Genisaurus wrote:It's worth remembering that the gear gap is currently inflated artificially. Remember the following points:
- The current Tier 3 level cap is 35. When T4 is released, T3 will go back to being 22-31. We will not be using the 1.4.8 caps. The power level in T3 will essentially revert to what it was a month ago - lower even, since the number of people at level 30+ in Tier 3 and able to use full Devastator will be dramatically reduced.
- Currently, for Tier 4, we are not sure how we will be handling gear beyond Invader. Which is to say, we are not sure how we will be addressing the power discrepancy between Warlord and Tyrant, or Sovereign and everything else, or if we should change anything at all. There will be a significant, perhaps artificial, delay before we reach that point. In any case, I don't recall too many players bemoaning the difference between Invader and Devastator on live, even as far back as launch.
- We will not be implementing DF/WF as they were on live at all.
- In lower tiers, not all of the gear is implemented yet. While absolutely nobody ever used Mayhem set on live after perhaps patch 1.2, it can help close a gear gap between Obliterator and Devastator, if the usual renown gear is not enough. The same goes for dungeon sets. Neither the PQ nor the dungeon sets have renown requirements, so they can be equipped very easily.
In general, I consider it bad policy to make significant changes to a system to compensate for deficiencies you know will be addressed in the near future.
Geni, thanks for this! Have you guys talked at all about making the T3 gear cost less once T4 comes out? It takes a LONGGGG time to grind the emblems and what not for the gear... I know 2 pieces are BOE now, but even with that, it seems the cost for things (especially weapons) might be a tad too high for how fast you progress through levels? Just a thought... NO worries if nothing changes as it wont affect end game anyways.
I did want to add back to the previous discussion however. Doing a few SCs yesterday, specifically Reikland and Nordland, I made it my mission to take and hold the MID point on both scenarios. Which we did. I had about 4-5 games in a row on these maps, and I held mid the entire game, even waited there after everyone zerged on to other nodes and sure enough, caught some WEs trying to be sneaky
However why I bring this up, is eventhough we held mid (which I have always been told ticks for more points than the outer two) and our kills were ~ even with destro AND they never held nodes very long, they got A LOT of "initial ticks" and ended up winning several of the games even.
Now, I know there are a TON of other factors here and I 100% agree, my PUGs were horrible... However it just seemed VERY odd to me that we DOMINATED them on the "cap" game by holding mid and "trading" between the other two, and they didnt get any more kills than we did, and we held mid the entire game, yet we still lost....
This is the type of thing that I guess just makes no sense to me. What I think WOULD make sense is to REMOVE the "initial cap" points you get and merely increase the "ticks" from points over time. When you promote the initial cap points, this is what promotes zerging from one node to another. (If both teams do it, sure its not a zerg - dont wanna get into this again) but the issue is mainly there is no "skill" or "Strategy" here rather than just stick with the group, hope you outnumber or out-force your enemy and you dont care if they back-cap you or not, in fact its almost BETTER if they do as you can re-cap it and get a point tick for yourself PLUS the kills in zerging a back cap (there it WOULD be a zerg since 99.99% of the time a back cap is a smaller force) and end up netting MORE points than the other team.
All this does is promote a "zerg" mentality rather than having strategy to win based on taking and then HOLDING points.
This is just my opinion here, I know many "LIVE" guys wish Scenarios didnt have any "BO"s and it was all basically just slayer on every map. However it just rubs me the wrong way when our team tries to do the objective by taking and holding nodes, then defends them and loses eventhough they did so well. Versus other games I played last night (after doing this defense mentality) ALL I did was follow the "zerg" and we ended up CRUSHING them... To the point of 100% ignoring caps or the bauble and we just set there farming players in spawn...
It just feels, to me, that not enough emphasis is put on the "objectives" of the game.