Yeah, right. These half SH-half marauder warbands... That is what I see all the time. I'd say I'm tired of seeing that many freaks and squigs around me. They usually counter these glorious half engi-half melee SW warbands.Scrilian wrote: ↑Wed May 09, 2018 12:24 am Probably not by much, BW would remain dominant because of number of other factors.
During a brief few months of SW/SH bombing meta we had here, marauder damage reduction+healing from monstro proc was noticeable and was a well seen to pretty much everyone who encountered a half SH-half marauder warband setup. Still generally the more marauders you add, the undoubtedly worse Slayers and SWs perform.
This is a step in the right direction, might push for a bit more relaxed order wb setups, that could be enjoyed by more people, who want to be "competitive" and not be at a constant disadvantage.
The bottom line is that monstro mara doesn't kill. I know that 4 BWs or 4 slayers (mix and match) have enough firepower to kill guarded target with AoE. First ones with 2nd morale, second ones with blunt damage. Would your mythical 2 parties that have 4 guarded marauders wipe 2 bomb-squads? If your answer is "yes" then I would recommend you to call your warband of witch hunters to deal with these chaos freaks.
Most of this game issues stem from being designed around WB scale yet not quite balanced around it. Your so called counters work only in narrow situations of the smallscale minigames you play and are irrelevant in the real fights of RvR.
And even there the way to take down decent and guarded marauder who popped monstro is a nearly impossible task, given that the window of actually taking damage - when armor debuff+demolishing strike are applied, with guard punted, is pretty small and can be played around, unless outplayed/outgeared heavily.
Quoting the rest would be a waste of time as it makes me feel more and more proud of our legions of marauders.