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Fun is decreasing - lets discuss
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BloodnTears
- Posts: 3
Re: Fun is decreasing - lets discuss
There is absolutely lower morale/fun on the server directly caused by the updates over the last 5 years.
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Re: Fun is decreasing - lets discuss
I said it before, I say it again. Guard needs to be nerfed, certain defensive buffs should not stack, the block/parry/dodge/disrupt cap should be lowered, Distracting Bellow, Challenge, Detaunt should be limited and the insane stats you achieve by just having sov/mix bis should be adjusted. Wounds needs a cap like everything else (around 900 wounds), Liniments give to much.
Range aoe abilities got nerfed years ago for example Rain of Fire, Pits of Shade, Napalm, Phosphorous Shells all these skills can only stack once at a time on a funnel position aka if you have more than 1 person using the skill, you dont do damage unless you full specc'ed into the tree, I been saying this for 3 years now, this needs to be addressed. Engi has two of those in one single talent tree aka they not even default aoe abilities like Rain of Fire..
Warcamps need a change for example by having people spawn in their keeps and not in the Warcamp. The Warcamp should be a place to gather but not a place to fight from. Its a part of the zone but should not be a part of the fight. We also need more way to get people into the keeps for a keep defense but obviously all with limits. Speaking of limits, RvR should be more like forts and zones should be limited imo to draw out the playerbase into different zones. Maybe even have a wb limit in certain zones to spice it up (no idea if thats even possible).
Lot of classes need work and love, they feel stale after getting changed, lost their indentity over time and never really got updated unlike some other classes which are constantly adjusted and changed.
Last but not least the biggest issue is communication. It's been pretty rough to even have a conversation with anyone in charge. We have things that got changed based on feedback of a handful of people and the big stuff everyone else is complaining about gets neglected or worked on but never changed in a meaningful way despite really good community ideas.
Range aoe abilities got nerfed years ago for example Rain of Fire, Pits of Shade, Napalm, Phosphorous Shells all these skills can only stack once at a time on a funnel position aka if you have more than 1 person using the skill, you dont do damage unless you full specc'ed into the tree, I been saying this for 3 years now, this needs to be addressed. Engi has two of those in one single talent tree aka they not even default aoe abilities like Rain of Fire..
Warcamps need a change for example by having people spawn in their keeps and not in the Warcamp. The Warcamp should be a place to gather but not a place to fight from. Its a part of the zone but should not be a part of the fight. We also need more way to get people into the keeps for a keep defense but obviously all with limits. Speaking of limits, RvR should be more like forts and zones should be limited imo to draw out the playerbase into different zones. Maybe even have a wb limit in certain zones to spice it up (no idea if thats even possible).
Lot of classes need work and love, they feel stale after getting changed, lost their indentity over time and never really got updated unlike some other classes which are constantly adjusted and changed.
Last but not least the biggest issue is communication. It's been pretty rough to even have a conversation with anyone in charge. We have things that got changed based on feedback of a handful of people and the big stuff everyone else is complaining about gets neglected or worked on but never changed in a meaningful way despite really good community ideas.
- CountTalabecland
- Posts: 1107
Re: Fun is decreasing - lets discuss
This right here.BloodnTears wrote: Tue Aug 04, 2026 7:12 pm There is absolutely lower morale/fun on the server directly caused by the updates over the last 5 years.
I spent 6+ year playing a class and then one day it went poof in a rework and has just been left in a broken state. Can't say its been much fun.
I hope the devs read the ratio on this post and change course. They have a grand 12% approval rating to date.
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.
Re: Fun is decreasing - lets discuss
I totally support thisRewarc wrote: Tue Aug 04, 2026 8:32 pm I said it before, I say it again. Guard needs to be nerfed, certain defensive buffs should not stack, the block/parry/dodge/disrupt cap should be lowered, Distracting Bellow, Challenge, Detaunt should be limited and the insane stats you achieve by just having sov/mix bis should be adjusted. Wounds needs a cap like everything else (around 900 wounds), Liniments give to much.
Range aoe abilities got nerfed years ago for example Rain of Fire, Pits of Shade, Napalm, Phosphorous Shells all these skills can only stack once at a time on a funnel position aka if you have more than 1 person using the skill, you dont do damage unless you full specc'ed into the tree, I been saying this for 3 years now, this needs to be addressed. Engi has two of those in one single talent tree aka they not even default aoe abilities like Rain of Fire..
Warcamps need a change for example by having people spawn in their keeps and not in the Warcamp. The Warcamp should be a place to gather but not a place to fight from. Its a part of the zone but should not be a part of the fight. We also need more way to get people into the keeps for a keep defense but obviously all with limits. Speaking of limits, RvR should be more like forts and zones should be limited imo to draw out the playerbase into different zones. Maybe even have a wb limit in certain zones to spice it up (no idea if thats even possible).
Lot of classes need work and love, they feel stale after getting changed, lost their indentity over time and never really got updated unlike some other classes which are constantly adjusted and changed.
Last but not least the biggest issue is communication. It's been pretty rough to even have a conversation with anyone in charge. We have things that got changed based on feedback of a handful of people and the big stuff everyone else is complaining about gets neglected or worked on but never changed in a meaningful way despite really good community ideas.
Re: Fun is decreasing - lets discuss
After reading the last few pages, aside from the obvious things like "blobbing," "my class was nerfed" "lack of motivation to play/learn to play/breed and play with fish," etc., I didn't see a couple of things that could actually impact how I experience the gameplay. Or rather, I did see them, but they were either inchoate, touched upon briefly, or didn't fully develop. I'll give it a try:
1. Increasing the complexity of classes, while skill levels generally declined.
The reworks we've seen are mostly aimed at depth and increasing the complexity of certain aspects. Yes, there are some fails, but they're not as numerous as it might seem at first glance. Personally, I welcome such things, but frankly, a very large number of people in today's RoR do not. For years, the game has been undergoing a metamorphosis from the "big effort = big reward" ratio to a reward-based one, meaning little effort = big reward. I won't go into too much detail – I've seen many posts about this issue before. Most took the easy way out (you know which one), which, coupled with a lot of time, led to a decline (a significant decline) in overall skill on the server. Against this backdrop, team balance is considering parameters like "depth," "difficulty," "synergy," and how to make classes more versatile (it doesn't always work, but it's a good idea). There's one caveat: this only works for people with above-average game knowledge - hello. In our case, "my class has stopped working for me, what are you doing? I can't run into a crowd and use my AoE skill anymore. Stop the planet, I'm leaving."
2. Shifting from individual skill predisposition to party/build skill.
The first part obviously concerns party content, the second is more about solo-friendly regen/defense and abusive mechanics like "heal and damage simultaneously," "lots of instant damage - lots of powerfull saves," and "non-physical damage with defense/regen."
Party content: In the AoR model, balance was built directly around class skills—their actions and counteractions. Party interaction also received a fair amount of attention, but less so. About 60% to 40%. So, in AoR, individual skill, most often damage dealer, was the deciding factor. The tank's role was to guard "to prevent one-shots," destroy enemy positions with CC (offensive or defensive), and, if things were really bad, press saves. Heals—it's all clear here: hold your position, heal, and if things are bad, save. That is, the importance of defense/offense from the outside for achieving a positive result was clearly less.
Throughout its existence, RoR has been moving toward the importance of teammates. The influence of tanks has grown especially (I'm talking primarily about small-scale), and now killing requires not only the primary damage dealer's work, but also the support's contribution, which should be no less, if not greater. The "greater contribution" from supports is clearly bad – killing is primarily the responsibility of the damage dealer, after all. There are exceptions, but they are few (for example, SH – a super-independent DPS in this regard).Simply talk, its about more cooperate and synergy. Otherwise, I don't see any particular problems for myself – it's just a different perspective. But I think RoR has started to overdo it in this regard. It feels like the ratio has shifted from 20% to 80%, which, sorry, but looks a bit strange already - knowing when to stop is good.
Solo - just regen/def poison.
3. 1.5 GCD.
Everything is clear here. The game has become much slower, less dynamic. The time to react and make decisions became noticeably longer, which also impacted overall skill, and some classes became "clanky" as many like talk. Personally, I stopped playing my BW at that point; it lost its momentum, and even people with their monitors off had enough time to "react and think", despite the class being barely even mid-range for a small-scale. Now it's not just mediocrity, but sluggish mediocrity. Excellent.
Yes, GCD management has improved, but everything else has declined again, and in my opinion, the "gains" (except for ability stability) aren't worth the "losses."
4. Nerf and overnerf policy.
For any changes not related to currency, the developers opt for nerfs, even where they shouldn't. And where they should, they overnerf. This applies to all aspects of the game – gear, crafting (what about the ingredient drop rate for professions and the crit chance for potions? Did anyone ask for this?), classes (for example, the Slayer/Choppa from the last ranked season – a nerf was needed, but what they ended up doing exceeded all expectations), fun mechanics (about eight months ago, various people came to my voice to play, whining about how "fun not allowed"). This also applies to the nerf to Rune of Battle for RP – in my opinion, it was enough to ban this skill on invisible characters and be done with it.
It also seems like there's a lack of unity in the team – some want to achieve balance, others want a "shake meta," others want their favorite class to be the best, and still others want PVE.
Personally, I didn't vote because, for me personally, the fun fluctuates between "okay," "a little not okay," and "became a little better than okay," but overall it doesn't change much.
1. Increasing the complexity of classes, while skill levels generally declined.
The reworks we've seen are mostly aimed at depth and increasing the complexity of certain aspects. Yes, there are some fails, but they're not as numerous as it might seem at first glance. Personally, I welcome such things, but frankly, a very large number of people in today's RoR do not. For years, the game has been undergoing a metamorphosis from the "big effort = big reward" ratio to a reward-based one, meaning little effort = big reward. I won't go into too much detail – I've seen many posts about this issue before. Most took the easy way out (you know which one), which, coupled with a lot of time, led to a decline (a significant decline) in overall skill on the server. Against this backdrop, team balance is considering parameters like "depth," "difficulty," "synergy," and how to make classes more versatile (it doesn't always work, but it's a good idea). There's one caveat: this only works for people with above-average game knowledge - hello. In our case, "my class has stopped working for me, what are you doing? I can't run into a crowd and use my AoE skill anymore. Stop the planet, I'm leaving."
2. Shifting from individual skill predisposition to party/build skill.
The first part obviously concerns party content, the second is more about solo-friendly regen/defense and abusive mechanics like "heal and damage simultaneously," "lots of instant damage - lots of powerfull saves," and "non-physical damage with defense/regen."
Party content: In the AoR model, balance was built directly around class skills—their actions and counteractions. Party interaction also received a fair amount of attention, but less so. About 60% to 40%. So, in AoR, individual skill, most often damage dealer, was the deciding factor. The tank's role was to guard "to prevent one-shots," destroy enemy positions with CC (offensive or defensive), and, if things were really bad, press saves. Heals—it's all clear here: hold your position, heal, and if things are bad, save. That is, the importance of defense/offense from the outside for achieving a positive result was clearly less.
Throughout its existence, RoR has been moving toward the importance of teammates. The influence of tanks has grown especially (I'm talking primarily about small-scale), and now killing requires not only the primary damage dealer's work, but also the support's contribution, which should be no less, if not greater. The "greater contribution" from supports is clearly bad – killing is primarily the responsibility of the damage dealer, after all. There are exceptions, but they are few (for example, SH – a super-independent DPS in this regard).Simply talk, its about more cooperate and synergy. Otherwise, I don't see any particular problems for myself – it's just a different perspective. But I think RoR has started to overdo it in this regard. It feels like the ratio has shifted from 20% to 80%, which, sorry, but looks a bit strange already - knowing when to stop is good.
Solo - just regen/def poison.
3. 1.5 GCD.
Everything is clear here. The game has become much slower, less dynamic. The time to react and make decisions became noticeably longer, which also impacted overall skill, and some classes became "clanky" as many like talk. Personally, I stopped playing my BW at that point; it lost its momentum, and even people with their monitors off had enough time to "react and think", despite the class being barely even mid-range for a small-scale. Now it's not just mediocrity, but sluggish mediocrity. Excellent.
Yes, GCD management has improved, but everything else has declined again, and in my opinion, the "gains" (except for ability stability) aren't worth the "losses."
4. Nerf and overnerf policy.
For any changes not related to currency, the developers opt for nerfs, even where they shouldn't. And where they should, they overnerf. This applies to all aspects of the game – gear, crafting (what about the ingredient drop rate for professions and the crit chance for potions? Did anyone ask for this?), classes (for example, the Slayer/Choppa from the last ranked season – a nerf was needed, but what they ended up doing exceeded all expectations), fun mechanics (about eight months ago, various people came to my voice to play, whining about how "fun not allowed"). This also applies to the nerf to Rune of Battle for RP – in my opinion, it was enough to ban this skill on invisible characters and be done with it.
It also seems like there's a lack of unity in the team – some want to achieve balance, others want a "shake meta," others want their favorite class to be the best, and still others want PVE.
Personally, I didn't vote because, for me personally, the fun fluctuates between "okay," "a little not okay," and "became a little better than okay," but overall it doesn't change much.
Drukar Netherlord
SL 89
WH 88
Marauder 85
Sorc 85
Eng 82
WL 83
Chop 86
SL 89
WH 88
Marauder 85
Sorc 85
Eng 82
WL 83
Chop 86
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