True.Jaycub wrote:IDK Sorc/BW centric keep D 6 mans were raking in 200+ kills sometimes. Now it's gonna be even more.Dalgrimar wrote:Like Althi says i cant wait my self to try a 6man in RvR and fight outnumbered.
There wasnt much reason to do this before.
Looks like a change in the right direction.
Now only to hope not to much zergers whine so it wont be reverted.
As for roaming or melee centric 6 mans, those usually rely on ST damage... and AoE from zerg is really a non factor it's just the sheer amount of usually RDPS that becomes impossible to heal through.. you lose just 1 person and its over.
As far as I've experienced lately, I don't really see much of the AoE zerg-balls around frankly, most of the blobs in oRvR are just a combination of soloers, groups, premades, and of the dps classes in the blob, 90% of them will be ranged - And they run together because there is no incentive not to (main issue haven't been addressed imo).
So I still don't see how melees will be able to be more of a factor in these fights since they'll be mostly be taking ST damage from the zerg - also keep in mind that while they're charging in, the rDps will move and spread around. To understand why there is so many range dps and why they are the fotm pick for the game at this state read this post below:
I guess we'll see how this turns around but my consideration so far are:Bretin wrote:the key to fix this issue was always to promote group play and make group queue attractive. a solo player will rarely decide to play a class which can't kill on his own e.g. a healer/def tank. solo healing relies on pug skill + heal leeching got killed. tanking for pug dps is also very unattractive. the safe version is a rdps hence why the server is stuffed with engis, squigs, bws and sorcs. the reward for playing easymode (fotm) is way too high when it's compared to what people get for forming groups/playing support classes.
1) It won't be increasing 6 mans running melee classes. Simply because most melee groups will focus on ST damage, and even if you run something like 2x SL and charge in a blob you might do some damage but this will leave your entire group exposed and you'll die regardless, and again you'll be mostly facing ST damage from the blob itself anyway.
2) This will most likely nerf not-so-organized 3 fgs + bomb guild groups.
3) This will most likely buff organized 3fgs + bomb guild groups, since there is a big possibility to highly increase your damage by positioning.
If you ask me how to make smaller groups (melee groups especially) be more of a factor in oRvR (also achieving spreading out and thinning the oRvR blob in the process), i'd say that small groups operate in one simple strategy - hit-and-run. It was possible to any sort of good premade to engage against blobs on live and kite until having good morals for a moral bomb or just kite until the blob would stretch out thin and would be relieved of pressure being able to go back in and get some more kills. And that was made possible because of: Quick Escape + Odjira, since they'd be fighting higher numbers receiving splash damage these buffs would be up all the time.
Right now you can't really engage higher numbers simply because you'll be overwhelmed at some point, there is no possible way to kite (especially melee), and if you try to do it in here at RoR, you might as well carry more rdps to dismount the guys who are chasing you mounted - which is exactly why everyone is fighting within the blobs and blobbing themselves in the first place (thus making oRvR boring/blobby/etc), or they will choose to be fighting close to posterns/warcamps because they're able to run back to safety.