RR5 abilities make the server worse, not better
Posted: Sun Feb 05, 2023 9:52 pm
I understand many will disagree with this and to some degree I think there are points in favor of RR5 abilities.
For example, I do think that RR5 abilities, generally speaking, have little impact on zerg play, sieges, keep takes etc. This is because they tend to have a very focused effect and their impact is relatively small in the grand scheme of the larger fight going on.
However, this is not true in smallman/solo play where the various RR5 abilities effectively change the game, and as my title suggest, not for the better.
I'm writing this primarily from the perspective of an assassin main. Yes, I know many of you think sins are aids. To each their own. I have always enjoyed the class, particularly because I don't always have time to schedule regular group play due to my job.
From the perspective of an SB who either solos or plays with a couple RL friends, I can tell you that RR5s completely change the dynamic for sins and other solo players. For example, when the server first launched rangers and scouts in particular were very dangerous. Scouts could slam kill me and that was all she wrote. Then I got purge and the roles reversed. However, now an RR5 scout can simply rr5 away and there is literally nothing I can do about it.
Before anyone says "but blood drinking is OP!" and for the record, yes it is. It's ONLY OP if you can hit your target. The number of classes that now have yet another "i-win" or "i-flee" tool at their disposal, effectively renders the ability only OP against either nightshades or one of the 3 infiltrators currently playing on Eden.
Take again for example, mentalists. Before RR5, i could kill a mentalist. Now? Not a chance. They just RR5 and heal and walk away or RR5 heal and let their friend(s) kill me. There is literally nothing that can be done about this.
The list can go on but it's already close to a TLDR post. The simple fact is, the thing about the TOA that sucked for DAoC wasn't the higher stats or ToA bonuses or even the artifacts. It was the introduction if a litany of overpowered cooldowns of varying timers which turned the game away from what had been a more skill based / class based game into more of a function of "who can blow the biggest cooldown load" kind of game. The RR5 abilities only add to this problem. In my humble opinion, they add very little to the skill aspect of the game but rather, just add onto what made the post TOA version of DAoC inferior to classic.
For example, I do think that RR5 abilities, generally speaking, have little impact on zerg play, sieges, keep takes etc. This is because they tend to have a very focused effect and their impact is relatively small in the grand scheme of the larger fight going on.
However, this is not true in smallman/solo play where the various RR5 abilities effectively change the game, and as my title suggest, not for the better.
I'm writing this primarily from the perspective of an assassin main. Yes, I know many of you think sins are aids. To each their own. I have always enjoyed the class, particularly because I don't always have time to schedule regular group play due to my job.
From the perspective of an SB who either solos or plays with a couple RL friends, I can tell you that RR5s completely change the dynamic for sins and other solo players. For example, when the server first launched rangers and scouts in particular were very dangerous. Scouts could slam kill me and that was all she wrote. Then I got purge and the roles reversed. However, now an RR5 scout can simply rr5 away and there is literally nothing I can do about it.
Before anyone says "but blood drinking is OP!" and for the record, yes it is. It's ONLY OP if you can hit your target. The number of classes that now have yet another "i-win" or "i-flee" tool at their disposal, effectively renders the ability only OP against either nightshades or one of the 3 infiltrators currently playing on Eden.
Take again for example, mentalists. Before RR5, i could kill a mentalist. Now? Not a chance. They just RR5 and heal and walk away or RR5 heal and let their friend(s) kill me. There is literally nothing that can be done about this.
The list can go on but it's already close to a TLDR post. The simple fact is, the thing about the TOA that sucked for DAoC wasn't the higher stats or ToA bonuses or even the artifacts. It was the introduction if a litany of overpowered cooldowns of varying timers which turned the game away from what had been a more skill based / class based game into more of a function of "who can blow the biggest cooldown load" kind of game. The RR5 abilities only add to this problem. In my humble opinion, they add very little to the skill aspect of the game but rather, just add onto what made the post TOA version of DAoC inferior to classic.