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New door mechanic hurts tank RvR gameplay

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Aethilmar
Posts: 809

New door mechanic hurts tank RvR gameplay

Post#1 » Sat Nov 12, 2016 12:15 am

So I can understand the new "unsafe door" mechanic in the context of the new siege mechanics. However, it has taken away one of the few things tanks can actually do during keep sieges which is sally forth. Admittedly it generally isn't much in terms of impact but it at least was something to do besides meatshield. Quite frankly tank gameplay in oRvR has always been somewhat limited compared to RDPS and heals. The only folks that might have it worse are non-stealth mdps but they can always go hunting in the lake.
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Gerv
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Re: New door mechanic hurts tank RvR gameplay

Post#2 » Sat Nov 12, 2016 3:07 am

You can still sally forth from the postern doors, this requires a little more effort to go the extra distance but is not that bad. You could also operate the siege weapons on the walls or guard/hold the line on people doing so to help reduce the damage they take and then sally forth from the walls when appropriate.
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Aethilmar
Posts: 809

Re: New door mechanic hurts tank RvR gameplay

Post#3 » Sat Nov 12, 2016 4:13 am

So options are:
1) Stand around being meat shield
2) Stand around being a HTL meat shield
3) Suicide sally out of the sides to try to reach siege and fail to make it b/c you will die approximately 7-10 seconds after the range notice you...assuming the mdps don't get you first b/c they are more bored.
4) Stand in line hoping to get on a siege weapon b/c they aren't hogged by all the other classes (including ranged folks).
5) Sally out the front gate (oh, wait, that one doesn't happen anymore)

So the original four things are available and the fifth isn't. Notice that is a decrease in options. Meanwhile ranged and heals can hang out on the walls plinking away or healing away just like they always did.

Look, I have no illusions about tanks in this game. Played SM (along with AM, WL and SW) from launch to end. Playing one now. Even with one of the best systems for making them useful in PvP, they are still second class citizens for purposes of advancement. I know that only thing that nets you XP/renown is damage as part of a kill or healing and guard doesn't count. I also know they have always been odd man out in oRvR (and super important in SCs).

The new rules have done several things, some good and others meh. It also has taken away a piece of game play where tanks used to scrum around the door for a while. Not particularly important to the overall battle but something to do until you either push them off or they eventually get the door down.

Ideally with whatever rules they implement they will give tanks expanded gameplay options in oRvR instead of limiting them. As it stands the supply changes (theoretically) give mdps something extra to do by hunting down runners. Healers and rdps have all their old options plus the new ones. And tanks have what?
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anarchypark
Posts: 2085

Re: New door mechanic hurts tank RvR gameplay

Post#4 » Sat Nov 12, 2016 8:17 am

1. be a tank line at the postern fight
2. guarding rpd on wall and find enemy weak points( or enjoying scenary )
3. carrying supply or guard carrier
4. take BO, intercept supply

about postern fight
you can see enemies hesitating to push cuz you are just standing there as wall
or being nervous of your presence at their side
that is a good moment as a tank
even though it's only illusion, actually they worried about mass behind of you

you don't have to kill something at postern fight
making chaos is enough imo
it's shame ppl concern too much about killings, score board numbers, purple numbers
( not pointing anyone particularly )

being a tank line in the open field is a thrill that numbers don't represent
it's better than sally door comedy

actually timer should be on postern gate too imo
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Aethilmar
Posts: 809

Re: New door mechanic hurts tank RvR gameplay

Post#5 » Sat Nov 12, 2016 5:04 pm

anarchypark wrote: it's shame ppl concern too much about killings, score board numbers, purple numbers
( not pointing anyone particularly )
I hear you and generally agree with your "thrill" comment about tanks. It is fun to slam into a Horde of Destro (from my SM's perspective ;) ) and push them back. But I feel the need to take issue with your quoted statement above.

You are straight up wrong to dismiss concerns about purple numbers. Purple numbers allow you to get mitigation abilities. Purple numbers allow you get better gear (especially if they introduce Conqueror and Invader gear again). In short, purple numbers help decide how effective you are on the battlefield.

And now let's look at how people get purple numbers. Generally speaking you get purple for killing or healing. Tanks are okay at killing and outside of a couple of trick abilities can't heal for beans. The primary tank mechanics of guarding and challenging give them no credit at all.

So lets take a hypothetical out of party situation (or OOPS as I like to call it) for a moment in oRvR. RDPS can just plink away in mass combat and get their numbers. MDPS can (and are designed to) stalk stragglers and get their numbers. Healers can heal and get their numbers. As a matter of fact in the original game the best way to level up your renown on a healer in SCs and oRvR was to out of party heal....win or lose.

Tanks are left to get theirs by killing. And they aren't meant for it. They can do it but they have to twist the tools they have to make it happen.

Anyway, I could go on for a while (and obviously already have). This has been a problem with the game since its launch and I don't expect it to go away. But I also get a bit tetchy when I see anything that punishes tanks who literally have the least advancement options in the game and are not directly rewarded for performing their roles (unlike the other classes).
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