Post#22 » Sun Oct 20, 2019 7:29 pm
Did you play with the change? Yes. I played through 4 zones of massive rvr combat, both NA and EU primetime as well as a fort.
Is the change good as it is? No. Absolutely not. There are so many problems with this I don't even know where to begin.
This does not solve the problem you are trying to fix, it exacerbates it. You are giving massive strength to the zerg blob groups and a relative strength boost to uncoordinated or smaller teams playing against them. I think this is well indicated in Bombling's stream.
The game was never designed around this as a blanket change. I'm amazed that a developer would push through a change like this without any thought. DoKs/WP are the only real healer as they can heal 24 people with their channel ability, then Essence Lash to hit 24 people and get a full Essence restore. Why aren't group heals healing the entire warband? Why isn't Immaculate Defense defending the entire warband? The Slayer's Shatter Limbs is hitting everyone, why isn't my ability? Why isn't group cleanse curing 24 people? It takes 4 DoKs to remove one Shatter Limbs.
Magus and Engineer pets absolutely cannot survive the blanket aoe.
One Knight/Chosen can give 24 people Unstoppable for 30 seconds. ANY Tank can root and give 24 people Immovable for 30 seconds.
Every aoe morale ability hitting 24 massively decreases TTK. I get hit by every Reversal of Fortune and I am much more commonly hit with damage morales as a frontline tank.
The gameplay is god-awfully boring. I don't know if you played Warhammer pre-1.2, I'm going to assume no otherwise this change would have never been implemented. People just slog into each other mashing aoe mindlessly until one side dies.
It kills off the viability of entire specs and even some classes in RvR.
It does not solve the problem you were supposedly trying to fix, an effective way to combat a zerg blob. They are strictly stronger and the game is in a place that makes no sense. You said to avoid theorycrafting but it's obvious that some help is needed here. Lowering the aoe cap and increasing TTK would bring you closer to your goal. If a zerg blob bomb warband could only hurt 6 people at a time, this would allow creative thinking and strategy to move back into the meta. Melee could get in and seek key targets; Single target would generally be much more rewarded while not decentivizing bombing much.
Is the change good but too far (as in lower cap to another value but between 9 and 24)?
Is the change good but some abilities needs to be specifically capped (if so what ones?)?
Are there any specific areas where this becomes especially troublesome? The biggest trouble I see is another MASSIVE change that is completely contrive and obviously no thought was put into. I don't mean to sound mean here but I really need to be critical. You guys, like any game developers, encounter problems when you throw in these massive changes with no community warning or even some thought put into. Shadow Warrior snap mobility, White Lion pet stat gain just to name a couple of large outliers.
While I will never accept this change as a correct choice, I accept the intent if it was indeed good, but why would you go to 24 and not 9 or 12? Ask anyone with a history on a game balance team, or analytics, or even just in the field of science; Small change > analyze > small change again.
Last edited by
Uchoo on Sun Oct 20, 2019 8:28 pm, edited 1 time in total.