wonshot wrote: ↑Wed Aug 14, 2024 11:11 pm
a) Progression and AAO
AAO is good for progressing faster if you can outorganize the enemy outnumbering side, players and guilds have been swapping to the underdog side for years on RoR. There is the bonus exp/rp buff you get if you logged from a flagged outnumbering toon to the outnumbered realm and flag up, 50% bonus. Stacking with Potion of Acclaim and AAO. But why are more people not doing it then(?)
Because the majority of players struggle 1:1, when this is scaled to be 1:2 or 1:4 it moves towards being impossible, this as well as 100*0 and 400*0 are both 0.
The blob is too powerful and that is it. With the changes to the game that has happened under the last 4 years, none have really been beneficial for small scale. In 2019 a good 6 man could take on a bad warband and at least stand toe to toe.
wonshot wrote: ↑Wed Aug 14, 2024 11:11 pm
b) tools to be succesful when outnumbered
It is a fine line to allow for smaller forces to defeat a bigger force.
But right now the main ways to play outnumbered is to bunker up inside a funnel possiton, or gank the supplylines (tails) of the bigger groups roaming around.
There are barely any tools available or left, for you to deal with being outnumbered. AAO helps you progress, but you need to create the succes yourself.
Okay and what were those tools?
Ability and tank rework made tanks some sort of DPS hybrid that all should have punts apparently. The normalisation have made them unfun and generic. Playing to you composition's strengths is gone and instead it's a massive blob vs. blob where whoever have the most AoE wins. WB Vs. WB used to contain 1-2 ST groups during 2021-2022 that is completely gone and WB Vs. WB surpassed the ungabunga of 2020 where the meta was mSH + Choppa/BO + Shaman for moral pump and coordinate m4 drop. Which was panic fixed by Devs that still to this day affects the gameplay.
Avoidance and mitigation of damage have been changed over and over again, guard is a whole mess compared to how it worked in 2018 and even back then there had been several changes compared to how it worked on live. Just take the interaction between guard and undefendable damage.
The neutered tanks that are in the game feel awful to play at the moment, and in particular KotBS who finally got the damage the solo players were asking for while the group support is null and void, it went from rhe strongest tank in the game to being a worse chosen, you provide focused mending, guard and resistance buff.
AoE snares have been heavily nerfed because they were too oppressive for melee to deal with. Did anyone take two minutes to think about how this would affect ranged careers and kiting? Add in the revert of several abilities back to 1.48, where are we now? Why were only a certain number of abilities reverted? Careers that could deal with certain over performing careers are neutered and people ask themselves why the killboard looks the way it does. I am unsure if I ever seen such a perverse incentive in an mmorpg as in the tank rework in conjunction with the "revert".
I highly doubt the lack of gear and renown progression is what keeps people from logging in. Spamming AoE and blobbing is a bigger detriment to the server population. This in conjunction with the shift towards symmetric balance has made the game boring.wonshot wrote: ↑Wed Aug 14, 2024 11:11 pm c) incentive
Right now the game has had its endgame best in slot armor sets for about 3-4 years and there are no new gears to grind for the veterans. Meaning that the messurement of succes has become screenshots of how many kills vs deaths you can accumulate, doesnt matter how you get the kill. A 50vs2 kill, still counts as BiS toons doesnt need renown or crests.
I have never, nor will I belived in the winnerjoining crossrealming argument. I dont think anyone who is dying in the same zone is logging over just to stand afk watching other people ram, beating on the keeplord and getting 200rp tick. I think its more of a case of the realm who is surviving, getting a couple kills are playing longer and more people who log on stay logged on. And that creates the momentumswings in cases where zone-attendance suddenly switches. Mixed with warbandleaders logging out and suddenly its -24 players on one side.
What the game kinda needs is incentive to spread out, to chase gear and play the objectives again and not just be a kill-succes-messurement contest no matter the cost, because the cost is the fun and population honestly. Power scaling with AAO would probably never work, but more tools to dealing with being outnumbered could potentially help with people wanting to play the aao side.
Killboard & Scenario summery window is currently the endgame of RoR. A game that is built up to be a Realm Campaign against the enemy realm contesting and capturing territory from eachother, we need to go back to the roots and put the "care" back into the foundation of the game.