So overboosting in RvR (lower levels being boosted to 2 levels higher than the tier cap) was introduced when we were capped at certain tiers to compensate for the overgearing that would happen when people were stuck at those tiers for so long.
Now that T4 is out and everyone is just progressing to max level, can we get rid of the overboosting as no one is overgeared anymore?
It served it's purpose when tier caps were a thing but now it's just a drag and makes no sense, especially in T2. At the end of the tier with a full set of gear you're pretty much just as effective as when you started, and there's an awkward gap where some people aren't geared at all and are only boosted to level 21 and they are far worse than the boosted 23's.
It's pretty depressing passing through an entire tier only to find out you're just as effective as when you started at level 12.
Can we get rid of overboosting in RvR now?
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Re: Can we get rid of overboosting in RvR now?
No. By doing this you are essentially forcing people to grind to the max, or near max, level for a tier to be competitive. Leveling by itself gives you advantages over your lower leveled enemies such as stat boosts from various things such as renown rank points, unlocked tactics, additional tactic slots, unlocked abilities, access to better gear, increased base stat values through natural level progression, and I am sure some other aspects I have overlooked. Eliminating the bolster system would ensure that lower level players entering the ORvR lakes are nearly useless and also essentially free renown for their higher level opponents.Earthpac wrote:So overboosting in RvR (lower levels being boosted to 2 levels higher than the tier cap) was introduced when we were capped at certain tiers to compensate for the overgearing that would happen when people were stuck at those tiers for so long.
Now that T4 is out and everyone is just progressing to max level, can we get rid of the overboosting as no one is overgeared anymore?
It served it's purpose when tier caps were a thing but now it's just a drag and makes no sense, especially in T2. At the end of the tier with a full set of gear you're pretty much just as effective as when you started, and there's an awkward gap where some people aren't geared at all and are only boosted to level 21 and they are far worse than the boosted 23's.
It's pretty depressing passing through an entire tier only to find out you're just as effective as when you started at level 12.
Edit: Also by forcing them to grind to the max level or close to it for their tier players renown rank begin to suffer, ORvR lakes become empty as people that could be participating in zone captures are grinding mobs instead of fighting, and as they get to higher tiers their renown rank will be meager in comparison to enemies and fellow realm members further restricting them in gear and then I could only imagine would lead to more people crying that, upon entering T4, the people that have been in the game longer or T4 longer are overpowered and better geared and discouraging people from entering the lakes.
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Re: Can we get rid of overboosting in RvR now?
I think you've misunderstood my post.
Overboosting was introduced by the RoR team to compensate for the locking of tiers causing people to become overgeared. It's why people are boosted to 2 levels over the cap for the tier.
In regular WAR you were simply boosted to the level cap for the tier, or I believe it may have been 1 level below (can't quite remember).
Overboosting was introduced by the RoR team to compensate for the locking of tiers causing people to become overgeared. It's why people are boosted to 2 levels over the cap for the tier.
In regular WAR you were simply boosted to the level cap for the tier, or I believe it may have been 1 level below (can't quite remember).
Re: Can we get rid of overboosting in RvR now?
Ah okay I see what u r saying now. Thank you for the clarification
! I haven't experienced the lower tiers now that T4 is out so I will have to take you at your word for claims
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Re: Can we get rid of overboosting in RvR now?
It makes me sad when i loss damage/health from leveling up 

Re: Can we get rid of overboosting in RvR now?
"over-boosting" in my opinion, was implemented to give players new to a tier a chance to fight on a some what even playing ground against the players who where 1) of higher level, 2) with stronger gear, i.e. mythic RvR sets and blue and purple influence weapons and 3) with access to a larger and more potent set of abilities.
If you take away the over boosting, you will see new players getting "rolf" stomped by the higher level and more adequately geared players in both scenarios and open RvR.
I strongly believe that you are mistaken in the case that over boosting makes a new player too strong. I hope the devs, no offence, leave this alone and continue to work towards implementing the new and exciting, if you have read the spoilers, RvR campaign.
If you take away the over boosting, you will see new players getting "rolf" stomped by the higher level and more adequately geared players in both scenarios and open RvR.
I strongly believe that you are mistaken in the case that over boosting makes a new player too strong. I hope the devs, no offence, leave this alone and continue to work towards implementing the new and exciting, if you have read the spoilers, RvR campaign.
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Re: Can we get rid of overboosting in RvR now?
Well you're just straight up wrong. Original boosting was implemented for the reasons you listed. Over-boosting, as I explained, was implemented by RoR for the unique situation where people were stuck at tiers for so long that they'd get ridiculous levels of gear and items.
And this isn't really a change that actually needs development, they can most probably undo the change they made to base game fairly easily.
Funny enough, this is an MMO so players with the best gear are meant to have an advantage over players with no gear. Even so I don't think 2 less levels on new players will be the difference between what we have now (new tier players being just as good as high-level, geared, players) and rofl-stomping.
Also you're using "new players" in a kind of precarious way. I don't think the current overboosting is just handholding for people who are new to the game. It's a relic from before T4 was implemented.
And this isn't really a change that actually needs development, they can most probably undo the change they made to base game fairly easily.
Funny enough, this is an MMO so players with the best gear are meant to have an advantage over players with no gear. Even so I don't think 2 less levels on new players will be the difference between what we have now (new tier players being just as good as high-level, geared, players) and rofl-stomping.
Also you're using "new players" in a kind of precarious way. I don't think the current overboosting is just handholding for people who are new to the game. It's a relic from before T4 was implemented.
Re: Can we get rid of overboosting in RvR now?
A level 12 boosted to lvl 23 versus a lvl 21. The level 21 has 2 tactics slots instead of 1; up to 9 more renown points to spend; 4 additional abilites (one of which is an AoE heal for healers); 5 more mastery points to spend. The level 12 has slightly higher stats than the 21 IF they 21 is using only greens.
A level 22 boosted to 33 versus a level 31. The 31 has 3 tactic slots instead of 2; again 9 more renown points; up to 4 more abilities (some classes have 3); 8 more mastery points to spend. Once again, the level 22 has slightly higher stats than the 31 IF he/she is only equipped with greens.
Personally I don't think this is a problem. A boosted person is competitive with but hardly as effective as the max person in that tier. The information above proves this fact.
Why lower-level players are capable of rofl-stomping usually stems from the fact that they are alts; and thus have a significant advantage of information and playstyles about the game. On a naked but with weapon level 21 BW(aka nonboosted) I can pull top damage and KBs using mostly single target damage just because I know who attack and when. But of course, this is only in a full PuG match, with mostly new and/or average players.
A level 22 boosted to 33 versus a level 31. The 31 has 3 tactic slots instead of 2; again 9 more renown points; up to 4 more abilities (some classes have 3); 8 more mastery points to spend. Once again, the level 22 has slightly higher stats than the 31 IF he/she is only equipped with greens.
Personally I don't think this is a problem. A boosted person is competitive with but hardly as effective as the max person in that tier. The information above proves this fact.
Why lower-level players are capable of rofl-stomping usually stems from the fact that they are alts; and thus have a significant advantage of information and playstyles about the game. On a naked but with weapon level 21 BW(aka nonboosted) I can pull top damage and KBs using mostly single target damage just because I know who attack and when. But of course, this is only in a full PuG match, with mostly new and/or average players.
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Re: Can we get rid of overboosting in RvR now?
Well firstly, stats get boosted in a weird way. if you just start in a zone stat boosts make you tankier than a lot of people near the end of the zone who only get boosted one level. In SC's it's always easier to kill a level 20 boosted to 21 than a level 12 boosted to 23, which is ridiculous. The level 20 has put the effort in to get to the end of the tier and is rewarded by being easier to kill than when he started and only marginally more effective.
And secondly, you shouldn't be 'competitive' vs a fully geared person who has just completed the zone. On live when you just reached a new tier you had to try quite hard to pull your weight and be careful not to get blown up. However, once you reached the end of tier you actually felt a significant difference in you're character, which is obviously important as you levelled up 10 times.
Currently there is no significant difference and it sucks. In the hours I spent playing my Swordmaster from rank 14, when he got his complete rotation, to rank 21, when he's in full Obliterator armour, he feels no different. In fact he seems to get parried more than when he was boosted to 23, that's the only difference I can point out.
And I'm not arguing that higher level people should be stomping all low level people new to the tier either. I'm just arguing that you should be boosted to the cap for the tier, like it was in live, as we don't have any tier-caps due to development any more.
It doesn't seem like this thread's gotten a lot of interested but I wouldn't be surprised if their were more people like me and Irongit who feel like somethings off when they progress because if this overboosting, but maybe can't pinpoint what's going on.
Would be nice to get some kind of Dev response to where they stand on this though.
And secondly, you shouldn't be 'competitive' vs a fully geared person who has just completed the zone. On live when you just reached a new tier you had to try quite hard to pull your weight and be careful not to get blown up. However, once you reached the end of tier you actually felt a significant difference in you're character, which is obviously important as you levelled up 10 times.
Currently there is no significant difference and it sucks. In the hours I spent playing my Swordmaster from rank 14, when he got his complete rotation, to rank 21, when he's in full Obliterator armour, he feels no different. In fact he seems to get parried more than when he was boosted to 23, that's the only difference I can point out.
And I'm not arguing that higher level people should be stomping all low level people new to the tier either. I'm just arguing that you should be boosted to the cap for the tier, like it was in live, as we don't have any tier-caps due to development any more.
It doesn't seem like this thread's gotten a lot of interested but I wouldn't be surprised if their were more people like me and Irongit who feel like somethings off when they progress because if this overboosting, but maybe can't pinpoint what's going on.
Would be nice to get some kind of Dev response to where they stand on this though.
Re: Can we get rid of overboosting in RvR now?
Idk, I don't agree with you. Based on the above statement, boosting works exactly like it should. That is, it makes more or less equal playing field for the players. Is it perfectly balanced? Probably not, but I doubt it's an easy thing to do.Earthpac wrote: It's pretty depressing passing through an entire tier only to find out you're just as effective as when you started at level 12.
I imagine T1-T3 are mostly stepping stones to T4. And if you get to rank 40 without decent RR, well, there's your power difference between fully geared RR40 and a newb rank 40. I wouldn't want to inflict that on all the lower Tiers.
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