You forget that while cannons are shooting each other, with every passing minute that the attacking force is sitting in front of enemy keep, they're adding to their chance of failure due:Azarael wrote:1) How is it easier to break funnels in the last RvR system? Cannons have an ammo limit. At worst, you have cannons and they don't.
1) Premades farming their randoms and followers by postern;
2) Reinforcements arriving to defend;
3) Premades ganking from posterns stopping reinforcements of the offensive side to arrive;
4) Offensive's side randoms and even guildies from groups being picked off by rdps from the walls;
Most keep have 2 posterns, one that is sort-of in direction to the faction's warcamp, and another in the opposite side, so as soon as the main "attacking force" arrives at the front door and starts shooting their cannons, groups from the defensive side will leave from posterns and stop any reinforcements from the attacking side to reinforce the main attacking force, unless in big zones with wide areas, such as CW, but in zones like KV this is obvious. So every time the attack is delayed, the probability of failing the attack increases, having extra cannons or not.
Also, there is quite a lot of feedback around showing that the defending side can much more effectively deploy and kill the offensive's side cannons I believe.
That is not entirely true. In order for full bombing warbands to fight big numbers, they require not only to moral bomb, but also to go heavy AoE specced for full effectiveness when morals are in cooldown, and just to hit as many people as possible in general. This creates a natural counter that smaller groups can exploit, which is spreading out.Azarael wrote:2) Morale dumping is a shining example of something that cuts both ways. Can a few people do it? Yes. Can a zerg do it right back to you and do it a lot better than you can? Oh dear me, yes. I'm pretty sure I remember all the fun of the fair in T2 and T3 with two of the bigger guilds at that time, when it was demonstrated that if you have bomb warbands, you are still going to get blown to **** by a bigger group of bomb warbands using the same morale dump tactics that you are. That bombing works just as well for annihilating smaller opposition, which is a persistent complaint about cannons.
Back in live we've managed many times to outplay larger guild groups of 12 and even 24 players with our 6 players by the simple fact that we kited and spread ourselfs effectively enough for all their AoE damage (and their moral bomb) to not be enough to kill any of us, and in case they did kill one, it was 1 out of 6 and we could even get a ress if we played properly enough.
Example:
In this fight we've meet this 12 man warband alone in Eataine who came out to try and kill our 6 man while bomb specced if I'm not mistaken. No adds at all to change the kill score, all of those 44 kills were from the same guild group.
There was another instance of us meeting a warband of Soul Reapers back in the day with Draggan as main assist and I was on my WP, where we managed to out-moral bomb them by simply kiting when they massed up for a moral dump and we either drained when it was possible (with offensive gear) or kited around, picking them apart by ST focus, and finally when SL got his M4 we all used our offensive morals to get a lot of kills at the same time finally managing to wipe them all.
Of course in order to make this viable we would need things such as Quick Escape, and also Trivial Blows to lower how quickly someone dies to damage etc, things we had at live and not here, but still serves as an example.
Exactly, it goes both ways of course, but at least you're using your class skills and there is natural counters such as moral drain (perhaps they could be buffed?), and back in live there were also AoE moral drains from offensive sets (for mdps if I'm not mistaken), such as sovereign, which were quite handy adding a whole level in moral bombing, since there was play and counter-play with instant moral drains effectively negating guaranteed moral bombs.Azarael wrote:It's amazing how people think morale bombing is anything other than a slight step up from miscalibrated cannons.
If you've 200 people stacked in a funnel, one suicidal guy with moral drain would effectively **** them all up, while you could send 2 waves to push the funnel, with the first one being most likely drained, but the second most likely wouldn't.. there are many plays, but requires guild level organization and good leading players, which is hard to come by when there is hardly any point for being competitive and frankly, no incentive either.... and thus currently oRvR is mostly led by pugs and casual players... its obvious they'll find it really hard to break any funnel or do anything which requires organization really, unless overwhelming their opponent by massive population unbalance.
I'm not sure about this, but isn't "massive engagements" what made this oRvR game great? I've never been such a hard fan of warband fights since I prefer to spend time doing scenarios or ganking, but isn't this what everyone who enjoys playing warband-size guilds love the most about this game? I'm not sure what is trying to be accomplished here then... massive fights will always happen, why would you try ruin them?Azarael wrote:So, no, I won't be removing cannons. They are there to ruin massive engagements outright.
Even though many people may disagree with my next statement, and I believe that the server's decision making people are included... oRvR is not casual or pug friendly, and it shouldn't be made to be.
It never was, and never meant to.. Simply look around, gather the data from oRvR to see what I mean.
You can always see that the higher player kills in the zone are always from people in guild premades or warbands, all the big moments that happen in oRvR are decided by how effective these groups are, be it in lord fight, be it in funnel break, be it in effectively killing people to push the other side from an objective.
Just try to go in solo or pugging in oRvR, without healers or tanks.. and see how long you'll survive, unless in a solo class (to farm renown from solo kills only, but not contributing to the realm), and how much you're contributing to the overall success of your realm. It won't be pretty, that is why:
The only way you find to contribute to your faction while in a non organized group, is by zerging.
As I explained sometime ago, its the only way you can be effective with your class while pugging/solo. This creates the whole problem you're trying to fix. If everyone played in groups or premades, they wouldn't really zerg simply because a) its not fun and b) its not effective rr gain wise; and they wouldn't need zerg unless for decisive moments where zerging is basically required (such as attacking a keep).
This is a problem because you have the general mind of punishing zerging, but you shouldn't punish it in moments when its the only thing they can/have to do.
In the end you can't strike a good balance (and a fun WAR oRvR system) if you try to "even out the odds" mechanic-wise with clutches for people who refuse to play in organized groups and in a non-pug way.
Even historically you can link every single successful guild in GW2's open oRvR to WAR's because of that, especially Karak-Norn: Red Guard, VII, Moonlapse, Kill Frenzy, Tainted, Pax Mortis, Explicit Content, Vengence of the Fallen (Karak Azgal), and many many others whom I forget.
That is because WAR oRvR was very group oriented and guild oriented requiring some level of organization and "premading" to succeed... if you didn't do that, you'd accomplish nothing but being meat-shield and people to be farmed by the enemy premades.