I understand that some people do not like group up, or "blob." If you group up, the enemy will simply form a larger group. But this game is all about blobbing. Everyone ends up doing it sooner or later. Exemple? Just keep capturing or fortresses. If this were really an issue, the developers would have fixed it long ago. I’ve even noticed some players getting upset with me because I follow their warbands. If you hate grouping up at this point, maybe you’re in the wrong game.
Now, I have a question for those who complain: In a situation where I am the leader of a PUG, and the opposing side is grouping up or is a premade, what should I do? Should I choose not to blob consequently die repeatedly? Or should I change zones and just “do box”? Most warbands are PUGs. It is not the majority who are premade and use voice chat. So please try to be understanding, everyone just wants to have fun.
"Let's talk about blob in ORVR."
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Re: "Let's talk about blob in ORVR."
People would stop doing it if there was a counter to it.
Restoring some of the damage of classes like bright wizard or increasing morale damage and removing morale cap would do it.
Restoring some of the damage of classes like bright wizard or increasing morale damage and removing morale cap would do it.
Re: "Let's talk about blob in ORVR."
The problem with that is it also makes the blob that much stronger. LoTD buff/debuff is a good idea, just can't seem to get it to work well. Buffing single target and nerfing aoe damage may help tho. Right now AOE damage hits as hard as single target damage or harder.salazarn wrote: Mon Apr 21, 2025 11:31 am People would stop doing it if there was a counter to it.
Restoring some of the damage of classes like bright wizard or increasing morale damage and removing morale cap would do it.
-= Agony =-
Re: "Let's talk about blob in ORVR."
JohnnyWayne wrote: Mon Apr 21, 2025 12:25 pmLets go the planetside 2 route - people blobbing? Khorne gets excited and nukes the place from orbit.
This suggestion has been proffered prior on a number of occasions, both here on the forums and during more than one of the Tothmonra RoR Podcast. Most players rejected it because that would mean, and I am quoting here, 'their character would die' and thus no such random intervention could ever be allowed.
In an MMO game. Imagine that, your toon dying. Perhaps the solution is...everyone who's toon has ever died in this game should just delete their account. Yeah, I think I heard that somewhere. It would certainly solve the blobbing problem.
Welcome to Warhammer, No Fun Allowed!!
Re: "Let's talk about blob in ORVR."
There needs to be a counter-play to it. Individual involvement is close to zero when multiple warbands are stacked, you do not learn how to play, you do not get to know other players as there is no actual teamwork involved. This "strategy", or absence of strategy, dumbs down the entire game to the point where you do not have the impression of playing at all
Re: "Let's talk about blob in ORVR."
What's the big deal about blobbing? No teamwork? Lack of strategy? Sometimes, among warband leaders, it's not easy, but they try to stand together against the enemy. Teamwork and communication play a huge role! For players, following a group of 24 people or a group of 72 people—what's the big difference? Everyone strives to optimize their group, complete their tasks, and follow the lead. I see no real difference, only that more players are involved.
Some people talk about strategy. Every warband leader has their own; some are better than others. But realistically, the game is not only about numbers and skill—it’s also about top-tier gear and high-level characters. I’ve seen enemy warbands roll over us in less than 10 seconds. That wasn’t due to a superior strategy. Warband leaders apply various filters; mine is to require players to be at least level 25. However, some warband leaders restrict their groups to players who are level 40 with a minimum renown of 50–60 and a 2-2-2 composition. Such groups have a significant advantage over full PUG warbands of players ranging from level 16 to 40, with 1 healer, 3 tanks, and the rest DPS.
So yes, players blob together to be able to defeat their enemy. If you really want to play with evenly matched players, you can always just play Scenario mode.
Some people talk about strategy. Every warband leader has their own; some are better than others. But realistically, the game is not only about numbers and skill—it’s also about top-tier gear and high-level characters. I’ve seen enemy warbands roll over us in less than 10 seconds. That wasn’t due to a superior strategy. Warband leaders apply various filters; mine is to require players to be at least level 25. However, some warband leaders restrict their groups to players who are level 40 with a minimum renown of 50–60 and a 2-2-2 composition. Such groups have a significant advantage over full PUG warbands of players ranging from level 16 to 40, with 1 healer, 3 tanks, and the rest DPS.
So yes, players blob together to be able to defeat their enemy. If you really want to play with evenly matched players, you can always just play Scenario mode.
Re: "Let's talk about blob in ORVR."
I always ignore blobs and mass battles. I'm not interested in them.
The best this game has to offer is the small scale, only then you start to understand the game and delve into the micro-moments of the classes.
The best this game has to offer is the small scale, only then you start to understand the game and delve into the micro-moments of the classes.
Re: "Let's talk about blob in ORVR."
Johnny Wayne: So you don’t like blobbing because there’s no counterplay for it. As I mentioned before, you only focus on the number of players grouping together. Don’t you think that’s a simplistic way of thinking? Let me give you an example: A public, organized warband—which is standard, by the way—that goes up against a high-gear, high-level warband has no counterplay either. Should we restrict warbands with high-level gear and high renown from grouping together? Should we stop warbands with the ideal composition (2 tanks, 2 DPS, 2 healers)? Probably not; after all, it’s not just about the numbers. In reality, it comes down to player count, gear, level, and skill. Even if a no-blobbing policy were implemented, the same issue would persist: one warband might still overwhelm another, regardless of skill.
Moreover, nobody answered my initial question: In a situation where I am the leader of a PUG, and the opposing side is grouping together or is a premade with high gear and levels, what should I do? Should I choose not to blob and consequently keep dying repeatedly? Or should I change zones and simply “do box”?
Finally, Scenario mode partially controls player level, gear, and the number of players. So, you do have an option—even if it isn’t the game mode you prefer the most.
Moreover, nobody answered my initial question: In a situation where I am the leader of a PUG, and the opposing side is grouping together or is a premade with high gear and levels, what should I do? Should I choose not to blob and consequently keep dying repeatedly? Or should I change zones and simply “do box”?
Finally, Scenario mode partially controls player level, gear, and the number of players. So, you do have an option—even if it isn’t the game mode you prefer the most.
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Re: "Let's talk about blob in ORVR."
there are few factors why people blob:
1) low effort mentality to get rr/bags. Some ppl just prefer to blob and do "nothing".
2) many new people get into game in blob days so they think its normal/typical gameplay.
3) WB leads who chase solo or small grps even through pve to finally kill something cause they avoid fighting opposite warbands. So players who try play small scale getting tired and join blob.
4) class balance. Classes like shaman/am and few others dominating solo area. So other ppl (not everyone but most of them) who play classes like slayer, engi, choppa, sorc etc have to join blob (open parties -> join open warband) because they cant even run away from all those cancer solo classes. (they dont have guild to play in organized 6man)
5) Amount of warcrest needed for gear. To earn good gear (iam not even talking about classes which need few setups of gear) normal people need to spend months and blobing very often (especially during eu evening) is the only way to earn something.
6) no activities in rvr which can be helpful for realm and can be done by small scale players.
What kind of solutions we have?
1) we can reduce but generally no solution for that
2) it is related to points below
3) WB leads can decide direction of their fights. I am not saying its easy job to do but for months we see mentaility to avoid big fights and go for pug wbs or small grps.
4) it should be done years ago but we heared that Devs dont care about solo/small scale. I can understand this point of view but on the other hand just tuning few classes in very simple way can have big impact on many players.
5) gear shouldnt be locked behind 2 factors in my opinion. For example when U reach vanquisher level of renown, U should be ablo to just go and buy if U need all vanq, opressor etc pieces and test many variants of Your class. In this scneario amount of renown gained should be adjusted to avoid unlocking everything too fast.
6) i belive more experianced players who often play 6man can bring some good ideas here.
1) low effort mentality to get rr/bags. Some ppl just prefer to blob and do "nothing".
2) many new people get into game in blob days so they think its normal/typical gameplay.
3) WB leads who chase solo or small grps even through pve to finally kill something cause they avoid fighting opposite warbands. So players who try play small scale getting tired and join blob.
4) class balance. Classes like shaman/am and few others dominating solo area. So other ppl (not everyone but most of them) who play classes like slayer, engi, choppa, sorc etc have to join blob (open parties -> join open warband) because they cant even run away from all those cancer solo classes. (they dont have guild to play in organized 6man)
5) Amount of warcrest needed for gear. To earn good gear (iam not even talking about classes which need few setups of gear) normal people need to spend months and blobing very often (especially during eu evening) is the only way to earn something.
6) no activities in rvr which can be helpful for realm and can be done by small scale players.
What kind of solutions we have?
1) we can reduce but generally no solution for that
2) it is related to points below
3) WB leads can decide direction of their fights. I am not saying its easy job to do but for months we see mentaility to avoid big fights and go for pug wbs or small grps.
4) it should be done years ago but we heared that Devs dont care about solo/small scale. I can understand this point of view but on the other hand just tuning few classes in very simple way can have big impact on many players.
5) gear shouldnt be locked behind 2 factors in my opinion. For example when U reach vanquisher level of renown, U should be ablo to just go and buy if U need all vanq, opressor etc pieces and test many variants of Your class. In this scneario amount of renown gained should be adjusted to avoid unlocking everything too fast.
6) i belive more experianced players who often play 6man can bring some good ideas here.
Re: "Let's talk about blob in ORVR."
and ofc i forgot about deleting killboard 
it would be so healthy for server.
People would start to grab fights with even low chance of wining to have fun while now everyone wont die and farm ez kills to be on ladderboard

it would be so healthy for server.
People would start to grab fights with even low chance of wining to have fun while now everyone wont die and farm ez kills to be on ladderboard

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