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Patchnotes 20/09/16

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Vigfuss
Posts: 383

Re: Patchnotes 20/09/16

Post#61 » Tue Sep 20, 2016 4:25 pm

bloodi wrote:
Vigfuss wrote:My point exactly. Unless you zerg you are now not playing for the realm.
Except you could change zones or you know, not play in the realm that its currently outnumbering the other realm.

You love to portray this as something really unfair but fail to comprehend that there wasnt anything fair to the other realm when there were getting stomped with no chance to fight back.

You want to not get debuffed? Change zones or change realms.
There is no failure in comprehension, and I said nothing about fairness. What I'm saying is, it creates a whole other metagame that is better played by large groups.

Edit: This is my last post in this thread. It's my opinion, but I'm willing to test this and give better informed feedback.
Last edited by Vigfuss on Tue Sep 20, 2016 4:28 pm, edited 1 time in total.
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Asherdoom
Posts: 661

Re: Patchnotes 20/09/16

Post#62 » Tue Sep 20, 2016 4:26 pm

Nice work buds keep going!! :D I agree with this notes forcing ppl to partecipate in T4 instead of afk keep defend or zerg. I like also the rations change looks iteresting! I ll gie asap my feedback :D
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Specialpatrol
Posts: 306

Re: Patchnotes 20/09/16

Post#63 » Tue Sep 20, 2016 4:28 pm

Just tried out the new system in Praag.

We (Order) had AAO (about 80%) and were forced to defend the keep (after a failed attempt at capping Destruction keep - causing aforementioned AAO to creep in).

At one point Destruction had all 4 BOs, giving us a debuff increasing our incoming damage with about 15%. We managed to recap one BO, which brought the incoming damage debuff down to about 2% - and after a while we managed to recap a 3rd BO, effectively tipping the debuff-scale to the other side. Hurray!

Unfortunately it also meant that Destruction now left the siege, since they no longer could hit the door.

So from this little test run, it's clear that the attacking side (which will most likely also be the dominating side) will always have a buff to their outgoing damage during a siege. Because to remove it, you have to recap enough BOs to stop said siege.

Please correct me, if some of the above is wrong - but it does seem to me that this new patch generally will favour the dominating/attacking side. At least up until their numbers gets higher than even 3-4 BOs can maintain.

Am I right in this? And if so, is that the intended purpose of the patch?
APONYMOUS l WP l R40 l RR8X
BRAKEDOWN l KOTBS l R40 l RR8X
BOILING l BW l R40 l RR8X
PUFFED l SLY l R40 l RR8X
RHYTHM l AM l R40 l RR8X
EEWULL l DOK l R3X l RR4X

bloodi
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Posts: 1725

Re: Patchnotes 20/09/16

Post#64 » Tue Sep 20, 2016 4:28 pm

Vigfuss wrote:There is no failure in comprehension, and I said nothing about fairness. What I'm saying is, it creates a whole other metagame that is better played by large groups.
And i am saying this is not true, this very patch grants a lot of value to any BO, you keep saying that this means you gotta zerg when its the exact opposite, 6 mans guarding bos and roaming the map are extremely valuable to any zerg, they will practically beg for you to roam around while they try something else.

The only thing this adresses is one realm outnumbering the other in a large scale, how you have so much against that, well, i dont know.
Specialpatrol wrote:Am I right in this? And if so, is that the intended purpose of the patch?
It being Praag, are you sure that when you had this debuff, destruction was not doing the pve trick?

Because what you describe is the opposite of what should be happening.

If destruction was in pve to bait people out, then its normal, all your realm is in rvr, with no bos, probably according to the system the order outnumbered destruction in the lakes and had no bos meaning a debuff.

Luicetarro
Posts: 193

Re: Patchnotes 20/09/16

Post#65 » Tue Sep 20, 2016 4:33 pm

Vigfuss wrote:
Luicetarro wrote: You are punished for not caring about the objectives in a Realm vs Realm-zone. The other Realm did, so they did step up their game.
Don't want debuffs? Want to fight on equal terms? Test Scenarios.

The Devs are trying to create a RvR, not just some PvP-playground without anything to consider.
The things you're talking about are not something a small group can influence much, except for changing zones which of course we would do. And if RVR is not about PVP then something is wrong.

It's not that small groups don't care about the realm, it's more that there isn't a niche for small groups to contribute to the realm in ORVR. Standing on a BO just be wiped by a 24 man grp is pointless, I'd rather live to fight another day. We are already playing SCs most of the time anyways, and that's something i would rather see change.

I was pretty blunt in what i said earlier, but you have to read my comments with the assumption that this change means that now just being in the lake without a 24 man group makes you a liability to your realm.
I'm roaming with a guild-party occationaly. We were 7 ppl as we decided to step up and defend BOs an entire evening to make a siege happen. We defended and interrupted assaults for hours, while having fun and defend the keepattack that would've ended within 20 minutes after it began.
RvR is about working as a realm, fighting together to enable the realm to actually do something. The RvR on RoR was a big PvP-field for mindless zerging for the longest time. Devs are testing this system to 1. prevent the underdog to retreat to the keep as soon they switched zone (fly to warcamp, head for the keep and wait for the other realm to cap all BOs, so you finally can farm them at the door again - familiar, anyone?) and 2. punish a zerg if they refuse to split to push objectives. It's designed to actually enable fights on an equal level as you want to find.

Don't forget, if the enemy-faction is able to send 24 ppl towards a burning BO, they will have a sad time once you succeeded to lock one. Because if you did, they will get a debuff that will make them suffer big times. And if they are afraid enough to leave a 6-man at any BO, they will have an entire wb less to attack the keep.
Last edited by Luicetarro on Tue Sep 20, 2016 4:34 pm, edited 1 time in total.

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Jaycub
Posts: 3130

Re: Patchnotes 20/09/16

Post#66 » Tue Sep 20, 2016 4:33 pm

So this happened
Spoiler:
Image
Not sure if i can reproduce, basically after I was killed my dots ramped up their damage big time. Enemy had damage debuff but I'm not sure how much.
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roadkillrobin
Posts: 2773

Re: Patchnotes 20/09/16

Post#67 » Tue Sep 20, 2016 4:35 pm

Here's my worries in general with it.
1: If a group of 6 with the debuff is trying to retake a BO in the far west while the main fighting goin on in the east. And they encounter a 6man group with the buff on that BO. Even tho it's even numbers one side has a massive advantagee here.
2: Healing doesn't really scale with population like dmg do. 90% of Outgoin heals stays within the group and arn't affecteed by population ratios,
3: We have seen before what happens to certain classes (BW,SO,CHOP,SL) gets increased multiplied dmg buffs. And this really worries me. I personally think by implimenting a blanket increase in dmg or def will make the allready strong classes much stronger.

It will be intreasting to try out......there's tons of possitive directions in this change aswell as keeping zergs split up, and minimizing funnel turtles.
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peterthepan3
Posts: 6509

Re: Patchnotes 20/09/16

Post#68 » Tue Sep 20, 2016 4:40 pm

Jaycub wrote:So this happened
Spoiler:
Image
Not sure if i can reproduce, basically after I was killed my dots ramped up their damage big time. Enemy had damage debuff but I'm not sure how much.
Seeing Magus dots hit that hard makes me both happy (a glimpse of what they could be!) and sad (knowing it's related to a mechanic affecting all players )
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StormX2
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Posts: 1080

Re: Patchnotes 20/09/16

Post#69 » Tue Sep 20, 2016 4:42 pm

this sounds pretty good. just need to test and get the info back tot he team in case anything is miscalculating. Aka and Geni seems to have ironed out the actual calculation so it should be pretty easy to see/test.

thanks for that update.

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Bobbiom
Posts: 219

Re: Patchnotes 20/09/16

Post#70 » Tue Sep 20, 2016 4:53 pm

Will be interesting to see how this will work out.

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