Slayer solobitz
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Re: Slayer solobitz
It was not, just a general comment to keep this from derailing into another nerf x post.
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Persearsenaali rr 8x Slayer
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+loads of rr 70 alts
-"renown pinata for small groups"
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Re: Slayer solobitz
Solo roaming for 1v1s is dead.
It was always worth all the gank squads and WBs chasing into PvE for those awesome 1v1 fights, but they are so rare now that it's no longer worth the time investment to find them, as so few players do it. The few that do increasingly play the same few classes, mainly ranged DPS healers or stealth classes. These classes have always been really strong in solo roam, but since the healer and DPS rework, they are so strong that they've driven out most other classes, as there's no reason to play anything else. Class diversity feels non-existent right now.
I know the game isn't balanced around solo roaming, nor should it be. But that door swings both ways, and there are things in the game that have no purpose in group content that are clearly designed for solo roaming. It feels like "this is not a solo game" is both rightly used to tell people that the game is designed around groups, and also used as an excuse to keep broken things that have clearly been designed for solo roaming. Case in point: 60sec stealth on WE/WH
There is no group balance reason that WE/WH need a 60sec stealth rather than a 30sec one. There is not a single group-play scenario that involves having a WE/WH in stealth for more than 30sec. Yet it was changed to 60sec for solo roam, despite "this is not a solo game" being the design philosophy, and simultaneously won't be reverted to 30sec, even though it has no purpose in a group because "this is not a solo game".
So which is it? Is it not a solo game, so no balance decisions are made with solo in mind? Or is it not a solo game, except when it is?
If it's the former, then there needs to be consistency in changing things that serve no purpose in group play. If it's the latter, and solo is considered when designing a class, then all classes should be included in that consideration.
It was always worth all the gank squads and WBs chasing into PvE for those awesome 1v1 fights, but they are so rare now that it's no longer worth the time investment to find them, as so few players do it. The few that do increasingly play the same few classes, mainly ranged DPS healers or stealth classes. These classes have always been really strong in solo roam, but since the healer and DPS rework, they are so strong that they've driven out most other classes, as there's no reason to play anything else. Class diversity feels non-existent right now.
I know the game isn't balanced around solo roaming, nor should it be. But that door swings both ways, and there are things in the game that have no purpose in group content that are clearly designed for solo roaming. It feels like "this is not a solo game" is both rightly used to tell people that the game is designed around groups, and also used as an excuse to keep broken things that have clearly been designed for solo roaming. Case in point: 60sec stealth on WE/WH
There is no group balance reason that WE/WH need a 60sec stealth rather than a 30sec one. There is not a single group-play scenario that involves having a WE/WH in stealth for more than 30sec. Yet it was changed to 60sec for solo roam, despite "this is not a solo game" being the design philosophy, and simultaneously won't be reverted to 30sec, even though it has no purpose in a group because "this is not a solo game".
So which is it? Is it not a solo game, so no balance decisions are made with solo in mind? Or is it not a solo game, except when it is?
If it's the former, then there needs to be consistency in changing things that serve no purpose in group play. If it's the latter, and solo is considered when designing a class, then all classes should be included in that consideration.
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Culexus- 70+ Warrior Priest
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Gutstompa - 80+ Choppa
Culexus- 70+ Warrior Priest
Karak Norn Veteran
Re: Slayer solobitz
There! thats exactly what im after! thank you good sir!Culexus wrote: Wed Mar 11, 2026 7:23 pm Solo roaming for 1v1s is dead.
It was always worth all the gank squads and WBs chasing into PvE for those awesome 1v1 fights, but they are so rare now that it's no longer worth the time investment to find them, as so few players do it. The few that do increasingly play the same few classes, mainly ranged DPS healers or stealth classes. These classes have always been really strong in solo roam, but since the healer and DPS rework, they are so strong that they've driven out most other classes, as there's no reason to play anything else. Class diversity feels non-existent right now.
I know the game isn't balanced around solo roaming, nor should it be. But that door swings both ways, and there are things in the game that have no purpose in group content that are clearly designed for solo roaming. It feels like "this is not a solo game" is both rightly used to tell people that the game is designed around groups, and also used as an excuse to keep broken things that have clearly been designed for solo roaming. Case in point: 60sec stealth on WE/WH
There is no group balance reason that WE/WH need a 60sec stealth rather than a 30sec one. There is not a single group-play scenario that involves having a WE/WH in stealth for more than 30sec. Yet it was changed to 60sec for solo roam, despite "this is not a solo game" being the design philosophy, and simultaneously won't be reverted to 30sec, even though it has no purpose in a group because "this is not a solo game".
So which is it? Is it not a solo game, so no balance decisions are made with solo in mind? Or is it not a solo game, except when it is?
If it's the former, then there needs to be consistency in changing things that serve no purpose in group play. If it's the latter, and solo is considered when designing a class, then all classes should be included in that consideration.
Its not only the stealth either, stuff like embrace the warp could have been thought more carefully too. for example by disabling the ability when harbringer is active, same for RP versions. Its needed for healer survivality in masscale but I cant think its really designed to be used with magus level dps
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"
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