Aoe Cap feedback after playing with it

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Rotgut
Posts: 199

Re: Aoe Cap feedback after playing with it

Post#61 » Mon Aug 12, 2024 7:06 pm

Akalukz wrote: Mon Aug 12, 2024 6:56 pm
Rotgut wrote: Mon Aug 12, 2024 6:15 pm
Akalukz wrote: Mon Aug 12, 2024 6:05 pm
It 100% improves it, primarily because you now have time to react since you are generally speaking no longer instakilled.
React and do what? Give me a play that can happen.
Recover, over the past couple of weeks i have been involved in "prolonged" wb v wb or 18v24+ fights where we would have been absolutely wiped pre 9 AOE cap but were able to get a few key rezzes or guard swaps and able to turn the table completely or hold off long enough for others to join in the fight. I understand that there are EU issues with 150 v 150 players in praag, but that is a player issue as much as any other, because there are at least 2 open zones and 2 ends of each zone, instead of critical mass at one point.

Last night during NA we had this happen 2-3 times, the ability to turn the tables due to discord and leadership, where 24AOE would have wiped us all in first encounter.

As I said, you won't hear many besides pug/casuals saying it's a good thing but look at how active ORvR is becoming again... simply because people live a little longer and can actually contribute to a fight for more than 3-5 seconds. I am all for giving some tools (at a cost) to allow zerg busting, but they need to be at a high cost, either in renown points or mastery points.

Look at who is complaining about it, they are all great players without a doubt, but they want their cake and eat it too. With some tweaks to challenge / morales / heal debuffs or a combination thereof and you will see a very competitive ORvR. Especially if they put in some importance to the BFO and other parts of the map.
"or hold off long enough for others to join in the fight."

And thats my point, the answer is "get more numbers". There is no morale drop, or big spells like old rampage, to build towards. This is not a engaging gameplay when u simply can't get a winnable fight without blobbing.

"few key rezzes or guard swaps and able to turn the table completely" "Last night during NA we had this happen 2-3 times"

Also what i said, in low pop hours where u can have a outnumbered fight where your whole warband isn't getting hit then 9 aoe cap is great, the fight is super fun. During the time where most of the players are active then 9 aoe cap without more tools you can't do that.

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wonshot
Posts: 1192

Re: Aoe Cap feedback after playing with it

Post#62 » Mon Aug 12, 2024 7:22 pm

One thing i forgot to mention in the overlooked section of the original post, is also with the lower aoe cap its abit harder for tanks to build morales in a funnel M4 standoff as puddles, dots etc are not reaching as far. This can be seen as a good or bad thing though
Bombling 93BW

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Akalukz
Posts: 1815

Re: Aoe Cap feedback after playing with it

Post#63 » Mon Aug 12, 2024 7:26 pm

I am not disagreeing with you in part, I agree tools are needed. But don't go back to a dead game play because no one wants to put tools in the game, petition for the tools not a return to the stale faceroll spam aoe play set. People want to play the game not insta die every time they leave the wc

edt: how many nerf WL spinny axe / Mara KD posts have we seen since this came out? Mainly only thing you see is nerf SH / SW.
-= Agony =-

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Kaeldrick
Posts: 136

Re: Aoe Cap feedback after playing with it

Post#64 » Mon Aug 12, 2024 7:30 pm

I am in a 12-18 men guild and playing very hardcore but thank you for your gameplay advising.

It's not about meta here, it's about logic between the announced reason of the change and the true consequences of it.

So as you repeated it many times, it's casual/pug friendly change. The intent was to help in outnumbered situations and it's not helping at all. End of argumentation for me, Bombling had said everything at start anyway :)

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Akalukz
Posts: 1815

Re: Aoe Cap feedback after playing with it

Post#65 » Mon Aug 12, 2024 7:43 pm

Kaeldrick wrote: Mon Aug 12, 2024 7:30 pm I am in a 12-18 men guild and playing very hardcore but thank you for your gameplay advising.

It's not about meta here, it's about logic between the announced reason of the change and the true consequences of it.

So as you repeated it many times, it's casual/pug friendly change. The intent was to help in outnumbered situations and it's not helping at all. End of argumentation for me, Bombling had said everything at start anyway :)
The true consequences of it is, for 20 out of the 24 hours of the day the game is in a better place. There is more to the game than just EU prime time. I agree, that we will not agree on this subject :)
-= Agony =-

trh382
Posts: 117

Re: Aoe Cap feedback after playing with it

Post#66 » Mon Aug 12, 2024 9:58 pm

Akalukz wrote: Mon Aug 12, 2024 7:43 pm
Kaeldrick wrote: Mon Aug 12, 2024 7:30 pm I am in a 12-18 men guild and playing very hardcore but thank you for your gameplay advising.

It's not about meta here, it's about logic between the announced reason of the change and the true consequences of it.

So as you repeated it many times, it's casual/pug friendly change. The intent was to help in outnumbered situations and it's not helping at all. End of argumentation for me, Bombling had said everything at start anyway :)
The true consequences of it is, for 20 out of the 24 hours of the day the game is in a better place. There is more to the game than just EU prime time. I agree, that we will not agree on this subject :)
This is bad logic. Im not EU - but the most hours of play happen during the EU prime time.

Its more important to balance the game when everyone is playing it in decent numbers, then fix for the off times.

That being said, im not sure that this changes impacts at that stark for high vs low pop. I think the better assessment is that it has similar plusses and minuses in all time zones.

Vibax
Posts: 28

Re: Aoe Cap feedback after playing with it

Post#67 » Tue Aug 13, 2024 5:22 pm

@akalukz you stating that the RvR been super activ is due to this change is wrong btw. Ring event is the reason behind the RvR been super activ.
I've heard many many guilds members/leaders sayin they wanna quit building WB for large scale rvr cause of this change.
And those guild members / leaders / WB leaders are the ones making this serv still feel alive not the pugs that join open wb, solo Q sc's and don't interact with people.
This game like every MMO has a progression system in gear and rr obviously but also a social one that should define your place in the "food chain" of the PvP system starting from Solo Pug to group pug then org pug to finally end up in guild play with a all variety of playstyle duo trio 6 12 or 18 up to 24 focus on RvR cities etc.
The community and how everyone evolves with interactrion is the beauty of the game not having access to everything solo, you got WoW for that.

SZ244663
Posts: 71

Re: Aoe Cap feedback after playing with it

Post#68 » Wed Aug 14, 2024 1:38 pm

I agree with you Vibax there’s a lot of people high up in the social chain that are helping keep RoR alive. They work hard to make things fun for ppl to still join an organized guild wb or in my case I try to keep things open for newbies and let anyone CR16+ join so they can get the experience of WAR and hopefully keep playing the game.


I have the ABIM board exam tomorrow…so will be busy until then. But, to humor the Harvardians among us, I will make a python script this week to simulate the 9 cap versus 24 cap for aoe effect to see which one will be better for the smaller group. My preliminary analysis during my study breaks is quite interesting, but I will post the results of that once it’s finalized in a separate post most likely, to complement this discussion but also encourage more than just an anecdotal discussion which is being had here. Nothing against anecdotes but I think we need some hard cold data to help the devs have a systematic approach to the game so they can best achieve their intentions.

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Pinrri
Posts: 22

Re: Aoe Cap feedback after playing with it

Post#69 » Thu Aug 15, 2024 5:49 am

Remove target cap, not 24 aoe cap. NO AOE CAP, if the zerg want to stack all in the same pixel let it stack. Im ready to drop morals and channels on them.

Target cap only benefits the bigger side and stack people to recive less damage, dont help in any way the smaller side.

Delerium69
Posts: 17

Re: Aoe Cap feedback after playing with it

Post#70 » Thu Aug 15, 2024 7:17 pm

The 24 nerf has just made oRvR not fun. Now requires you to just stack up all together behind your tanks and keep spamming buttons. No real positional play - just boredom. Hoping that there will be a serious rethink of this -

I think for now I may take a break from oRvR which i think was the opposite effect as to what this change was about.

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