This is already being worked on afaik, giving us more ways to get on the walls and stop the funneling at keeps. This will give tanks/mdps something to do besides using the ram/standing semi-afk. We just have to be patient.Akalukz wrote:I think the discussion is 6v6 to ORvR. A premade mele train at a keep is worthless as long as the RDPS are on the wall with heals pug vs premade or no. I think that is what a lot of folks are talking about.
Changelog 28/10/16
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Re: Changelog 28/10/16
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Re: Changelog 28/10/16
Awesome patch again.
Izna - CCM
"Cuir Cuir Moustache" - small scale french PvP guild
"Cuir Cuir Moustache" - small scale french PvP guild
Re: Changelog 28/10/16
Not only in PUG vs PUG situation, but in 12v12 scenarios too, in 18v18 scenarios, and in general oRvR. Hell even in 6v6 scenarios we've managed to beat a full melee train while using a magus/sorc/mara setup, and beat some other setup with a BW/SL too, think it's even on youtube from Fusion.Penril wrote:Tell you what: I will log on a melee-train premade, you log with several rDPS pugs, and let's see what happens.
rDPS needs a group too. The thing is that they perform much better than mDPS in a PUG vs PUG situation, and that's what most people seem to be complaining about.
Also, where is your source that 90% of the dps population is playing rDPS? You even underlined it and called it a FACT, i'm sure you must have some pretty solid evidence, right?
Regarding the 90% I'll hold you into that, let me just start taking screenshots of scenarios and general kill spam in oRvR.
Last edited by dur3al on Fri Oct 28, 2016 5:01 pm, edited 1 time in total.
Martyr's Square: Sync & Nerfedbuttons - enigma
Martyr's Square: Dureal & Method - Disrespect/It's Orz again
Badlands: Dureal & Alatheus - Exo
Karak-Norn: Sejanus - Blitz/Elementz
Martyr's Square: Dureal & Method - Disrespect/It's Orz again
Badlands: Dureal & Alatheus - Exo
Karak-Norn: Sejanus - Blitz/Elementz
- satanicomoderno
- Posts: 131
Re: Changelog 28/10/16
Spoiler:
Re: Changelog 28/10/16
Fusion is a good group with good players who work very well together. Of course they can win a 6v6 running a few rDPS classes, even against a good melee train. I don't see your point.dur3al wrote:
Not only in PUG vs PUG situation, but in 12v12 scenarios too, in 18v18 scenarios, and in general oRvR. Hell even in 6v6 scenarios we've managed to beat a full melee train while using a magus/sorc/mara setup, and beat some other setup with a BW/SL too, think it's even on youtube from Fusion.
Regarding the 90% I'll hold you into that, let me just start taking screenshots of scenarios and general kill spam in oRvR.
Let me know when a group of bad rDPS beats a good melee train group.
Re: Changelog 28/10/16
Good to know, i am very pleased with the way things are going. I try to keep Az comment about things may get worse before they get better in the fore front of my thoughts for the game. MDPS seem to be getting a lot of crap lately, or rather possibly left out. A lot seems to be because of how good 2/2/2 is in scenario / 6v6 but it doesn't translate into ORvR, that is a tough spot you guys need to figure out.Penril wrote:This is already being worked on afaik, giving us more ways to get on the walls and stop the funneling at keeps. This will give tanks/mdps something to do besides using the ram/standing semi-afk. We just have to be patient.Akalukz wrote:I think the discussion is 6v6 to ORvR. A premade mele train at a keep is worthless as long as the RDPS are on the wall with heals pug vs premade or no. I think that is what a lot of folks are talking about.
I have faith!
-= Agony =-
Re: Changelog 28/10/16
Recent changes give a number of bones to MDPS:
- Smaller engagement sizes because people are more spread out and running resources etc -> less disfavourable massing of ranged to kill MDPS
- MDPS are the most powerful users of siege equipment because of their high Str
- Artillery in particular has a number of benefits to them - it can blow massed RDPS apart with knockback and bring them down off the keep walls, and the threat of artillery knockback / disruption on both sides contributes to spreading players out, giving MDPS targets in the form of split groups manning siege to charge.
- Smaller engagement sizes because people are more spread out and running resources etc -> less disfavourable massing of ranged to kill MDPS
- MDPS are the most powerful users of siege equipment because of their high Str
- Artillery in particular has a number of benefits to them - it can blow massed RDPS apart with knockback and bring them down off the keep walls, and the threat of artillery knockback / disruption on both sides contributes to spreading players out, giving MDPS targets in the form of split groups manning siege to charge.
Re: Changelog 28/10/16
You do realize ram duty or reloading guns are less fun then tetris? 
Breaking up zergd 4/5 haven't had time to test it yet so maybe I'll need to come back and edit it to 5/5

Breaking up zergd 4/5 haven't had time to test it yet so maybe I'll need to come back and edit it to 5/5
Last edited by Bozzax on Fri Oct 28, 2016 5:18 pm, edited 2 times in total.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7
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Re: Changelog 28/10/16
Spoiler:
Re: Changelog 28/10/16
Calendra wrote:Very nice patch, T2-3 will be completely dead in few days or less because of new siege deployment system. So pve all the way to T4, yay!
And yeah, nicely done with Active Front, forcing people to blob in one zone will make rvr even laggier and crashes more fun.
Changelog wrote:
[Groups/Warbands]
A player named Saccara noticed that warband crashes were linked to morale gain and reported his findings. Upon further analysis, morale was not being properly bounds checked, which was capable of corrupting the group and warband packets, which read the percentage of morale in a fashion which can cause packet corruption if the value is not within acceptable bounds. I have fixed the issue, and with any luck, the warband crashes will lessen or cease.

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