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Gauging interest in a potential 6v6 Ladder

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Jaycub
Posts: 3130

Re: Gauging interest in a potential 6v6 Ladder

Post#51 » Tue Mar 22, 2016 2:34 pm

Hopefully by the time this is all sorted out we will have more 6v6 scenarios.

Caledor Woods is probably the worst designed scenario in the entire game, it fails to be a proper DM scenario... while at the same time also failing to be a proper objective based scenario because the singular point just promotes zerging or cheese tactics like running 3 healers 3 tanks and sitting on the point to "win". Removing the point or disabling it and giving each side a set limited amount of respawans and making the winning condition wiping the entire enemy team could slavage it.


A DM scenario should put above all else emphasis on combat and winning a 6v6 fight, while objective based scenarios should emphasize point control/defense, strategy, and a much different metagame from 6v6 DM (player roles on the map rather than 6v6 fighting).
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incredible
Posts: 71

Re: Gauging interest in a potential 6v6 Ladder

Post#52 » Tue Mar 22, 2016 2:36 pm

Ktana wrote:
incredible wrote: Uhh, you better be careful calling out people like bretin, tomato, and peterpan. Pretty sure they wouldn't do the stuff you are trying to sling mud about. They usually discuss how much they detest those type of behaviors and are only about killing, not objectives. I don't want to speak for them, but just thought I would let you know in case you are new here.
In our case it was exactly what i wrote.
I seriously doubt bretin, tomato, and peterpan did what you are saying. They never sit in guards.

Penril
Posts: 4441

Re: Gauging interest in a potential 6v6 Ladder

Post#53 » Tue Mar 22, 2016 2:41 pm

* The Damned / Learn to Play
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* Xaun / Penril (contact through forum PM)

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Gobtar
Posts: 799

Re: Gauging interest in a potential 6v6 Ladder

Post#54 » Tue Mar 22, 2016 2:48 pm

Depending on how well this does, I wouldn't mind seeing an Ironman as the natural evoluition. I.E you need to be good at three seperate styles of SCs. Deathmatch, Domination and either King of the Hill/CTF/baublecontrol.

I agree Jaycub, CW can be cheesed when looking at it from a deathmatch perspective. CW is a King of the Hill SC, and in that I think it serves it's purpose well.
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peterthepan3
Posts: 6509

Re: Gauging interest in a potential 6v6 Ladder

Post#55 » Tue Mar 22, 2016 2:53 pm

Nice feedback!
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Penril
Posts: 4441

Re: Gauging interest in a potential 6v6 Ladder

Post#56 » Tue Mar 22, 2016 2:54 pm

What i like about CW is that it opens up different group setups. It is friendly to rDPS (however i havent seen many rDPS classes there yet, only melee trains, except once when we fought a DPS AM group).

I prefer Eternal Citadel, but i understand many rDPS players hate it. And others can't deal with the punts.

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Skavok
Posts: 49

Re: Gauging interest in a potential 6v6 Ladder

Post#57 » Tue Mar 22, 2016 2:57 pm

We will most likely be interested in this when t4 comes out and most of our team comes back.

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Jaycub
Posts: 3130

Re: Gauging interest in a potential 6v6 Ladder

Post#58 » Tue Mar 22, 2016 3:01 pm

In other threads it becomes obvious there is a large group that think objective based gameplay has no place in scenarios and it should just be killing.

Would be cool to just have separate leagues/tourneys for each play style, which I would hope ends up being drastically different.

For competitive objective based scenarios to take off you would need an already healthy scene which we currently don't have, and on top of this the devs and community would have to come together and tweak existing scenarios to be tailormade.

This means that zerging from 1 point to another as a 6 man deathball would not be a viable stragety. Ideally I could see something like reikland factory 6v6 turning into something where each team might build around player roles on the map instead of trying to win a 6v6 fight. For instance you could have a def tank sit on your close point, a strong trio playing mid and rotating, something that can contest the other teams close point or force rotations while being self sufficent (AM/Shaman), and have something like a WE/WH playing lurk all over the map trying to get picks or maybe help try to take their close point etc... Remember I say ideally, and not stating this is how it currently would be.

I see a lot of people complain about "PvE" in scenarios, however a coordinated group with proper communication and building their comp around the map should never give up a point without some kind of defense or fight, losing a point without a fight would just a total breakdown of strategy or communication.


I just find objective based gameplay more intriguing/fun, however getting any kind of competitive 6v6 scene on this game even if it is DM only would be amazing, but I feel like if it is going to be DM only the scenarios should be tailored around that. Like Gobtar said, having the scoreboard at the end is nice, I always felt like having to meet somewhere in the world to do 6v6 or any scale organized fight was "ghetto" as ****.
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Jaycub
Posts: 3130

Re: Gauging interest in a potential 6v6 Ladder

Post#59 » Tue Mar 22, 2016 3:07 pm

Penril wrote:What i like about CW is that it opens up different group setups. It is friendly to rDPS (however i havent seen many rDPS classes there yet, only melee trains, except once when we fought a DPS AM group).

I prefer Eternal Citadel, but i understand many rDPS players hate it. And others can't deal with the punts.
I feel like 6v6 in general is just not friendly to RDPS classes, a melee train can just sit on top of a RDPS and that pressure is enough to stop them from being able to apply enough damage to threaten your team since RDPS generally have casted abilities which don't work too good when 3/4 melee are constantly beating on you. Even more so in T4 when RDPS will have to deal with more mechanics like mara/WL pull etc...

I have seen guilds like CCM run 3-2-1 groups in CW to good effect, but I feel like it's a big gamble.
<Lords of the Locker Room> <Old School>

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peterthepan3
Posts: 6509

Re: Gauging interest in a potential 6v6 Ladder

Post#60 » Tue Mar 22, 2016 3:11 pm

We noticed that, too: once you put pressure one of the RDPS, they are effectively out of the fight.
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