You are completely wrong. The game is nowadays not how it used to be. Back then ranged dps was a lot stronger and melees actually had something to fear.Orklovingit wrote: ↑Sat Jul 29, 2023 8:59 pm order has been complaining about this issue for 15 years now.
Here's what happened:
OP and fellow order players get killed in pvp by some better experienced players playing Choppa/Destruction and then they come all the way crying to the forums to QQ because they lost.
This is a player skill issue, not an ability issue.
Git gud. There are ways to counter GTDC by placing guarded tanks up front with a coordinated warband.
In RoR a melee blob warband is basically invincible to all that ranged damage. That led to premades almost only consisting of maras and choppas. Both have powerful pulls. And sometimes they even run in a pack of two warbands. Then you have at least 10 choppas and 5 maras in there spamming aoe and pulls. That's not how the game was back then. Not at all. And therein lies the problem. The strongest classes are also the most annoying pull classes today.
Here is how destro premades are playing these days:
1. make a warband consisting of strong aoe classes
2. turn on damage+snare aura on DoK
3. give every melee guard
4. let maras charge into a group of orders and let them drop aoe knock down
5. choppas, maras, mSHs and sorcs start doing aoe
6. everybody is snared by now because that DoK aura has a good chance on every hit
7. who is not dead by now is getting sucked in by choppas (because knock down does not give pull immunity) and dying instantly to 10+ players doing aoe without even targeting anything.
8. let tanks, choppas, maras spread out to get the rest either by pulls or by staggering, punting them into the aoe blob
9. fall back, and flank them again
bonus: when mSHs m2 is up, snare all before you charge in. Everybody is super snared now and can barely move.
The ridiculous thing about that strategy is that you don't even have to go too close to the enemy. Melee aoe has a large radius and with the pulls and punts people come flying into the death blob. It's basically a fishing for enemies while staying save near the tanks.
Unless you are facing a super strong slayer premade this setup is pretty much invincible and low risk high reward.
So, here are the problems:
- order does not have that snare aura on WPs
- order does not have the mara aoe knock down
- order does not have that overpowered Choppas and Mara pulls
- order does not have a WL that is like a tank who can jump in and just jump back out again when low on health like mSHs can do
- order does not have tanks that people like to play. They are lacking fun compared to the destro tanks.
- order does not have sorcs Infernal Wave either, which is another great aoe beside choppas, maras and mSHs.
- order does not have super tanky maras that can shrug off armor pierce, self hot and parry more with dual wield.
- order ranged dps that used to have strong aoe to counter such melee blobs are now a joke. No +100% damage moral, no channeled aoe stacking, overall lacking damage.
See the problem?
It is a lot harder to be successful on order side. Destro does not need that overpowered pulls. Not at all. It is bugged, overpowered and is taking the order players fun. The fun is anyway lower on order side with all the fun stuff destro gets and order doesn't get (run away, mork sez stop, aoe knock down, super punt, zealot wind, pouncing meatballs, etc). Remove that GTDC pulls and reduce the Mara pulls to 65ft again. It's a complete shitshow for order atm.