Rubius wrote: Thu Feb 16, 2023 11:24 am
Personally, I think guards are great in the majority of cases! The game teaches you from the very beginning that pushing an enemy camp = your death. This lesson holds true from RvR to Fortresses to Chapter camps and into most Scenarios.
Only thing taught to ppl by having guard is that you dont need to count on yourself and your team inside the scenario because you can always run to safety to preserve precious kd without ever need to learn actual kiting skills around the map.
Rubius wrote: Thu Feb 16, 2023 11:24 am
Many people in this thread already pointed this out, but
if you're spawn camping an enemy team, it means you already control the map, which means you've likely won the scenario. All you're doing at this point is farming kills for more renown - which is fine, but the losing team has no obligation to waltz into your arms and feed you.
Many times one team is spawn camped before singular kill happens in sc, because they run and hug safety not once actually trying to fight.
Rubius wrote: Thu Feb 16, 2023 11:24 am
Guards offer a counter-play mechanic that punishes the winning team for getting too greedy. Push too hard and your frontline might wipe, and if that happens, the losing team might have a chance to push and recover points.
They are most certainly not that. With current map design "push too hard" can literally mean stay on the flag (Nordenwatch BO near order wc prime example), and you can still be shot at from safe warcamp without ever chance to pursue because of proximity of the guards ready to end the pvp part of the scenario.
Inevitably guards end up as undeserved free kills for players who dont want earn those kills by their pvp gameplay and that should never be rewarded like that.
Rubius wrote: Thu Feb 16, 2023 11:24 am
At the end of the day,
Scenarios are about playing the objective, not about seal clubbing players at their spawn.
Reworking objectives would be a separate thing going in the background as many current mechanics dont belong in pvp gamemodes. Passively standing afk on the flag for 5-10 mins shouldnt be required of players to "play the objective". They should be dynamic and pvp oriented additional tasks, not avoidance of pvp.
Cyrinael wrote: Thu Feb 16, 2023 4:47 pm
Having off-meta groups and scrappy fights can be sometimes much more fun than having 2/2/2 all the time. Problem is, when you have 12 DPS vs 4/4/4 or something similar similar.
As in first post, 4 dps, 1 tank and 1 healer per party would be considered "minimum viable setup" to allow sc start.
Cyrinael wrote: Thu Feb 16, 2023 4:47 pm
Some SCs are atrocious to play
I agree, but for me it means those scenarios need to be improved upon, rebalanced and tweaked, so they become fun to play or at least not terribly annoying to play.
Cyrinael wrote: Thu Feb 16, 2023 4:47 pm
Barriers are whatever - who tf cares. People will adapt to having or not having barriers. It's not a big deal. On the other hand, bullying players to run into a meatgrinder just to avoid having quitter does not seem sound to me - having a 10 secs M4 buff or not.
Perfect. Adaption to barriers and players improving their kiting and fighting is exactly what im counting on, to replace run to wc guard at the first sight of not a freebie win mentality players currently adapted all too well.
Cyrinael wrote: Thu Feb 16, 2023 4:47 pm
Leave Discordant and remove possibility to q as duo - simple as that. Discordant is currently the most stacked SC outside of Weekend-SC and it is getting worse. Solo-players get very little pops, while duos have instant pops.
It would split the q and made it too slow for everyone, sabotaging entire rework results in the process.
Cyrinael wrote: Thu Feb 16, 2023 4:47 pm
To be fair it does not matter if you open it up at minute 11 or minute 8. The main timer you want to look at, is when players are surrendering internally and waiting in the spawn. In my opinion, that is often earlier or around minute 12. Most of the time, when SCs are surrendered, people are already waiting in the spawn at minute 12 counting seconds until the timer shifts to 11:00.
Yes, there are SCs that are currently surrendered too early, but there are very, very few of them. Having to waste peoples time, just to not have a seldom inconvenience sounds like you are over-analyze a problem, that very rarely comes up.
Indeed, because wc hug and fast surrender meta for years made players too much adapt to being losers who arent even trying to fight. They look on sc summary player list and already decide if they gonna even make slightest attempt or just play it safe ready to run back and wait for surrender vote. Some dont even leave wc to begin with and that cant stay in supposed pvp game.