I thought all melees were bad, now Warrior is an OP class?
Different players have different goals in rotmg. My goal is to gain as much fame on a character as possible and collect as many whites as possible.
I view melee as the worst class in terms of long term survival.
It’s a fact that melee deals the most damage. So if you want to kill a boss the fastest melee has to be the best choice.
Take a look at Oryx 2 and Dirty Tombs. Personally I feel that Tomb is the most important dungeon in the game to complete for player progression because it gives you access to lifes and reliable feed power. Let’s say you’re farming the knight st set and tomb rings to feed your pet.
If you want to kill as many Oryx 2 as possible before you die, assassin is the best choice. You’ll get sb every time and you basically have no chance of dying.
If you want as many tomb rings as possible, assassin again is also a perfect choice for tombs. You have a very low chance of dying.
So what you’re saying is, the new update will make the difference between Discord groups and normal play less extreme?
I think it will. I also think that this is a problem because as I told Steelpit the general population is not capable of doing Halls, Shatters, or Nests reliably. We can disagree but I think that changes like the beework should happen first. In the months following the change the discords will still be the only way to do these dungeons. So pretty much every single halls run will be more miserable.
We need the realm element of rotmg to return. That should be the number 1 priority. People on the forums have already suggested several ways to make this possible. Implement natural dungeon drop rate buffs, have godland creatures drop their respective pet skins, make realms take longer to clear but have guarunteed enemies (there will always be one Hermit god event each realm).
A straight up nerf in my personal opinion is a bad move. You’re just going to end up with lots of people longing for the ‘old days’.
Probably the best example of this is rotmg event chests.
One of the reasons I don’t like Deca’s recent approach to event chests is the fact that about a year ago the event chests were actually good. I made a post about this before. The fact is it penalizes newer players while the older players can sit back with their loots. I literally got 20 skins from the wlab event last summer (the one right before motmg).
Deca should have kept event chests special with respectable drop rates. What then ended up doing was having an event chest every week. And it seems like every week they whittled away at the poor drop rates.
If this nerf goes live all people will know is that when they log on Halls will be harder and the loot will be the same.
Try telling people that their job will have the same hours but lower pay and see how they like that.
That’s exactly what he’s saying: changing the way debuffs work makes classes other than those 3 more viable in endgame.
Unless I’m missing something, debuff immunity will overall hurt most of the boss encounters.
Para immunity is a nerf because currently you can perma paralyze the tomb bosses and megamoth. Paralyze really doesn’t matter for any other boss.
Slow immunity is a nerf because there isn’t any boss where slowing them makes a game changing difference. Again, the only things that you want to slow in the game (crusaders most importantly) can easily be perma slowed with a large group.
Stun immunity may not be a nerf depending on what monsters are now no longer immune. As many people mentioned previously though, stun immunity on bosses will lead to lots of sudden and unexpected deaths because there’s no reliable way to know when a boss is stun immune.
Daze immunity also depends on what monsters are now no longer immune, but it is likely a nerf because you can perma daze lots of pesky bosses currently.