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RvR t1 "redesigned"
Posted: Sun Jul 30, 2017 12:55 pm
by NerdLabGaming
So as a person who has Come back to RoR I was shocked to find that at least the T1 BO have no guards when they are captured? But rather you stand next to it , secure it and then you get ticks of experiences renown and influence points?now I don't mind the ticks of points but why do away with the guards?
When were these changes made?
And dose anyone like this new way better?
Also is this temporary or will it be change back?
Re: RvR t1 "redesigned"
Posted: Sun Jul 30, 2017 1:15 pm
by anarchypark
I think it will stay that way until devs say otherwise.
Re: RvR t1 "redesigned"
Posted: Sun Jul 30, 2017 1:33 pm
by Glorian
T1 redesign is a test how to maybe change t2/t3.
What it definitely does is split up the warband in Ekrund for example to take the zone. But for a force of 25% of the enemy it is possible to prevent zone locking. For an equal sized force it is currently almost impossible to lock the zone if you play half smart.
Re: RvR t1 "redesigned"
Posted: Sun Jul 30, 2017 1:33 pm
by Yaliskah
Re: RvR t1 "redesigned"
Posted: Fri Aug 11, 2017 1:28 pm
by HtGeist
My biggest gripe with t1 is the way bolster is implemented,a lvl 4 with greens is a powerhouse while a lvl 12+ with blues have become the weak fish in the pond...i would suggest bolster to lvl 13 hits and toughness only...debolster still fine with lvl 13 gear no tlismans (grr...)and scaled to 15 the 2 lvl lower gear leaves huge gaps...think free 30% to be crit despite having ini where ever i could...lols.. but the fact lowbies run around unkillable equip a green with ws,get boost and suddenly at 60% armor piercing..seems way unbalanced..
And debolster is serious uphill struggle to make a dent in anything.solo that is.
Re: RvR t1 "redesigned"
Posted: Fri Aug 11, 2017 3:27 pm
by Niakahn
What if there were only one objective active at any given time? Particularly during NA times, population dipping poses a rather substantial problem. Finding other players poses a rather hefty challenge, as everybody's spread out too thinly amongst the 3-4 objectives. This will at least allow us an opportunity to meet up at specific locations on the map, which should hopefully allow for more action.
Re: RvR t1 "redesigned"
Posted: Fri Aug 11, 2017 3:56 pm
by Sulorie
HtGeist wrote:My biggest gripe with t1 is the way bolster is implemented,a lvl 4 with greens is a powerhouse while a lvl 12+ with blues have become the weak fish in the pond...i would suggest bolster to lvl 13 hits and toughness only...debolster still fine with lvl 13 gear no tlismans (grr...)and scaled to 15 the 2 lvl lower gear leaves huge gaps...think free 30% to be crit despite having ini where ever i could...lols.. but the fact lowbies run around unkillable equip a green with ws,get boost and suddenly at 60% armor piercing..seems way unbalanced..
And debolster is serious uphill struggle to make a dent in anything.solo that is.
And those lowbies got significantly less skills. Their raw stats are better to compensate for the lack of skills or tactics.
Re: RvR t1 "redesigned"
Posted: Fri Aug 11, 2017 4:14 pm
by gebajger
I know quite a few people who aren't noobs, but rerolling alts, but i think that's ok.
My issue with the bolster is pets...they do way more damage than the players themselves when they're 'overbolstered' .
Other than that I think the way the BOs work in T1 is definitely better than it used to be. It splits the zerg and makes fun fights possible even when one side has twice the numbers, granted you have to hit and run and/or hit remote Bos if possible (docks in Nordland, anything in Elf, outpost in dwarf). I fully support the new system.
Re: RvR t1 "redesigned"
Posted: Tue Sep 05, 2017 11:01 am
by Nidwin
Yep, rolled a new toon, played also an old one and I like this new T1 RvR system. Save the code as this is certainly a winning one.
Re: RvR t1 "redesigned"
Posted: Tue Sep 19, 2017 6:36 pm
by biotek
Too much flag-sitting and AFK players, in my opinion.
The zerg still has a huge advantage and smaller warbands have less opportunity to lock down objectives. In retail a smaller group could still out maneuver the zerg and lock a BO (they were on timers) then be off to the next before the zerg could retaliate.
The current method requires the smaller wb to stick around instead of leaving, or splitting their smaller wb to continue - once again giving advantage to the larger team.
I realize that numbers will always confer an advantage but right now, in T1, it's too great of an advantage.
The end result is that the larger team not only gets the greater points from the zone lock, but they also got to AFK farm the BOs up to that point. Of course, it's just T1 so it doesn't matter a lot.
My concern, however, is the experience and appearance it gives to new players. If they think RoR is just going to be zerging and flag-sitting they're not likely stick around and T1 is the first impression. It should be about action: combat, movement.
--side note: I'd like all BOs back (norsca lagoon) and remove the teleporting. maneuvering matters.