I think these changes would greatly improve the quality of life for the competitive community on this server.
1. Remove guards from 6v6 scenarios
At the moment melee setups have a big disadvantage against range setups. This is because a range setup always has the option to reset the fight at will by kiting to guards. Without guards all setup match-ups become playable as teams can still kite in a circle (in Lost Temple of Isha which should always be the standard 6v6 scenario) if they want to but guards no longer provide an unfair advantage.
Another big downside of having guards is when fighting near a warcamp punting enemies becomes very risky as you generally want to avoid punting someone in to guards. When someone dies to guards any serious group will stop the fight and allow the opponents to reset. Playing this way wastes a lot of time and lets people reset cooldowns for free.
If you think that the spawn area needs to be protected you could surround it with a shield wall like the one in Saphery. This would also prevent healers from healing from inside the warcamp slope without having to come down.
1. Add renown trainers to warcamp area
When queuing up against groups that have much higher average renown rank it becomes very important to spec renown efficiently. If, for example, I have a lot of renown points allocated in Deft Defender and we queue up against a group with no BW those renown points are essentially wasted. Adding a renown trainer would give lowbie groups a little more flexibility when fighting high RR groups.
3. Add auto-resolve if someone crashes out of a 6v6 scenario (with no rewards and no quitter)
It takes considerable time to organize fights. If someone crashes while loading in to a 6v6 scenario or during a fight groups are forced to fight in open rvr which is not optimal. Scenarios (without guards) provide a nice sterile environment to fight other groups in a 15 minute format with the benefit of seeing a scoreboard and receiving renown and medallions.
Not getting a quitter debuff if someone crashed would allow groups to requeue right away and not getting any rewards when a scenario auto resolves is a perfectly reasonable trade-off.
[Suggestions] QoL improvments to 6v6 scenarios
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In this section you can give feedback and share your opinions on what should be changed for the Return of Reckoning Project. Before posting please make sure you read the Rules and Posting Guidelines to increase the efficiency of this forum.
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Re: [Suggestions] QoL improvments to 6v6 scenarios
I don't see how removing guard will put melee characters at any less of a disadvantage when it comes to being kited, but you seem veey convinced. Would you mind explaining that thread of logic?
Urdeg OathKlad - IronBreaker 40/48 'I need nothing but the endless list of grudges unsettled.'
Re: [Suggestions] QoL improvments to 6v6 scenarios
Guards essentially provide a safespace for RDPS to freecast from without any possibility for counterplay. If a Bright Wizard is hugging the warcamp a marauder can use Flames of Fate on him but it's pointless because attempting to hit the BW would result in the whole group wiping to guards. You can't stagger+champ said BW for the same reason.
Last edited by Caffeine on Sat Feb 16, 2019 5:31 pm, edited 1 time in total.
Re: [Suggestions] QoL improvments to 6v6 scenarios
Wasn't the whole point of disabling AnywhereTrainer to prevent people from respecing in scenarios to match the opposing team comp?
- peterthepan3
- Posts: 6509
Re: [Suggestions] QoL improvments to 6v6 scenarios
I think you'd be hard pressed to find any premades complaining about their opposition being able to respec to counter them, given that you yourselves could do the same! It resulted in fairer fights.
Re: [Suggestions] QoL improvments to 6v6 scenarios
in my opinion only those 6vs6 bad boys will take "advantage" of that. Pug wont give a flying F*** about re-specting in sc. So maybe available for only the 6vs6 sc ?peterthepan3 wrote: ↑Sat Feb 16, 2019 4:57 pmI think you'd be hard pressed to find any premades complaining about their opposition being able to respec to counter them, given that you yourselves could do the same! It resulted in fairer fights.
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Re: [Suggestions] QoL improvments to 6v6 scenarios
[Suggestions] QoL improvments to 6v6 scenariosdavispeed wrote: ↑Sat Feb 16, 2019 5:04 pmin my opinion only those 6vs6 bad boys will take "advantage" of that. Pug wont give a flying F*** about re-specting in sc. So maybe available for only the 6vs6 sc ?peterthepan3 wrote: ↑Sat Feb 16, 2019 4:57 pmI think you'd be hard pressed to find any premades complaining about their opposition being able to respec to counter them, given that you yourselves could do the same! It resulted in fairer fights.
Gabber
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Re: [Suggestions] QoL improvments to 6v6 scenarios
OK SIRkkprfx wrote: ↑Sat Feb 16, 2019 5:06 pm[Suggestions] QoL improvments to 6v6 scenariosdavispeed wrote: ↑Sat Feb 16, 2019 5:04 pmin my opinion only those 6vs6 bad boys will take "advantage" of that. Pug wont give a flying F*** about re-specting in sc. So maybe available for only the 6vs6 sc ?peterthepan3 wrote: ↑Sat Feb 16, 2019 4:57 pm
I think you'd be hard pressed to find any premades complaining about their opposition being able to respec to counter them, given that you yourselves could do the same! It resulted in fairer fights.
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Re: [Suggestions] QoL improvments to 6v6 scenarios
4.) Remove 5 min wait for sc that was just added ( makes sense to have no wait for 6v6 cause the groups are already full and optimized. Aka make 6v6 sc insta pop again if there are teams queued for it.
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