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" It's no use, they have 2 healers "

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Eathisword
Posts: 808

Re: " It's no use, they have 2 healers "

Post#11 » Sun Jan 29, 2017 4:35 pm

dur3al wrote:People just don't have the heart to try and fight. Randoms don't even look at the scoreboard to see whether they are outnumbered or what the opposition's team liability is in order to focus damage onto them... most randoms run in randomly and die, and right after call it unbalanced/impossible to win and go afk.

Look at the fight for example, nobody would expect a group with 3 tanks, 2 dps and 1 healer without a healing an inc healing debuff and without voice-coms would go on and fight head-to-head against a full melee train (they so op right?) with double back-line, armor-stacking DoKs (they so op too!), in a 6v6 fight.
Or watch this! No need for healers or dps! You can just beat melee trains with 2 cross-guarding tanks.

I mean seriously those are both bad/terrible example. You had Healsss, the best healer on order + some of the best players in the game period, which are FAR FAR ahead of the skill level of an average pug. And we fought an awful group.

Truth is, a lot of fights can be predicted at the start and there is really nothing you can do about it in pug play. Just take those opportunity to try and get better at some stuff a little bit at a time. Back cap flags, try to lure some enemies away so you can get some kills. Perfect your positioning. Kite. Try to fight on choke points where skill gap is minimized, etc. Its just the way of life : average pre beat bad pugs; great pugs beat bad pre; good pre beats all.
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Morf
Posts: 1247

Re: " It's no use, they have 2 healers "

Post#12 » Sun Jan 29, 2017 8:17 pm

dur3al wrote:People just don't have the heart to try and fight. Randoms don't even look at the scoreboard to see whether they are outnumbered or what the opposition's team liability is in order to focus damage onto them... most randoms run in randomly and die, and right after call it unbalanced/impossible to win and go afk.

Look at the fight for example, nobody would expect a group with 3 tanks, 2 dps and 1 healer without a healing an inc healing debuff and without voice-coms would go on and fight head-to-head against a full melee train (they so op right?) with double back-line, armor-stacking DoKs (they so op too!), in a 6v6 fight.
You basically have a perma inc healdebuff on them anyway, as the ib in that vid is keeping an outgoing healdebuff on the healers which they cannot cleanse, incase it isnt clear enough both doks are healing permanently at 50% values, the same value they would be healing if a target had a 50% incoming heal debuff.
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Martok
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Re: " It's no use, they have 2 healers "

Post#13 » Sun Jan 29, 2017 10:16 pm

Aurandilaz wrote:Empty_Fort_Strategy#Zhuge_Liang
That was an interesting read, thanks for posting it. However as to the condition I cited I don't think that is what is going on.
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HeroesFall
Posts: 31

Re: " It's no use, they have 2 healers "

Post#14 » Mon Jan 30, 2017 6:26 pm

Every sc I enter, also t2/t3 I announce in SC chat who I'm guarding. I've never gotten a response or acknowledgement.


I've found I either have win streaks or lose streaks. There really isn't a win on, lose 2, win 2 situation.



People just seem to want to zero blindly until the match ends. SC mechanics are even ignored. On the positive, small RvR pugs seem willing to listen. Once pugs get big however, leading is a waste of time.

Sulorie
Posts: 7461

Re: " It's no use, they have 2 healers "

Post#15 » Mon Jan 30, 2017 7:01 pm

dur3al wrote: Look at the fight for example, nobody would expect a group with 3 tanks, 2 dps and 1 healer without a healing an inc healing debuff and without voice-coms would go on and fight head-to-head against a full melee train (they so op right?) with double back-line, armor-stacking DoKs (they so op too!), in a 6v6 fight.
The setup only matters to a certain degree, the quality of players decides a match.
Dying is no option.

Stilton
Posts: 41

Re: " It's no use, they have 2 healers "

Post#16 » Mon Jan 30, 2017 7:06 pm

HeroesFall wrote:Every sc I enter, also t2/t3 I announce in SC chat who I'm guarding. I've never gotten a response or acknowledgement.
Hmm.. Get yourself 'GES' Addon so it announces for you :) and you can switch guard and it will announce it and people will see mid-game, and then you can use that same effort you expended on something that's automated for you... to actually engage in some deeper 'strategy' using sc chat..

But yeah, if you're destro you are a rarity, like i pointed out originally.. I've seen tanks who dont even know they have guard in t2/t3.





The other night, someone actually announced: "We have no healer in party 1"
... and so i switched.. and was met with: "thank you"
and i believe that person actually said a few more 'teamwork oriented' things throughout the sc.


I mean, that is so rare.. i was actually genuinely amazed..
...that another human being was trying to communicate and win the sc.

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peterthepan3
Posts: 6509

Re: " It's no use, they have 2 healers "

Post#17 » Mon Jan 30, 2017 7:31 pm

So true ^ have been leveling a new char with friends in t1, and we had several scs where people worked together, assisted, spoke in /sc. Actually felt really good (I kept stating it in Discord 'omg people playing as a team!'...probably bored my friends)

Why does this seem to dissipate, come t4?
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Jaycub
Posts: 3130

Re: " It's no use, they have 2 healers "

Post#18 » Mon Jan 30, 2017 7:51 pm

Eathisword wrote: Truth is, a lot of fights can be predicted at the start and there is really nothing you can do about it in pug play. Just take those opportunity to try and get better at some stuff a little bit at a time. Back cap flags, try to lure some enemies away so you can get some kills. Perfect your positioning. Kite. Try to fight on choke points where skill gap is minimized, etc. Its just the way of life : average pre beat bad pugs; great pugs beat bad pre; good pre beats all.
This is a good mindset to have, success/greatness should be measured based on context. Our guild is virtually always running either lowbies or alts or both, mostly because there is no pressure in NA to constantly be running that BiS group. And progression is bricked at annihilator/merc so people want to play characters they can work on getting gear. But this is always creating bad situations were it becomes increasingly hard if not impossible to carry that pug offgroup under certain conditions.

That's when you have to look at the situation differently. There's been a lot of scenarios, take for instance nordenwatch were we know pretty much 99% that if we go to fort and fight ~12v12 that we will get slaughtered. So what do you do? A lot of people have these ego problems, especially in small communities like this and don't like it but. You gotta do things like take LH/racks as 6 then watch and only engage if you split them up otherwise you run away. You set goals like, let's try not to die at all and see if we can get a pick on so and so, or just try and win the sc by objectives or get as many points as possible without feeding.

Another example we've been in doomfist craters were we only stay at mid if our tanks get some really good initial punts off knowing that we have no chance to win in a straight up fight, and then if that fails we pull back to catapult range and pray we can possibly wipe the other team with them then get control of that mid point and holdout the rest of the SC. It's certainly more graceful, and less of a blow losing in this way... and obviously beats rage quitting the SC.

You create our own "win conditions" based on context, and you measure your success based on how well you do given the circumstances. But I think a lot of people are quick to give up, and don't want to "lose". Or they can't fathom ways to beat the odds, thankfully scenarios are not plain open field death matches, each scenario presents different opportunities and taking advantage of those is what can let you overcome odds. Granted they won't always work, probably some of our ideas on how to approach situations might be gimmicky (the punt or run in doomfist) but at least you try something that just might work, rather than giving up, or going into a hopeless situation banging your head against a wall and feeding kills.


So I'm also gonna ramble on a bit about how the community in general here seems to stigmatize how you win scenarios or rather how they feel they should be played. And really thank G-d for Az stepping in and reworking the rewards systems for scenarios to totally discourage people playing every damn SC like it's a deathmatch. For instance about 2 days ago, we qued as 3 and went up against a double premade in a phoenix gate, but those premades were basically 24/7 ganking our WC while our 3 man ran the flag and killed their carrier once or twice. I think we won like 500-150, but they had 70 kills vs our 5... yet we got 6k renown while they got 200.

People just don't take scenarios seriously, and basically look down upon playing the objective deeming it "PvE", yet you never see that in say CSGO were you have things like ninja defuses, or dota 2 with it's pushing mechanic. It doesn't matter how you win it's absolute. Maybe it's because this game lacks MMR, or a really rewarding and punishing players for win/loss, or the complete disconnection of scenarios from the main game making them basically pointless minigames... who knows.
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peterthepan3
Posts: 6509

Re: " It's no use, they have 2 healers "

Post#19 » Mon Jan 30, 2017 8:05 pm

i'd guess that, for most people, there's nothing inherently fun about focusing on objectives over pvp. from my pov with guildies, even if we get less renown - but more kills - we're cool with that. for a lot of the scenarios, if you are to focus on objective, it results in very little PvP as you need 12 people+ working together in certain maps (which never happens)
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Stilton
Posts: 41

Re: " It's no use, they have 2 healers "

Post#20 » Mon Jan 30, 2017 9:27 pm

Jaycub wrote: People just don't take scenarios seriously, and basically look down upon playing the objective deeming it "PvE", yet you never see that in say CSGO were you have things like ninja defuses, or dota 2 with it's pushing mechanic. It doesn't matter how you win it's absolute. Maybe it's because this game lacks MMR, or a really rewarding and punishing players for win/loss, or the complete disconnection of scenarios from the main game making them basically pointless minigames... who knows.

For a sec i worried i had posted a useless whine thread but, perhaps some good could come from this... I'll leave the clever suggestions to you guys though xD

I did write out a slightly insane rant/essay on competitive mindset but i'll spare you all, because i decided basically, and it's not a complaint against this game: But i just dont feel it's as relevant to this type of game.
Also, i don't have enough competitive experience here yet to have made many 'solid' opinions on this..

I'll also admit it's sometimes hard to 'read' this game (does that translate?), compared to something like... Rocket league, or mount and blade.. or counterstrike or 'dota' i guess (not really played it tbh).
It's obviously much more transparent in those games to see where individual plays / strategy / skills effect the outcome of 'fights' ...




...At the same time, i understand this is an entirely different genre, with classes to balance and it's designed to be more team oriented.
So i realise anything i've posted could be more 'my problem' than 'a problem' with the game.
Is there a more detailed thread describing what the end 'goal' is, i've seen statements regarding it 'not being balanced around 6v6' but yeah, i am curious... ?

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