Fishineus wrote: Mon Sep 07, 2026 1:20 pm
I created this topic because i think the way SCs are right now, is just fruistrating for many players. This is no blaming or flaming. Its a fact.
@Aluviya
You mentioned that many people in SCs don't even know the basics—like guarding assisting or throwing hots—which suggests they are new players. These are precisely the players who get heavily discouraged when they get crushed by premades in SCs. Discouraging new players doesn't do an MMORPG any good, either. You also said that a group of organized players should have an advantage over an unorganized one, but that is exactly the point where the fun is lost for the other group.
@Lion
You mentioned that you run premade groups for quick wins and points. However, I think a game should focus on fun and ballanced gameplay rather than just quickly knocking out weekly tasks.
So, what do you guys think about a weekend SC event where players can only sign up as a group? Maybe with some extra rewards or a ranking system? More people play SCs on weekends anyway, so a "group-only" SC event would encourage players to form groups and revitalize the search for premades. During the week, only PUG SCs would be possible, which in turn would improve match quality. It would also give guilds something to plan for on the weekend.
I would genuinely be interested to hear how you expect these players to become better, though.
Historically, scenarios were actually one of the places where people learned the game. You grouped up with others, played alongside more experienced players, watched how they positioned, assisted, guarded, healed or coordinated pressure, and sometimes you simply died because the other side played better. Then you adapted.
That process matters.
You learn a lot more from seeing stronger players actually use the combat system properly than from being permanently separated into an environment where everyone is equally inexperienced and many of the core mechanics barely matter.
Getting stomped is obviously not fun, and I am not arguing that completely hopeless matches should be the goal. But frustration is also part of learning a PvP game. Sometimes losing badly is exactly what shows you that your positioning, target selection, guard usage, assisting or general awareness needs work.
And SCs used to create those opportunities naturally. You met better players, grouped with them, learned from them, sometimes got destroyed by them and gradually became better yourself.
If the answer now is to increasingly isolate inexperienced players from experienced or organised ones, I am not sure that actually helps them in the long run — and, in my opinion, the current state of scenarios suggests the opposite. It may make individual matches feel more comfortable, but it also removes many of the situations where players would normally learn what stronger play even looks like. We already have plenty of SCs where basic cooperation barely happens at all, despite the systems that were supposed to make the experience more accessible.
Better tutorials, clearer role guidance and better tools to find groups can certainly help new players. But I don't think wrapping them in increasingly protected matchmaking is a substitute for actually learning the game.
Nor do I think the answer is to keep putting more and more development resources into trying to teach players every aspect of the game through developer-controlled systems. This is, at its core, a social game. A large part of learning should happen through interacting with other players, joining groups, watching more experienced people, asking questions and gradually adapting to how the game is actually played.
Developers can provide the framework and basic information, but they cannot — and probably should not try to — replace that social learning process entirely (which is actually the current state of the game regarding premades).