Some needed 6v6 changes
Re: Some needed 6v6 changes
wl pounce on ressing players or pull from both faction no eh? leave guards where they are, caledor woods it used also by no premades i played one today and it was fun.

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Re: Some needed 6v6 changes
If your only purpose is leveling up, avoid the 6v6 SCs and just Q for everything else. Being in a premade, you will win 95% of the time. That's enough xp/emblems.dur3al wrote:
Only when the premade is already fully geared without anything else to look forward in terms of gear or renown gain. But until then premades with lowbie characters or not fully geared ones will still use the regular queue system, for the purpose of only leveling up, just like people join in bo/keep attack/defense to gain rr/medallions and what not.
Sorry, I don't buy the "i wan't to level up through 6v6 SCs only" argument.
- peterthepan3
- Posts: 6509
Re: Some needed 6v6 changes
Caledor Woods is 99% used for 6v6 and only 1% of the time do pugs actually actively play it. Similarly, premades can queue for Khaine's Embrace but I'd wager most people queuing it now do so for the pug-only scenario. Not a valid argument when it's been stated as the 6v6 scenario.Tesq wrote:wl pounce on ressing players or pull from both faction no eh? leave guards where they are, caledor woods it used also by no premades i played one today and it was fun.

- DefinitelyNotWingz
- Posts: 286
Re: Some needed 6v6 changes
Math/physics. It is not complicated.UmmOK wrote:DefinitelyNotWingz wrote:When kiters start to run in circles they get caught. That's why.Niky wrote: 2. No guards (for what fo you need them in 6v6?).
I don't understand your logic. Are you saying that spawn point guards and ORvR camp guards are an integral part of any kiting classes attack rotation? A necessary part of their skill set?
My class, like most others, have never kited anyone to a spawn point guard or camp guard as part of our plan to get a kill or survive an encounter with the enemy. That said, there have been more times than I can count that I have been punted into guards and killed. Rarely do i follow a kiter to my death anymore, but it has happened in T2 as I remember. If you honestly feel the only recourse the kiting class has to avoid death is to have an NPC kill for them, I say remove the class. Why is it that you feel so strongly that the Kiting Classes should not die in RvR that you try and justify exploiting the guard mechanics to avoid death?
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Re: Some needed 6v6 changes
peterthepan3 wrote:Caledor Woods is 99% used for 6v6 and only 1% of the time do pugs actually actively play it. Similarly, premades can queue for Khaine's Embrace but I'd wager most people queuing it now do so for the pug-only scenario. Not a valid argument when it's been stated as the 6v6 scenario.Tesq wrote:wl pounce on ressing players or pull from both faction no eh? leave guards where they are, caledor woods it used also by no premades i played one today and it was fun.
you know humanity.....ppl will still do what i wrote here even if they are 6vs 6 so my point stand firm, if something is exploitable it will be exploited.

Re: Some needed 6v6 changes
It's about drawing more attention to 6v6 scene, so MORE people would participate in it.Penril wrote: Have to call BS on this. I don't remember anyone on live telling the other side "hey, Q for this 6v6 SC so we can have a fight".
Nope. 6v6 were done in uncontested zones, so the only rewards were the renown you got from kills and the occasional item/medallion. You didn't have extra rewards (like you do when winning the SC). Not even renown ticks for being in the RvR zone since, as I mentioned, this was done in uncontested zones.
Guess what: people did a lot of 6v6 back then.
On live WAR RvR was popular and there were a lot of serious RvR guilds because it was rewarding (Warlord, Sovereign farm in capitols). While for example in GW2 RvR didnt gained much popularity because it had no purpose. Later they add ladder and RvR got at least some purpose and RvR there gained more popularity.
Same with every aspect of every MMO- people always should have some kind in-game motivation.
Re: Some needed 6v6 changes
As much as I hate DM compared to objective based game modes (Stale meta and so much more simpler), I think like 99% of the 6v6 population on this server just want's a scenario with zero objectives. Or it would seem that way based on the forums.
Nyky's suggestion to remove guards fits in with this if you say made CW work like...
>no flag
>no respawn
>after all players die on one side the map resets and both teams are back in their spawns
>wiping the entire enemy team is the "objective"
>first team to do it twice wins (best 2 out of 3)
About increased rewards, I think it's being asked for to incentivize creating a stronger scene by encouraging people to form these groups to try and go up against other guilds in this type of arena. I could go on for ages here but the crux of my argument would be that the population is just too low to support all the things a good 6v6 scene would need to thrive. With a low population 6v6 is only going to be for the best guilds on the server, with a roster that can support whatever the best meta setups are because there is a lack of an MMR system/ladder or way of separating guilds/groups by skill level etc...
You can't just be in some all encompassing guild, and one day say "hey guys lets que up for 6v6 with what we have on right now (maybe 2 sw's and IB a SM and an AM+RP) and expect to do anything against the destro guild that plays a CH/Mara/CH/BO/DoKx2 group on a daily basis. And honestly as someone whose been in a purpose built guild 6 man since tier 2 was the cap, albeit in dead af NA... it doesn't seem that rewarding when we get maybe 2-5 serious 6v6 engagements a week. Compared to other games where you can literally log on at 3am your time and que up and be put against hundreds if not thousands of like minded players/groups in a competitive environment.
Nyky's suggestion to remove guards fits in with this if you say made CW work like...
>no flag
>no respawn
>after all players die on one side the map resets and both teams are back in their spawns
>wiping the entire enemy team is the "objective"
>first team to do it twice wins (best 2 out of 3)
About increased rewards, I think it's being asked for to incentivize creating a stronger scene by encouraging people to form these groups to try and go up against other guilds in this type of arena. I could go on for ages here but the crux of my argument would be that the population is just too low to support all the things a good 6v6 scene would need to thrive. With a low population 6v6 is only going to be for the best guilds on the server, with a roster that can support whatever the best meta setups are because there is a lack of an MMR system/ladder or way of separating guilds/groups by skill level etc...
You can't just be in some all encompassing guild, and one day say "hey guys lets que up for 6v6 with what we have on right now (maybe 2 sw's and IB a SM and an AM+RP) and expect to do anything against the destro guild that plays a CH/Mara/CH/BO/DoKx2 group on a daily basis. And honestly as someone whose been in a purpose built guild 6 man since tier 2 was the cap, albeit in dead af NA... it doesn't seem that rewarding when we get maybe 2-5 serious 6v6 engagements a week. Compared to other games where you can literally log on at 3am your time and que up and be put against hundreds if not thousands of like minded players/groups in a competitive environment.
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Re: Some needed 6v6 changes
That suggestion sounds eerily familiar....Jaycub wrote:As much as I hate DM compared to objective based game modes (Stale meta and so much more simpler), I think like 99% of the 6v6 population on this server just want's a scenario with zero objectives. Or it would seem that way based on the forums.
Nyky's suggestion to remove guards fits in with this if you say made CW work like...
>no flag
>no respawn
>after all players die on one side the map resets and both teams are back in their spawns
>wiping the entire enemy team is the "objective"
>first team to do it twice wins (best 2 out of 3)
About increased rewards, I think it's being asked for to incentivize creating a stronger scene by encouraging people to form these groups to try and go up against other guilds in this type of arena. I could go on for ages here but the crux of my argument would be that the population is just too low to support all the things a good 6v6 scene would need to thrive. With a low population 6v6 is only going to be for the best guilds on the server, with a roster that can support whatever the best meta setups are because there is a lack of an MMR system/ladder or way of separating guilds/groups by skill level etc...
You can't just be in some all encompassing guild, and one day say "hey guys lets que up for 6v6 with what we have on right now (maybe 2 sw's and IB a SM and an AM+RP) and expect to do anything against the destro guild that plays a CH/Mara/CH/BO/DoKx2 group on a daily basis. And honestly as someone whose been in a purpose built guild 6 man since tier 2 was the cap, albeit in dead af NA... it doesn't seem that rewarding when we get maybe 2-5 serious 6v6 engagements a week. Compared to other games where you can literally log on at 3am your time and que up and be put against hundreds if not thousands of like minded players/groups in a competitive environment.
Ban evasion account of Luuca
Re: Some needed 6v6 changes
^genius minds think alike :^)
Sorry I sometimes don't read through all the posts my bad fam
Sorry I sometimes don't read through all the posts my bad fam
♂ ♂ ♂ <Lords of the Locker Room> ♂ ♂ ♂ <Old School> ♂ ♂ ♂
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