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(Mythic) origins of balance

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Sulorie
Posts: 7461

Re: (Mythic) origins of balance

Post#151 » Fri Mar 04, 2016 9:05 pm

Do you have anything else to fight with instead of morals?
Dying is no option.

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footpatrol2
Posts: 1093

Re: (Mythic) origins of balance

Post#152 » Fri Mar 04, 2016 9:35 pm

Of course you do...

and its horrendously nasty.

bloodi
Suspended
Posts: 1725

Re: (Mythic) origins of balance

Post#153 » Fri Mar 04, 2016 9:42 pm

What will the greenskin racial warband do?

Tune in on the next chapter of "dellusions of a high man" here, on your favourite Warhammer return of Reckoning forums.

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footpatrol2
Posts: 1093

Re: (Mythic) origins of balance

Post#154 » Fri Mar 04, 2016 9:43 pm

Here is why I am SO SO persistant.

Mythic has been hacking this game up in a attempt to hold subscribers. While in the process Hacking up the synergy of racial groups which this game was designed around.

Now the playerbase is in charge.

It would be nice if we could not further hack up classes and synergy.

It would be nice if the playerbase got a little more open minded to what I'm talking about.

By the way I am looking for players to build 12 man orc smash group and hopefully build to a warband. I will take old or new players. All I ask is that you have an open mind and can take constructive criticism. The group should dominate any open terrain SC and should dominate the lakes. I need all greenskin classes and a lot of shamans. I will be utilizing all the spec's of the class you play. Please mail me in game too Gharguk.

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footpatrol2
Posts: 1093

Re: (Mythic) origins of balance

Post#155 » Fri Mar 04, 2016 11:17 pm

I will gladly take on any mix premade group with a Dwarf premade designed around bomb at a keep defense. Your probably going to have to stack a retarded amount of sorc's to break me... which this game was designed around.

If I take 20 m4 bombers dwarf at 1600 damage I got 32000k damage at my disposal. Thats WAY more damage then I need. So I'm suppose to cycle them over the minute. I have options. I can keep you away. I can cycle 8k bombs every 15 sec's. Or I can do a massive bomb. And you have to recover from a rez cycle and beat me before a minute otherwise my bomb is back up.

Run at me with a traditional current meta grp? Bomb. There is no defense against morale damage. You can't have melee attack the door when the door goes down otherwise bomb. Potentially just Bomb through door. Door goes down rift bomb. You try and walk in Bomb. I'll play line of sight games with you if you just try and and range me. If you walk in Bomb. These bombs have nasty things attached too like AoE heal debuff AoE knockdowns.

I hope new players do look at this and don't get sucked into the current meta. This game goes SO SO SO much further.

here's how you beat the Dwarf grp bombers. Get out of combat with them. Sorc damage is up front. You engage a dwarf grp with full morale's your not getting in. Same can be said with Chaos. Dwarves I'm sure have a way to mitigate this but they have to potentially switch tactics on the fly and blah blah. Grimnir's fury is perfect for keep defense.

Now the Warband is built specific so it will be fragile but if its in the keep. You are not taking that keep. Unless you build a warband specifically to kick me. I'll play to my strengths.

Even just a 12 man dwarf premade grp could probably do incredible bomb damage if built specifically for keep defense.
Last edited by footpatrol2 on Sat Mar 05, 2016 12:17 am, edited 6 times in total.

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Jaycub
Posts: 3130

Re: (Mythic) origins of balance

Post#156 » Fri Mar 04, 2016 11:25 pm

in small scale fights heal debuffs are mandatory for success against any half brained group with a decent comp. So is huge single target burst damage. Sustain becomes pointless/fluff which is why people are probably laughing at your drawf bomb group.

24v24 is pretty untouched terrorist though, meta for organized 24v24 is gotta be a lot different than the 6v6 / scenario meta.

Problem is on this server the amount of guilds that can put together a fixed roster 6 man to really test even the 6's meta can be counted on one hand. A guild or group of players that can consistently put out similar full warband comps and have something similar to fight is at this point a total pipe dream.

I'm not saying you are wrong OP, and I think what you are doing is really cool I just though I would drop in and shitpost a bit.
<Lords of the Locker Room> <Old School>

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Razid1987
Posts: 1295

Re: (Mythic) origins of balance

Post#157 » Fri Mar 04, 2016 11:40 pm

footpatrol2 wrote:Here is why I am SO SO persistant.

Mythic has been hacking this game up in a attempt to hold subscribers. While in the process Hacking up the synergy of racial groups which this game was designed around.
Do you have a source for that information? Because I've never heard that before...

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footpatrol2
Posts: 1093

Re: (Mythic) origins of balance

Post#158 » Fri Mar 04, 2016 11:41 pm

ya I know.

I just want people to know why there are abilities and why there isn't those abilities. They were designed for a purpose and mythic wasn't idiots. They just misjudged the playerbase intentions.

The synergy is overwhelmingly there.

I have no source. So its opinion.

I suspect that If I am able to make this greenskins 12 man. I'll eo well in the lakes and if I pick Sc's that allow me to run around I'll probably do well there also.

@ gobtar and Jaycub.
In the dwarf groups, I was lucky to have a handful of good premade players that were open minded when I started it. This was coming from when I'd run mixed premades. I then had to start recruiting outside players. This was when the game was basically dying. I was able to recruit brand new players and train them or players that others would deem bad and get them to play organized. The worst players for my groups were ones that already accepted the current meta at the time which the mindset was heavy counter racial. I was able to consistently put up a 12 man and was slowly expanding higher. This was done for probably over a year. I was getting more people because it was fun and it was working. If it wasn't working I wouldn't get the players to keep asking to join or keep the premade players that were from mixed groups. I'm not saying those premade players didn't play mixed grps. Do whatever but they played in my grps also. If I picked SC's that played to my strengths I'd be likely to win.

What I'm saying is if I can get this stuff to work. Then there might be more player interest.
Last edited by footpatrol2 on Sat Mar 05, 2016 2:03 am, edited 3 times in total.

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Jaycub
Posts: 3130

Re: (Mythic) origins of balance

Post#159 » Sat Mar 05, 2016 12:18 am

I think greenskins also have the best 6man lineup right now. 2 sh 2 sham 1BO and 1 Ch can be pretty nasty. The CC is there, heal debuff, good burst, all phy damage, all the ranged have plenty of kiting tools (self punt, AoE punt, Puddle, AoE detaunt, auto detaunt, run away) so most of the pressure should be on the Ch/BO (easy to heal and cleanse).
<Lords of the Locker Room> <Old School>

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roadkillrobin
Posts: 2773

Re: (Mythic) origins of balance

Post#160 » Sat Mar 05, 2016 1:36 am

You don't need that many healdebuffs...with the right burst you don't even need one. Slayer is a perfect example of this. They even wreck balls using AoE's in small scale, wich is one of the reasons the class needs to be looked at when we get to t4. Remember BW/Sorcs being the top melee dps even when spamming AoE's Yeah that **** just isn't ballanced.
Sulorie wrote:Do you have anything else to fight with instead of morals?
No, we don't have any other abillties. No abillties Greenskins have does any dmg, or heals, or CC.
(Sarcasm)
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