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Overarching balance changes

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Poll: Which game mechanic needs to be changed the most?

Guard
25
9%
Cleanse
65
23%
Buff/Debuff stacking
10
4%
Critical damage
33
12%
%Damage mitigation abilities (Detaunt/Challenge/ID/Bellow etc...)
12
4%
Softcaps
10
4%
Morales
13
5%
Group Heal
24
9%
Armor/Resistance stacking and penetration
28
10%
Crowd Control and immunities
58
21%
Total votes: 278

grumcajs
Posts: 378

Re: Overarching balance changes

Post#581 » Thu Jul 14, 2016 4:34 pm

Vigfuss wrote:We've seen quite a few teams over the past months start up and give up after a week or two. I think too many groups give up after losing to other groups. The only way you can really learn this game is to keep doing it win or lose, and it takes time and effort. People are too afraid to lose as a group, so they stick to solo Q, that way they always have that excuse.

What this game needs is more players with the balls to actually try to play. No more excuses about pug vs PM, play the game.
agree. its not rare to see 1 side give up the moment they get wiped clean (be it in sc or even orvr) or just rant about premade and that it has no meaning to play. typical "high rr premade, just afk and wait for end" advice in AoR in scs...kinda shame, usually it was no premade at all. just solo q players that knew how to play their class and how to play as team.

@peterthepan3
sorry if I had offended you in any way btw. its just that this talk was already few years back and it lead nowhere at all = premades treating pug wbs just as zerg with no skill. pugs treating premades as selfish players that do not play for realm.

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roadkillrobin
Posts: 2773

Re: Overarching balance changes

Post#582 » Thu Jul 14, 2016 4:37 pm

Vigfuss wrote:We've seen quite a few teams over the past months start up and give up after a week or two. I think too many groups give up after losing to other groups. The only way you can really learn this game is to keep doing it win or lose, and it takes time and effort. People are too afraid to lose as a group, so they stick to solo Q, that way they always have that excuse.
I dunno about this, I think moast premades arn't really exclusive intreasted in sceenarios or making cheese groups, they que with whatever guild members they have online to pass some time until something they find more intreasting happens.
Ofc the try to ballance the groups as much as possible but in the end they play with whateveer thet got online and don't even bother to respec to get a more optimal group build.
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Jaycub
Posts: 3130

Re: Overarching balance changes

Post#583 » Thu Jul 14, 2016 4:43 pm

roadkillrobin wrote:
I dunno about this, I think moast premades arn't really exclusive intreasted in sceenarios or making cheese groups, they que with whatever guild members they have online to pass some time until something they find more intreasting happens.
Ofc the try to ballance the groups as much as possible but in the end they play with whateveer thet got online and don't even bother to respec to get a more optimal group build.
Until forts/cities are added there really isn't much more interesting than scenarios aside from defending a zone/keep w/ AAO.

Attacking a zone is mostly a losing mans game, or boring PvE steamrolls. RvR has its flaws right now, but I think the biggest one is just the fact that taking a keep is essentially the end game, seals have been added to sort fill the void in that respect but doesn't come close to the conclusion that forts/cities where.
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peterthepan3
Posts: 6509

Re: Overarching balance changes

Post#584 » Thu Jul 14, 2016 4:47 pm

grumcajs wrote:
Vigfuss wrote:We've seen quite a few teams over the past months start up and give up after a week or two. I think too many groups give up after losing to other groups. The only way you can really learn this game is to keep doing it win or lose, and it takes time and effort. People are too afraid to lose as a group, so they stick to solo Q, that way they always have that excuse.

What this game needs is more players with the balls to actually try to play. No more excuses about pug vs PM, play the game.
agree. its not rare to see 1 side give up the moment they get wiped clean (be it in sc or even orvr) or just rant about premade and that it has no meaning to play. typical "high rr premade, just afk and wait for end" advice in AoR in scs...kinda shame, usually it was no premade at all. just solo q players that knew how to play their class and how to play as team.

@peterthepan3
sorry if I had offended you in any way btw. its just that this talk was already few years back and it lead nowhere at all = premades treating pug wbs just as zerg with no skill. pugs treating premades as selfish players that do not play for realm.

I know vig don't worry =P you guys are cool like that.

and dont be silly man the day i get offended in a game will be a sad day. i empathise with casual players who can't play as much/to the same level, which is why it would be nice to have some pug-only scens.
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Vigfuss
Posts: 383

Re: Overarching balance changes

Post#585 » Thu Jul 14, 2016 4:47 pm

roadkillrobin wrote:
Vigfuss wrote:We've seen quite a few teams over the past months start up and give up after a week or two. I think too many groups give up after losing to other groups. The only way you can really learn this game is to keep doing it win or lose, and it takes time and effort. People are too afraid to lose as a group, so they stick to solo Q, that way they always have that excuse.
I dunno about this, I think moast premades arn't really exclusive intreasted in sceenarios or making cheese groups, they que with whatever guild members they have online to pass some time until something they find more intreasting happens.
Ofc the try to ballance the groups as much as possible but in the end they play with whateveer thet got online and don't even bother to respec to get a more optimal group build.
To me that's not really a Premade, sure there are some groups like that, but why not at least respec, it takes 2 minutes. I was talking about groups that are actually built to win.
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roadkillrobin
Posts: 2773

Re: Overarching balance changes

Post#586 » Thu Jul 14, 2016 4:52 pm

Vigfuss wrote: To me that's not really a Premade, sure there are some groups like that, but why not at least respec, it takes 2 minutes. I was talking about groups that are actually built to win.
Well it's a lazy form of premade, but I do think it's more common then the 6man Cheese-Elite premades.
Jaycub wrote: Until forts/cities are added there really isn't much more interesting than scenarios aside from defending a zone/keep w/ AAO.

Attacking a zone is mostly a losing mans game, or boring PvE steamrolls. RvR has its flaws right now, but I think the biggest one is just the fact that taking a keep is essentially the end game, seals have been added to sort fill the void in that respect but doesn't come close to the conclusion that forts/cities where.
Well i meant intreasting as a subjective term, could also mean go watch a Youtube video or drinkin beer with friends, aswell as forming a warband or running some Ruin PQ's.
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Vigfuss
Posts: 383

Re: Overarching balance changes

Post#587 » Thu Jul 14, 2016 4:56 pm

roadkillrobin wrote:
Vigfuss wrote: To me that's not really a Premade, sure there are some groups like that, but why not at least respec, it takes 2 minutes. I was talking about groups that are actually built to win.
Well it's a lazy form of premade, but I do think it's more common then the 6man Cheese-Elite premades.
Well that's what I was talking about. Effort is a bigger part of the issue than pug vs PM.
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Jackiee
Posts: 17

Re: Overarching balance changes

Post#588 » Thu Jul 14, 2016 5:59 pm

Vigfuss wrote:We've seen quite a few teams over the past months start up and give up after a week or two. I think too many groups give up after losing to other groups. The only way you can really learn this game is to keep doing it win or lose, and it takes time and effort. People are too afraid to lose as a group, so they stick to solo Q, that way they always have that excuse.

What this game needs is more players with the balls to actually try to play. No more excuses about pug vs PM, play the game.
Im going to comment on this one since I have been in this position having just recently played. Note though, this is going severely off topic, but yet somehow it feels the topic of 6v6 just cannot be avoided.

I started this game around 2 months ago and we wanted to play some rvr (really couldnt care about scenarios), we rolled a comp that involved a bright wizard (but we also had 2 tanks). Some time later we learn that rvr is kinda not super active due to incoming changes np, so we decide we are going to dabble into scenarios, and inc massive melee train spam. So we go okay okay, we are going to reroll the BW into a WL because the other player was a WH. There is some intermediate pause while we wait for the reroll and the gearing etc. After about 1.5 weeks a WL is now ready to go. We also learn that IB just isnt so great for 6v6 because you really need that 2nd tank damage, so the IB has to turn into SM, bit more of a pause while all this is happening. Okay, all is ready to go.

Now just getting a 6v6 is in itself a hastle, people dont have similar play times, or people have to reschedule on a set time due to unforseen circumstances etc. We put in a lot of effort into contacting various guilds and trying to sort out a 6v6, but ultimately over the span of 2.5 weeks we managed to get a total of 4h of 6v6? So to put things into context, more or less a month of total time was spent between rerolling comp and trying to organize a 6v6, and our total playtime in a month was literally 4h. Now 4 of our players of the 6 have never played warhammer before (not even live), so to realistically compete to the maximum of our ability, we need way more playtime than that, think hours of daily games.

We also realized another problem, our WH/WL setup was nice, but still not optimal. Why go through such effort of spiking when other groups running either double slayer or double marauder can literally just spam damage through guard and force the kill (as you yourself have said is possible). Reality was to real edge yourself into the top 5 premades, just being good wasnt enough, you also needed the exact fotm comp. Sure you can be competitive without it, but the difference between having just 1 heal debuff which can be parried vs 2 heal debuffs which cannot be parried (slayer has much anti parry) is enormous, after a lot of video analysis reality was our WH couldnt maintain the heal debuff while being himself perma trained, resulting in weak overall pressure outside of our spiking.

So now we look at the situation and its like, okay, if we really want to be the best premade, we have to reroll again, but realistically were looking at playing a couple of hours of this content per month which investing disproportionate effort. And then you realize, its just not worth it. I understand for those of you who had characters already capped at 32/35/rr40 its easy to finish a reroll, especially for those of you who love warhammer for warhammer or are kept in by nostalgia. But for new people looking to get into it, nothing binds me to warhammer, I came to find some good pvp and I realized the barrier for entry required too much mundane tasks to involve myself for what is more or less a dead scene, where people trying to bridge a 1-5 year experience gap dont even have the platform to practice in.

So tl;dr, its not that people give up too fast, its that there is no space to practice in, playing 1h a week just doesnt cut it. And then the fact that the game balance is just not where it needs to be for 6v6 means you need to play what works instead of what you want to play, and that sometimes means starting again, and since this game is not designed for accessible pvp, there is some grind involved in that setup. If it were like MOBAS/FPS/GW2, where you simply swapped to what works without doing things you dont want to, then sure the concept of a thriving 6v6 scene might work, but ultimately this game just isnt made that way.

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Vigfuss
Posts: 383

Re: Overarching balance changes

Post#589 » Thu Jul 14, 2016 6:17 pm

@Jackiee

Yeah the grind is a pain 100% agree, but I'm sure you guys had fun doing what you did even if it wasn't a lot. A group like that can gets tons of experience (and i don't mean xp) just Qing SCs where you face other PMs and also in open RVR, although 6 vs Organized WB is a huge pain in the ass and means constant kiting and always watching for a mounted WB.

And quite a few times we've been ganked, actually ganked by a WB+. Literally a whole WB hiding, stacked up somewhere so they could pull + AoE spam our group before we could kite them.
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Jackiee
Posts: 17

Re: Overarching balance changes

Post#590 » Thu Jul 14, 2016 6:53 pm

Vigfuss wrote:@Jackiee

Yeah the grind is a pain 100% agree, but I'm sure you guys had fun doing what you did even if it wasn't a lot. A group like that can gets tons of experience (and i don't mean xp) just Qing SCs where you face other PMs and also in open RVR, although 6 vs Organized WB is a huge pain in the ass and means constant kiting and always watching for a mounted WB.

And quite a few times we've been ganked, actually ganked by a WB+. Literally a whole WB hiding, stacked up somewhere so they could pull + AoE spam our group before we could kite them.
For the brief few hours, we had a lot of fun actually, was addicting. We queued a lot of scs, but as someone mentioned above, frequently for a decent premade you get things like 20 wins in a row. At that point people are just super bored, then the next day when I say scs the answer is "whats the point, its not fun". For example, peter admitted most of his chars (his main?) is still rr40, so I draw from that, that he too is not enjoying the scenario spam against pugs. At that point the people I know for example would rather just go play Dota2/CSGO/Overwatch etc.

The disparity between playing a real 6v6, and playing a random scenario feels just too large. The environments are ultimately just not similar enough. Many times the people playing in my team asked after a scenario "why are we doing this, this plays nothing like the 6v6 we have in CW". I dont want to be all doom and gloom and derail this further, but I felt I needed to really emphasize the biggest reason theres so little new blood into 6v6 is because theres no platform to really practice on.

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