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

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peterthepan3
Posts: 6509

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

Post#21 » Mon Jan 30, 2017 9:30 pm

I think, ultimately, the goal is for the game to be balanced around players playing their respective class within a group competently: 6v6 being the smallest scale to balance around, up to WB v WB, i.e. ensuring EACH class has at least one spec that would enable them to play in any form of PvP as a DPS/TANK/HEAL - as per their archetype.
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Eathisword
Posts: 808

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

Post#22 » Mon Jan 30, 2017 10:00 pm

Stilton wrote: ...stuff...
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... ?
Well your concern is a genuine concern. The thing in WAR is that individual skill is a lot less transparent than in some other games. In WoW (the only other game I know really well), it is very easy to ''carry'' someone in arena to MMR closing on 2000 (top 10ish%), if you are yourself a top 5% player. So skill is very easy to show as the arena brackets are small : 2s, 3s, 5s. The goal, to beat the other team, can be accomplish 90% by 1 pro. Skill is very clear : CC, burst, position, anticipation.

In WAR, 1 dude cannot carry a scenario no matter how pro he is. So as a result, I feel a lot of people think the game in very simple terms: damage, guard, heal.

Take tank for example, as it is the most influential archetype on the field. Whereas an average tank will guard, an above average one will consider guard a secondary thing that is easily achieved, his main focus translating in controlling the frontline, positioning to control the lines of CC and damage (hard to explain), establishing a frontline at a good position, anticipating enemy movement and moving the fight in left-right-back-front waves to protect his team while opening good targets for his dps. This is my understanding of it now. Some people probably think about it in even more complex terms and are better. But without support, even such a tank player cannot win a game by himself, if his dps just blindly charge in, his healers play out of position, i.e. die 6 times in 1 scen (or he has no healer at all) or he is the sole tank and faces an enemy team with 5-6 tanks that will easily neutralize him (you can only avoid so much CC attempts).

Hence the frustration, hence the somewhat interesting nature of your thread and the somewhat weird feelings you can experience when you PuG scenarios :)
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amputationsaw
Posts: 629

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

Post#23 » Tue Jan 31, 2017 12:53 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.


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.
SCs need more people to do this. people who can use the /sc chat. people who are able to announce the simplest commands. but most players are either to ego or simply don't understand what the one is trying to say.
when i clearly see the issue of an sc fights i try to fix it via chat.
for example: "1 heal to party 2 pls"
out of 10 times it only happend 1 or 2 times where actually someone moved either after my announce or on self purpose
but in most cases, nobody gives a **** about bad class contribution within sc parties and yet thats one of the small parts to win a battle.
idk if people just don't understand english(on an international server...) or just don't give a **** which would be pretty sad. bc a grp with 4 heals and a grp with 0 heals is inefficient for the whole team.

LordMarshal
Posts: 14

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

Post#24 » Sun Feb 12, 2017 3:16 pm

How do you queue up as a group? The join as a party icon is greyed out for us?

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Tesq
Posts: 5713

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

Post#25 » Sun Feb 12, 2017 4:24 pm

LordMarshal wrote:How do you queue up as a group? The join as a party icon is greyed out for us?
bug, kick one or re do the party, also "QQ" (queue queuer) add on allow to bypass the bug and also allow to black list sc and queue all with 1 click, definetly a better queuer tool than the war one
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Dabbart
Posts: 2251

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

Post#26 » Sun Feb 12, 2017 5:03 pm

Use /s .rel to queue as a party. I have to reloadui every 2-3 scs to queue as a party. Get the issue less with a full fro though...

But yea, get someone to use QQer the add on.
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Jaycub
Posts: 3130

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

Post#27 » Sun Feb 12, 2017 5:39 pm

peterthepan3 wrote:I think, ultimately, the goal is for the game to be balanced around players playing their respective class within a group competently: 6v6 being the smallest scale to balance around, up to WB v WB, i.e. ensuring EACH class has at least one spec that would enable them to play in any form of PvP as a DPS/TANK/HEAL - as per their archetype.
It's also easier to balance at that ground level and work your way up.

There is a huge dynamic switch just going from 6 to 12 in terms of possibilities for specs. Take for instance DPS RP/Z, you toss these in for aoe HD for certain setups. However it doesn't work in 6 mans becuase the damage isn't there, however when its performing an auxillary role in a warband that lost pressure relative to the AoE HD benefiting an entire coordinated WB compensates.

The other problem is organized warband vs organized warband fighting is extremely rare on this server due to low pop. To get the most out tactics/meta revolving around 24/12 man theorycrafting you need a similar force to fight. Take for instance the 6v6 meta, what would the point be if there was only one consistent 6 man on the server? The "meta" would just become whatever was best for farming pugs and not fighting other 6 mans.
Spoiler:
And sadly that has become a reality on this server in some sense, seeing as every serious 6 man guild has their BW/Sorc centric 3-2-1 RvR farming groups. Double mara being the new hotness for destro with the AoE changes. Too bad for order none of their MDPS has piercing bite so the damage is trash in comparison, even double slayer pales in comparison.
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