Stilton wrote:
...stuff...
I'll also admit it's sometimes hard to 'read' this game (does that translate?), compared to something like... Rocket league, or mount and blade.. or counterstrike or 'dota' i guess (not really played it tbh).
It's obviously much more transparent in those games to see where individual plays / strategy / skills effect the outcome of 'fights' ...
...At the same time, i understand this is an entirely different genre, with classes to balance and it's designed to be more team oriented.
So i realise anything i've posted could be more 'my problem' than 'a problem' with the game.
Is there a more detailed thread describing what the end 'goal' is, i've seen statements regarding it 'not being balanced around 6v6' but yeah, i am curious... ?
Well your concern is a genuine concern. The thing in WAR is that individual skill is a lot less transparent than in some other games. In WoW (the only other game I know really well), it is very easy to ''carry'' someone in arena to MMR closing on 2000 (top 10ish%), if you are yourself a top 5% player. So skill is very easy to show as the arena brackets are small : 2s, 3s, 5s. The goal, to beat the other team, can be accomplish 90% by 1 pro. Skill is very clear : CC, burst, position, anticipation.
In WAR, 1 dude cannot carry a scenario no matter how pro he is. So as a result, I feel a lot of people think the game in very simple terms: damage, guard, heal.
Take tank for example, as it is the most influential archetype on the field. Whereas an average tank will guard, an above average one will consider guard a secondary thing that is easily achieved, his main focus translating in controlling the frontline, positioning to control the lines of CC and damage (hard to explain), establishing a frontline at a good position, anticipating enemy movement and moving the fight in left-right-back-front waves to protect his team while opening good targets for his dps. This is my understanding of it now. Some people probably think about it in even more complex terms and are better. But without support, even such a tank player cannot win a game by himself, if his dps just blindly charge in, his healers play out of position, i.e. die 6 times in 1 scen (or he has no healer at all) or he is the sole tank and faces an enemy team with 5-6 tanks that will easily neutralize him (you can only avoid so much CC attempts).
Hence the frustration, hence the somewhat interesting nature of your thread and the somewhat weird feelings you can experience when you PuG scenarios
