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Patch Notes 26/07/2024

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Nameless
Posts: 1372

Re: Patch Notes 26/07/2024

Post#81 » Mon Jul 29, 2024 3:43 pm

For lower cap to work morals deminishing returns should go, beside that some skills need adjustment for example magus/engi stagger should become 5 sec if not more
Mostly harmless

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akisnaakkeli
Posts: 285

Re: Patch Notes 26/07/2024

Post#82 » Mon Jul 29, 2024 4:15 pm

Giving back some of the extreme Crit + CC + Skills would be great as well for the 9 aoe cap but it needs 50% aoe HD's back and Morale dmg cap removed because those were the counters always for the zerg, was there no aoedmg cap or 9aoe cap but these methdos are needed.

Adding 50% aoe Hd's will add dps dok,Zealot and Dps Runepriests back to Wb's which is awesome. Adding 50% Aoe HD For Dps Wp as well would be good imo.
Last edited by akisnaakkeli on Mon Jul 29, 2024 7:24 pm, edited 1 time in total.

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Lion1986
Posts: 488

Re: Patch Notes 26/07/2024

Post#83 » Mon Jul 29, 2024 6:20 pm

Uchoo wrote: Mon Jul 29, 2024 2:36 pm Stealthers could probably do the same.

This in addition to what has already been mentioned by others.
This is why WH and WE exists. In lotd last time we had a single party of wh near our main wb with the purpose to ambush backlines once Frontline crashes. They literally zerged healers and unlocked clashes that would have lasted a lot of time by focusing enemy formation weak points. They make wonderful skirmishers and the 9 cap bring wh back in the rails. (No more mono bw warbands finally)
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Rotgut
Posts: 199

Re: Patch Notes 26/07/2024

Post#84 » Mon Jul 29, 2024 9:55 pm

Like 15 different people said already, AoE cap reduction without adding something to build towards just isn't working. There are no resources to call for as a MA.

"Allowing a well coordinated warband to be able to tank damage when outnumbered for at least some time, gives them the opportunity to create plays of their own"

Yeah i agree with this, lowering TTK should give us time to do something, except you didn't give us anything to do.

M2s don't do anything so kiting out and turning with morales doesn't work, we don't have big meaningful spells like Rampage to build towards, we don't have a strong GTDC to spam to get 1-2 DPS kills on an enemy melee line before u even get there, trying to focus dmg on parts of their blob doesn't do anything cuz Healers are free to focus heal due to the lack of pressure on anything else, Single Target calls doesn't do anything cuz you can't get a kill when 8 healers are free to Single Target heal somebody. With 24 AoE cap i used to be able to take apart bigger blobs by focusing segments of it. You see two front lines coming for you, you could focus one till you noticed 2-3 of their DPS dying, meaning they lost their kill power, so you created a spot for your Healers to run towards and your melee line is free to turn towards the 2nd enemy line. Now nothing ever dies, its fully a numbers game, there is no creative movement to do.

Ever since this rework started you're just giving us less and less to work with. I've made posts before asking for more stuff cuz all a Warband had to feel strong were M2 Drops and Bellow Charges, and now we don't even have that.

oRvR is so boring right now. Just give me something to build towards, anything to use this extra time in fights for.

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Vri
Posts: 620

Re: Patch Notes 26/07/2024

Post#85 » Mon Jul 29, 2024 10:28 pm

Wdova wrote: Fri Jul 26, 2024 1:06 pm "The target cap has been lowered back down to 9 instead of 24."

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My thoughts as well. I want oil to be more deadly now.
Last edited by Vri on Mon Jul 29, 2024 10:30 pm, edited 1 time in total.

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Ninjagon
Posts: 528

Re: Patch Notes 26/07/2024

Post#86 » Mon Jul 29, 2024 10:28 pm

Green and Mythic rarity crafted rings are Bind on equip.
Blue and Purple rings are Bind on pickup.

Can you change all rings to Boe pls ?
I made a blue rarity ring with my first char, and cannot send it to my second char now :-(
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ekalime
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Posts: 254

Re: Patch Notes 26/07/2024

Post#87 » Tue Jul 30, 2024 3:14 am

Ninjagon wrote: Mon Jul 29, 2024 10:28 pm Green and Mythic rarity crafted rings are Bind on equip.
Blue and Purple rings are Bind on pickup.

Can you change all rings to Boe pls ?
I made a blue rarity ring with my first char, and cannot send it to my second char now :-(
Items with decay timers cannot be BoE. The decayed rings are BoE.

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vanbuinen77
Posts: 297

Re: Patch Notes 26/07/2024

Post#88 » Tue Jul 30, 2024 4:19 am

This is a good meta change.

Just re add 50% aoe heal debuffs back in and morales without diminishing returns.

Then it will be perfect.
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Uchoo
Posts: 543

Re: Patch Notes 26/07/2024

Post#89 » Tue Jul 30, 2024 5:01 am

Losing Morale DR is not a good idea. Just a recap to before we had it. We ran 12 to 14,000 hp on tanks and would get 1 shot walking into a door. Press Immac D, instantly die.

With the current test going on, try to focus on getting your dps players all pushing buttons on the same spot and hitting good targets!
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Rotgut
Posts: 199

Re: Patch Notes 26/07/2024

Post#90 » Tue Jul 30, 2024 11:33 am

Uchoo wrote: Tue Jul 30, 2024 5:01 am Losing Morale DR is not a good idea. Just a recap to before we had it. We ran 12 to 14,000 hp on tanks and would get 1 shot walking into a door. Press Immac D, instantly die.

With the current test going on, try to focus on getting your dps players all pushing buttons on the same spot and hitting good targets!
Ok Morale DR can stay but we need something man.I understand that balling up and focusing damage was the most efficient positioning for WBs last time AoE cap were 9 targets, but something else must've changed cuz right now that is not enough.

I wish i had footage of yesterday's Retri warband, in particular a fight at Dragonwake's PE. It was my WB alone sitting at the BO when Gruff + Zorbax charged us together. Very good fight to analyze this theory of "organized warbands can take on bigger number with the changes". I've taken this exact fight before, Retri always log in at the same time for the past 12 months which coincides with Gruffrip's last 30min or so and Zorbaxx is always around too. I feel the need to reiterate how regular of an experience this is. We win this fight most of the time, and even when we lose we manage to at least kill segments of their combined WBs.

We were at the BO, they saw us, stopped to get in position then charged. I made a "tanks up front and DPS ball up on me" call, while they separated into 3 different front lines to charge us - half of Zorbax's line came in on my left thru the bridge, Zorbax crossed the river on the shallow part straight at me, Gruffrip took his whole line to my right where the river is a little deeper.

Zorbaxx's on his Marauder overextended and did an AoE KD too early, then his support arrived. We did 5-6 GCDs on what was right in front of us, which was less than 9 targets, and nothing died. I assume its because we can't break his HPS barrier since nothing else on that blob was being pressured and all heals where going there - i was playing DPS RP so armor debuff, incoming heal debuff and extra Crit, and we had Fort Weapon WLs on my WB to guarantee that all of our targets are getting debuffed - still not enough for goddamn Retri to make a dent on half of Zorbax's melee line. Gruffrip reached us at this point, i turned the WB towards him and we stay on him cuz i gotta kill something before moving on, but still nothing died. At this point i start losing DPS cuz my WB's HPS went down, since the healers were forced to start moving due to Zorbaxx's attack from the bridge, so my kill power went down. My melee dies, i release, i still had most of the healers up and the Oath + Friends ball arrived and they kept the fight going.

Uchoo, you know all the warbands involved in that fight. I did the changes in positioning that AoE Cap Reduction requires us to do. If i can't even get some kills on that fight - which again, happened many times at the start of Retri WBs, we have the same schedule - then what are we doing here with these changes. If i'm forced to make "oh lets just stick to Order" calls from now on, i'm done man.

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