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Re: Scenario Leeching
Posted: Fri May 06, 2016 4:51 pm
by warhammer69
spawn camping isn't even an actual fight. especially if your running a premade.
try and work with the group your paired up with , fall back at proper times.
lure them out of the spawn for a more equal match-up & that way , you don't have your groupmates getting killed by the guards for being a bit too greedy.
Re: Scenario Leeching
Posted: Fri May 06, 2016 5:07 pm
by Kallah
What I've seen for the last 3 days between 22-23pm UTC+1 is order premades camping the spawn every sc.
Right now I'm mostly pugging because my guildmates are leveling alters in the arena or waiting for T4 so every sc I've played finish 500-<100. For example yesterday "the best" sc for destro was 18-0 in kills for order xD. I don't mind because I know what is going to happen if I soloq but in that situation I have 2 choices, die like 10 times or stay afk in the spawn like most of the people do.
Things will be more balanced once T4 arrives, and I don't know your pov, but right now there are by far more premades in order.
Re: Scenario Leeching
Posted: Fri May 06, 2016 5:11 pm
by Penril
RoR has its own version of Godwin's law, where the longer a discussion grows, the probability of someone mentioning Pugs vs Premades approaches 1.
Re: Scenario Leeching
Posted: Fri May 06, 2016 5:21 pm
by magicthighs
Penril wrote:RoR has its own version of Godwin's law, where the longer a discussion grows, the probability of someone mentioning Pugs vs Premades approaches 1.
I propose we call it Penril's Law.
Re: Scenario Leeching
Posted: Fri May 06, 2016 5:25 pm
by tomato
tomato wrote:zabis wrote:tomato wrote:Maybe the afk/leaver debuff from live?
After 90 seconds in the spawn you get kicked out of the sc + debuff.
It would have to be 90 seconds of non-interaction. Healers stay in the spawn to heal when they are pushed back to the WC
You're right on that.
But I think maybe 90 seconds of non-combat would be even better.
So you can't stay in the spawn spamming one skill.
Spawn camping will be discouraged by this.
Camp the spawn and people stay in combat, so they won't have to leave.
Pull back, they get out of combat, can reform and have to leave the spawn.
But ofc, you could always drastically reduce afking in scs by just cutting premades in half. Which would also cure worldhunger.
Re: Scenario Leeching
Posted: Fri May 06, 2016 5:26 pm
by peterthepan3
roadkillrobin wrote:@tomato
Not sure how spawncamping is encouraging any play at all coz thats what your and all other prenades does against pugs 99% of the time. There are alot of factors that contributes to this. But one for sure is that premades usually makes up for 50% or more of the players on one side. Except for BFP coz these kinda premades tends to avoid this scenario (I wonder why. Could it be that they have less impact on the board) And I dunno how making groups smaller discourage group play?
BFP is avoided because it is THE most boring scenario in the entire game, and usually lasts the whole 15minutes. If you are in a 'pug farming' premade, this is 15 minutes of ZZZ.
You're basically saying make premades only able to queue up with 3 players, and think that is a good idea. Lmfao. I'm done.
Re: Scenario Leeching
Posted: Fri May 06, 2016 11:17 pm
by roadkillrobin
peterthepan3 wrote:roadkillrobin wrote:@tomato
Not sure how spawncamping is encouraging any play at all coz thats what your and all other prenades does against pugs 99% of the time. There are alot of factors that contributes to this. But one for sure is that premades usually makes up for 50% or more of the players on one side. Except for BFP coz these kinda premades tends to avoid this scenario (I wonder why. Could it be that they have less impact on the board) And I dunno how making groups smaller discourage group play?
BFP is avoided because it is THE most boring scenario in the entire game, and usually lasts the whole 15minutes. If you are in a 'pug farming' premade, this is 15 minutes of ZZZ.
You're basically saying make premades only able to queue up with 3 players, and think that is a good idea. Lmfao. I'm done.
No I said when Premades Que in the same brackets as pugs only having 3 people in the group would ballance it out.
You can still have your 6v6 CW that you arn't even soloquing for.
Re: Scenario Leeching
Posted: Fri May 06, 2016 11:20 pm
by catholicism198
Penril wrote:RoR has its own version of Godwin's law, where the longer a discussion grows, the probability of someone mentioning Pugs vs Premades approaches 1.
Pug Vs Pug SC please.

Re: Scenario Leeching
Posted: Fri May 06, 2016 11:31 pm
by peterthepan3
roadkillrobin wrote:peterthepan3 wrote:roadkillrobin wrote:@tomato
Not sure how spawncamping is encouraging any play at all coz thats what your and all other prenades does against pugs 99% of the time. There are alot of factors that contributes to this. But one for sure is that premades usually makes up for 50% or more of the players on one side. Except for BFP coz these kinda premades tends to avoid this scenario (I wonder why. Could it be that they have less impact on the board) And I dunno how making groups smaller discourage group play?
BFP is avoided because it is THE most boring scenario in the entire game, and usually lasts the whole 15minutes. If you are in a 'pug farming' premade, this is 15 minutes of ZZZ.
You're basically saying make premades only able to queue up with 3 players, and think that is a good idea. Lmfao. I'm done.
No I said when Premades Que in the same brackets as pugs only having 3 people in the group would ballance it out.
You can still have your 6v6 CW that you arn't even soloquing for.
Why? Should we also get guild warbands reduced to 12 people so that pug wb/rvrs can stand a chance?
Some of these suggestions are very very funny. Queuing up with 3 players...really.
This is why threads derail.
Re: Scenario Leeching
Posted: Sat May 07, 2016 12:24 am
by roadkillrobin
peterthepan3 wrote:
Why? Should we also get guild warbands reduced to 12 people so that pug wb/rvrs can stand a chance?
Some of these suggestions are very very funny. Queuing up with 3 players...really.
This is why threads derail.
The lakes doesn't have a limit amount of players so that argument is completly invalid.
Also 12 man guild warband cap wouldn't do anything as they could easy just make 2 12man groups and run together anyway.