more clunky. Maybe indeed like other posters say - enough to resolve clunkiness are pots and morales.
But adding layers of complexity like this imo always better. It would then also open The Gates of Hell for casual vs tryhard discussion too, especially with killboard data we now have.
Really complex thing to discuss upon. Atm i believe not enough educated enough playerbase to even discuss this (because even according to applies it confirms that many dont even understand what OP is actually even talking about while his post is clear as night and day), not even mentioning gathering various solid, data/experienced proof'd suggestions and variety of backed up opinions

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Gorezog
Posts: 15

Re: Cutting the GCD Back

Post#19 » Tue May 27, 2025 1:34 pm

nocturnalguest wrote: Tue May 27, 2025 1:06 pm
Gorezog wrote: Tue May 27, 2025 11:57 am as per the link I provided those with better connection to the servers gained an advantage over those who did not.

I am pretty new back, played live, played this years ago and it does feel a little "clunky", pots feel definitely wrong.
Nah nah, you dont have to explain yourself anyhow, salty parts of my post not refered into what you say anyhow. Its just a bit different issues altho very strongly connected. Max post is very "general", without significant actual, proper data. Live GCD worked differently, starting with it wasnt actually 1.5 but 1.4, there is Mark Jacobs confirmation about that, "slop timer" for que was 0.3s vs. unknown in current RoR implementation (got a link saved for that one).

Also how exactly "cutting the GCD back" was working Eathisword has on a clip he made as a guide to play BG (dont have saved link and cba to search, but if someone is really interested you can look up here on forum or on his youtube channel). Thats the most perfect showcase ive seen, done without NerfedButtons too.

That is what OP says. 1,15 was ideal to launch it, at some point it even didnt ignore AP regen tick and at some point later it did (dont have saved exact data, bug or feature and cba to look up). This feature is exactly the cause of urban legends and myths about "NB ignoring GCD". Of course NB wasnt anyhow a case, but actually all this clueless stuff is/was very important part of AoR/RoR mythology and a great fuel for forum/discord pvp :D

P.S. In depth explanations about ping issues, whats server whats client packets, most important technical details were provided by Dalen previously on various discords and in private. Unknown is "slop timer" for que in current implementation but i guess if someone is so interested its not a big issue to ask and figure (not on forums obviously)

Edit 1: Also to not derail and load up a thread with simple suggestion with much of side info adding up a comment on a matter:
First of all, discussion should also consider AP regeneration. I also did enjoy this feature alot, especially in a case where it did affect AP regen tick stopping it. I believe that was best "fair" implementation and a matter of choice - you either load up everything at once and pay for it with AP or you sustain better.
It did require better timing, it was layer of complexity and quer we've had with it worked perfectly. Adding on top what was already mentioned here (pots, morales, etc) gameplay wise i believe what we have now is more clunky. Maybe indeed like other posters say - enough to resolve clunkiness are pots and morales.
But adding layers of complexity like this imo always better. It would then also open The Gates of Hell for casual vs tryhard discussion too, especially with killboard data we now have.
Really complex thing to discuss upon. Atm i believe not enough educated enough playerbase to even discuss this (because even according to applies it confirms that many dont even understand what OP is actually even talking about while his post is clear as night and day), not even mentioning gathering various solid, data/experienced proof'd suggestions and variety of backed up opinions
Cursory testing shows there are abilities that ignore GCD, Im almost afraid to mention them in case someone notices and puts them on the GCD so it will be a minor case of a database flag or at worst a minor alteration of ability linked into the potion in the client to take off the GCD at least in the case of potions which is what I am noticing most, simply the extra seconds to putting them on before starting and sometimes NOT putting them on because the GCD didnt finish before I pressed the other.

As for the rest of what you describe I cant really comment, I have no real recollection and time between playing will have addled my perception.

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Mordecaieth
Posts: 145
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Re: Cutting the GCD Back

Post#20 » Wed May 28, 2025 3:17 pm

Sadly, the team has rebuilt one too many abilities and the "ability rework" hinged heavily upon the increase in GCD if I'm not mistaken. To rework GCD or speed it up would likely cause a tangle in the spaghetti and lots of time to fix.

But I agree, pots and consumes sharing the GCD is underwhelming. The removal of sticky and flame pots also fall into this category of gripe because they atleast provided counterplays to certain archetypes in small scenario settings.

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