Re: Why do you think that WH Online (Mythic) didn't was successfull?
Posted: Mon Jul 17, 2017 7:29 pm
Morale bombing is not cancer or piss poor design.
It takes several m2's or m3's to morale bomb down player's. Most AoE morale m2/m3 at most are AE 1200 instant damage, AE 2400 instant damage is m4. Average health sits roughly around 6k to 9k? It would be higher in a morale bomb meta due to wounds stacking which also mean's player's would potentially gear differently as in not just go for softcap strength/intel. So in order to instant death people you need on the low end 5 player's hitting something nearly on 1 GCD or 7/8 player's to instant a 9k health player's nearly on 1 GCD. With A lot of these morale bombs you have to get into a position which is a tell. That's a lot of organization/coordination.
You also don't start the fight off with that option and you have to forego current suggested morale option's to have a more team orientated offensive morale build which can make your overall group composition easier to kill because your not crutching yourself anymore on archtype morale's. EX: The SW wouldn't slot Unshakable focus and would slot outrider patrol. Ya might not take focused mind or divine protection as a healer depending on type of healer for more offensive options... Thats a big deal so there should be a big reward for doing as such and there IS. But it requires organization/coordination which... is what this game is about...
In a large scale fight the fight is not just over due to one morale bomb, but it can be if the opposition is zergy which imo is a good thing.
It is also not just purely about morale gain rates although that is important to have the correct rates. Its also about HOW much morale bomb you bring. If you can bring double/triple the amount of morale bomb then the opposition then you have 2 or 3 bullets of morale bomb. You don't have to morale bomb with everything only bomb with what you need. You can save them like bullets in a gun. This mean's your frontline can morale bomb and your backline can morale bomb at different times. If you screw up and your front line died to morale bomb that's ok because you still have a backline morale bomb. You also have morale bomb recovery built into the game. You need correct morale gain rates to see any of this. RoR is grossly imbalanced due to incorrect morale gain rates.
It is important even in a warband level to run single target, not for the individual deaths caused but so you can morale drain and break up synchronization of a full strength morale bomb, which is potentially buying you time to get your morale bomb synchronized. Without morale bombs it turns into, How much AoE damage can I bring which is the current meta we are in.
Step up to the challenge, its not bad game design. Think it through. There is a lot of depth here. I suspect that it is the meta that was suppose to dominate t4 thinking.
It takes several m2's or m3's to morale bomb down player's. Most AoE morale m2/m3 at most are AE 1200 instant damage, AE 2400 instant damage is m4. Average health sits roughly around 6k to 9k? It would be higher in a morale bomb meta due to wounds stacking which also mean's player's would potentially gear differently as in not just go for softcap strength/intel. So in order to instant death people you need on the low end 5 player's hitting something nearly on 1 GCD or 7/8 player's to instant a 9k health player's nearly on 1 GCD. With A lot of these morale bombs you have to get into a position which is a tell. That's a lot of organization/coordination.
You also don't start the fight off with that option and you have to forego current suggested morale option's to have a more team orientated offensive morale build which can make your overall group composition easier to kill because your not crutching yourself anymore on archtype morale's. EX: The SW wouldn't slot Unshakable focus and would slot outrider patrol. Ya might not take focused mind or divine protection as a healer depending on type of healer for more offensive options... Thats a big deal so there should be a big reward for doing as such and there IS. But it requires organization/coordination which... is what this game is about...
In a large scale fight the fight is not just over due to one morale bomb, but it can be if the opposition is zergy which imo is a good thing.
It is also not just purely about morale gain rates although that is important to have the correct rates. Its also about HOW much morale bomb you bring. If you can bring double/triple the amount of morale bomb then the opposition then you have 2 or 3 bullets of morale bomb. You don't have to morale bomb with everything only bomb with what you need. You can save them like bullets in a gun. This mean's your frontline can morale bomb and your backline can morale bomb at different times. If you screw up and your front line died to morale bomb that's ok because you still have a backline morale bomb. You also have morale bomb recovery built into the game. You need correct morale gain rates to see any of this. RoR is grossly imbalanced due to incorrect morale gain rates.
It is important even in a warband level to run single target, not for the individual deaths caused but so you can morale drain and break up synchronization of a full strength morale bomb, which is potentially buying you time to get your morale bomb synchronized. Without morale bombs it turns into, How much AoE damage can I bring which is the current meta we are in.
Step up to the challenge, its not bad game design. Think it through. There is a lot of depth here. I suspect that it is the meta that was suppose to dominate t4 thinking.