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Possibilities and imposilities. Keep toying/trolling the players and we'll see how many players remain in this server. I was talking about "mentality -which i dislike-" and "punishing with an exploidable mechanic" instead of "feedback-change duo" is not a good way to go.Azarael wrote: Depends on the calibration. Can you blob if you're taking 4x the damage from cleaves? How about 5x or 6x? What about if I refine the mechanics into a shockwave-type attack which propagates through dense mass and will hit more loosely defined masses? What then?
Disagree but this is your "personal" opinion. Could you explain why defensive support/aoe dps/utility specs exist ? what about group/party synergies ? Because they designed for warband sized fights. You can't win RvR campaign with 4 x fotm st party.Azarael wrote:For me, the game should resolve to groups as units, not warbands as units. MMO ability systems are small scale designs and go to **** in large scale.
So Aza, could you tell me:Azarael wrote: I explained quite clearly that the intent is to break larger combats down into smaller scale ones by making mass a weakness rather than a strength. That won't happen unless I get the calibration and mechanics right. I don't quite understand how you could view it any other way, or do you think that I think two warbands blobbing and cleaving into each other is any more skilled than M2 trash?
Why we still need a zerg to kill keep lord atm ?
Why we have choking points like keeps, keep doors?
Why we have only 2 spawn point [ keep-warcamp] in the zone ?
Why we're stucked in one zone ?
You're saying you want to break the zerg mentality but the whole rvr campaign ONLY works with zerg mentality.
We can understand this concept could punish you even you're not zerging.Azarael wrote: It's astonishing how many people don't understand the concept of a punish mechanic - one that overperforms if and only if you make some elementary error to allow it to work. In this case the aim is to make massing and blobbing the error in question.
Everyone needs a CLEAR information about new patch aka values/effected abilities ect. The patch note thread isn't helping at all.
Correct me if i'm wrong but did this idea evolved like this ? I'm really trying to understand.
A-
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In the current state of the game, the roles in the warband from destro perspective like this:
frontline [ mdps + tanks ] : debuffing + cc ing + htl + pushing + morale dumping
semi frontline [ rdps bomb ] : doing the killing job + ranged cc
backline [healers]
After the change it'll be like:
frontline [ mdps + tanks ] : debuffing + ccing +htl + pushing + morale dumping + buffed mdps bomb
semi frontline [ rdps st ]: doing the killing job with st abilities with hard assisting.
backline [healer]
OR
frontline [mdps + tanks]: debuffing + ccing +htl + pushing + morale dumping + buffed mdps bomb
backline [healers]
OR
frontline [tanks] : debuffing +hard ccing + hard htling + hard pushing + hard morale dumping + good survivability
backline [healers]
OR
2-2-2 or 1-3-2 fotm setups with 4 parties.
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Final Thoughts:
1-Debuffing starts with 2 man and damage buff starts with 6+ man. This numbers NOT define of a ZERGY athmosphere.
2-Some game mechanics forces people to act like a blob:
a-Guard
b-HTL
c-Map design [Keeps, BO's, Objective based RvR Design]
3- What makes big fights bursty/dull:
a-AoE Damage Morales.
Suggestion:
*Reduce the morale regen rate of DfV, YSmBT, EtF. [ It should be exactly the same ] OR bound these tactics to certain abilities.
*Reduce the morale regen rate of AM - Shaman morale pumps.
*Reduce the morale drain rate of Marauder OR give aoe morale drain to WE/WH OyK/DG while changing CB tactic of Mara.
*Change Solar Flare M4 value like %X.
*AoE morales will hit %100 [maybe %120] for tank classes %75 for dd classes %50 for healer classes. [This option for shield walls/funnels ]
b-Numbers aka Zerg
To stop the numbers/zerg you need CC abilities. In the current state of the game CC's are just a bad joke.
Suggestion:
* Increase the range of Stagger for Chosen/Knight
* Increase the number of aoe cap for Stagger. [ 9 to 15 ]
* Increase the range of AoE knockbacks of SM/BO.
* Increase the number of AoE cap for SM-BO AoE knockbacks. [ 9 to 15 ]
* Decrease the defensibility of SM-BO AoE knockbacks.
* Increase the potantial of AoE Snares for BG/IB.
c-Stucky combat
When you engage, it's really hard to maneuver or tactical fall back due to AoE snares.
Suggestion:
*Decrease the value of AoE snares from ALL classes except BG/IB. [ Maybe they found their spots in warbands like this ]
Have a good day.