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If.... teams not even

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BeautfulToad
Posts: 631

Re: If.... teams not even

Post#11 » Tue Aug 06, 2019 11:52 am

Threshold for overcrowdig could be tweaked preusmably.

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Alfa1986
Posts: 541

Re: If.... teams not even

Post#12 » Tue Aug 06, 2019 8:58 pm

Scottx125 wrote: Tue Aug 06, 2019 12:58 am

roadkillrobin wrote: Mon Aug 05, 2019 1:36 pm People put to much emphasis on even numbers.
You don't have to run into enemies head on. Play with a brain and the resources at your disposble at the moment and make the best of it. 12vs5, they might have 11 dps and 1 heal and if you just have 1 ballanced group of 5 should net you a combat win atleast.


True, but that is only likely to occur in a pre-made. PUGS are not realistically going to be able to 5v12, even with a balanced group. A common problem can't be argued against with a niche situation, it needs a practical fix to either mitigate the issue or fix it entirely. And the only practical approach in my mind is to mitigate the issue, otherwise we'll be going back to 10-20 minute queue times...
I would not say that. recently, from the order side we played the battle for Praag. We had three balanced groups, and only two heals were being on destro side. we won, but the victory was very hard, and at some point we could even lose, and as a result, there was parity in the number of killings. that means pugs can be also so very different.
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