Post#275 » Mon Mar 28, 2016 7:50 pm
Sorry to bring up this dead thread. I Responded to mursie and want to share it with the community. This was continuing this conversation. If there is continued no interest in this subject I'll let this post die again. I've put a hell of a lot of time into this particular post so take that as you will.
I’ve been holding off on this because you (mursie) put a good question up on my idea. Why is saphery designed the way it is.
Theory. 100% not fact. (Warning Wall of Text)
Thesis
I’m going to list why I think we didn’t understand mythic’s version of balance. I will give a brief description of what I call cycling. I will provide a brief definition of synergy. I will make a argument that racial groups were not supposed to mix heavily in lower tiers. Extremely quick broad generalization on HE warband playstyle and DE warband playstyle. Give a brief explanation on how a DE warband and HE warband would handle the battlefield of Saphery. I will end with some conclusive thoughts.
Albert Einstein once said, “We cannot solve our problems with the same level of thinking that created them.”
I’m a nobody. I’ve just been thinking on this for a very long time and couldn’t see it when I was playing on live. You guys helped me look at this game in a different way. My problem I was working on was trying to figure out why there were seemingly useless abilities on classes. I assume that mythic put abilities there for a reason. Have you ever worked on a problem and couldn’t figure it out. You then went to lunch and broke your concentration and came back and was easily able to figure out what you were working on? This is how I feel. I don’t know if I’m correct which I was hoping to get feedback from you guys.
Why we didn’t see
Here is why I think we missed out on mythic’s version of balance (including me). Please know that there is a thing called group think among human beings. It’s extremely important to our survival because we can learn from others without having to go through their experiences. It can also be intensely destructive and limiting. In the 1920’s during WW1, the United States figured out about this phenomenon and was able to use this to rally its people to war. We call it today propaganda. Advertisement is based on this phenomenon. Everyone on the planet thought that the world was flat due to group think. We had many mathematicians prove that there was curvature to the earth but wasn’t accepted universally until much later. Group think is/was so powerful that the community actually killed these mathematicians that were trying to show a different perspective because it argued against the status quo.
My conscious mind recognizes that I am seeing a advertisement and dismisses it. My unconscious mind does not. It picks up everything and stores it. In my opinion we base our decisions from a platform resting from our unconscious mind. I dunno, maybe we don’t (Theory/guess). What I am saying about Warhammer online is I think through group think within the competitive community we created our own propaganda that wouldn’t allow us to explore wild ideas of what we could do in this game. I can’t speak for everyone but to me these ideas are radical.
The majority of players coming to Warhammer online at the time of release were either dark age of Camelot players or wow players. I never played DAoC but I played wow. In Wow the classes are identical and the race barely matters. In addition, the pvp community at the time was based around small scale pvp and not large scale RvR. It is my opinion that this mentality carried over into Warhammer online and still persists. Mythic fans prior to release was extremely persistent on this game being a RVR game and not small scale pvp or 6 man.
My quick definition of cycling.
If I see a ability that is say 30 sec’s long with a 1 minute cooldown. I know through smart play I can have two different players in a group timing that ability to keep it up at all times. I did this with mountain spirit in my dwarf groups. That’s my quick definition of cycling.
Here is a quick example of what I keep calling synergy.
According to google:
Synergy is: the interaction or cooperation of two or more organizations (players) , substances, or other agents to produce a combined effect greater than the sum of their separate effects.
If I use two hoeth swordmasters in a group and cycle whisper winds (synergy) I will be able to keep whisper winds up as long as the hoeth swordmasters are in combat. The Hoeth Swordmasters are also keeping targets passively AoE spirit resist debuffed and dropping some spirit resistance to near zero through heavens blade. I can then use a Vaul archmages and be able to spam Energy of Vaul (spirit damage AE lifetap Heal) with a /assist macro to a Hoethswordmaster (synergy). This is my quick definition of Synergy and I keep referring to this because there is in my opinion an overwhelming amount of synergy within racial groups especially when the racial morale gain tactic was available.
Brief Lore History
Warhammer online is a game based on fantasy battles. If you note, all the battles happen at completely different locations that if in the Warhammer world near continents away from each other. Why should players intermix from a lore perspective? (opinion) I feel that mythic made a rushed decision and said yes to the community on intermixing of the races at earlier tiers. They felt that they did such a great job on building racial synergy that they could allow intermixing to happen and it would be fine because players would just get it. In my opinion this was a critical design mistake.
I only said that players in tier 4 would intermix because it would have been tactically interesting to start seeing your own playstyle used against you. I have changed my position on this due to Mursie’s question. It is my new belief now that t3 was the introduction to complete mix of classes.
If you look at t1 and t2 from the pve side there are no mixing of the NPC races predominately at least in release. This is not the case in t3 zones. You even have a BO in saphrey that is a Orc landing. The entire zone is inter-mixed races. From a Lore perspective NO other races are allowed to enter the HE lands. It would have to be a dire case for non elf races allowed to enter ultheran. In addition to help support my argument at level 19 each class will receive a resistant tactic. This tactic in my opinion was suppose to be used to help mitigate other racial groups 6/12/24 man. Level 19 is just prior to entering t3.
Short description of HE DE warbands.
If I’m correct (theory), a DE warband’s defense is its offense. (opinion--->) I feel (opinion) I figured out the playstyles of HE/greenskins and dwarves/chaos. I have yet to fully unlock DE/Empire but I have idea’s. HE are all about open spaces, kiting and dancing in and out of max ability range. HE also can drop your resistances to zero. (Guessing) DE warband Acts similar to the Bomb groups of the current meta but on the warband level. If you come within this distance of me I will destroy you. HE has better mobility and control of movement with snares and tanks with the use of wings of heaven. DE has the best Hold the Line tanks in the game to mitigate HE ability to drop spirit resistances to near zero and potentially stronger punch. You don’t know how they are going to strike due to WE. Please note the HE and DE tanks are both the magic tanks and have potentially the best HTL tanks and are perfectly suited to fight against each other.
Please note: In order to counter HE spirit resistance debuff (wrath of hoeth+heaven's blade) you'd have to stack spirit resistances well beyond the softcap to have any meaningful mitigation and even then your barely mitigated anything. This was done in my opinion by design. Those abilities are suppose to stack in debuffing. You could use HTL techniques to mitigate the spirit damage coming at you. Which in my opinion is why DE lacks any consistent resistance buff as a race. Your suppose to mitigate through HTL which they are the best in the game at doing.
Avelorn and saphery
Lets look at the Rvr lakes of Saphery.
Note: I’m giving this a shot but I feel now that there would be intermixing initiated at tier 3.
Maiden’s landing should be owned by DE warband. Since a DE warband’s defense is its offense and Maiden’s landing is open terrain but funneled. This allows for better defense against a WL assault. a Heavy Sorc warband would be more ideal in this location. You can focus all your damage on the neck of the bridge.
Wood chappaz camp I am confused on to be honest. I now believe that there would be intermixing of the classes in tier 3.
Sarl’s Darloin, and the spire of teclis are subject to very open spaces. This allows HE to use their playstyle to their advantage. In particular WL have the ability pounce. There are rows of seating and pot plants surrounding Spire of Teclis. I don’t know but suspect that the WL will be able to pounce over those obstacles where regular players may be stuck on them.
This is a side note:
Please look at the natural pairings.
HE vs DE
Dwarves VS Greenskinz
Empire vs Chaos
I wish I could link a excel file to you guys. I could show you in detail their damage type pairings. This visual aid really helps explain things more. These pairings are perfectly suited to counter each other and have tools in dealing with each other racial strengths. If someone can explain to me on how to show excel files I'll provide some tables.
If there is no interest in this perspective I'll let this thread die again and change my approach. In that 6 man meta thread I started to notice that a portion of the community only looked at this game from a 6 man perspective competitively and I wanted to point out that it was competitive at 12 man which really opens up the builds available which in addition allows these racial groups to be competitive.
Opinion
The point of this post is just to point out what mythic was thinking (opinion) and how the game was balanced (opinion). With this perspective you can explain why all the abilities exist and tactics exist (opinion). (Opinion) I think its important to know the games original intention.
I am not saying that the game HAS to move in the racial groups direction. I am merely pointing out that I believe this was mythic's original design intention and thought we'd find the natural synergy. Ultimately this was a bad design because we the playerbase didn't see it. Moving forward we can do whatever we want. I would be extremely sad if the game changed without being able to fully explore racial group game mechanics.
If players have played the warhammer fantasy tabletop game in a competitive environment you will know about a phenomenon called skew lists. Meaning that the skew list is EXTREMELY good at one aspect of the game in the tabletop but has weaknesses on other phases of the game. These racial groups (in my opinion) are similar to skew lists. These racial groups also have unique ways to mitigate their weaknesses that are not so traditional.
Do you feel I made enough of a convincing argument or do you need more? I could expand more. I could literally write a book. I've been sitting on this awhile but was hesitant to post this.
Last edited by
footpatrol2 on Tue Mar 29, 2016 9:01 pm, edited 3 times in total.