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Reduce the gap in rewards between winning and losing

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Manatikik
Posts: 1249

Re: Reduce the gap in rewards between winning and losing

Post#31 » Mon May 18, 2020 2:52 pm

M0rw47h wrote: Mon May 18, 2020 1:42 pm
Omegus wrote: Mon May 18, 2020 12:50 pm 2h tank and dps AM are not classes. All 3 tank classes can spec to useful city roles (SM less desired out of the 3)
SM isn't less desirable for couple of reasons:
  • Whispering Winds is MvP;
  • group bubble;
  • aoe frontal cone interrupt;
  • aoe damage reduction on finisher (20%);
  • aoe debuff which causes lots of healing;
Omegus wrote: Mon May 18, 2020 12:50 pm AM can spec for healing/morale
Yes, they can. You still don't want more than one in WB, 2nd can be seen already as hinderance.
Myself I'm fan of two AMs as they can pump faster, insta rez each other, slow down meatgrinder with puddles etc - but it doesn't change fact, that once we finish building our organized warbands there are plenty of people of given class left out as not wanted. While AM is better than Shaman as utility class it's much worse healer and you want people taking healer spots to actualy heal, not pull tricks out of their sleeves.
Omegus wrote: Mon May 18, 2020 12:50 pm ASWs are also very good in city.
Same as with AM, you mostly likely don't want more than one and it has to be already good geared to have any impact. You can't stack aSW like destro stacks mSH and profit. Sadly, once again many players are left alone and not wanted by 'us' (organized warbands).
Omegus wrote: Mon May 18, 2020 12:50 pm I understand the frustration for people who play classes where nobody wants them regardless of what spec they went, but if people aren't willing to respec for an hour to a different role to get mad loot then **** them. Otherwise, I want to be able to go in on my 1050 intel Zealot (which does terrible damage btw, even with Divine Fury and Bloodlord for an extra 30%) and get easy loot.
People not willing to respec cause my blood to oil, but what can I do?
Spoiler:
Used to be Zealot main.
Omegus wrote: Mon May 18, 2020 12:50 pm And going by those graphs of order classes seen, order are not lacking for healers. There's a WP army outthere somewhere.
Thats great, but we don't want to bring mix of WPs and AMs. We want WPs combined with RPs and usualy one AM - our healer population doesn't help us building healthy warbands. While this may not be issue for organized guilds, as we often switch between characters to get better warband composition, it's awful for PUGs you're facing.
Omegus wrote: Mon May 18, 2020 12:50 pm The main difference is destro dps in general are doing easy AOE which can put out a lot of pressure but can struggle to secure kills quickly. Order MDPS like the WL, ASW and WH need to be running an assist train (the Slayers can join in too) and when it's done properly it tears a massive hole in the destro backlines which can be very difficult to recover from. Order have to try harder but when they do they can get far more kills in cities.
Yet, you don't want to overstack aSW, WHs and pugs have too many of those due to bad class balance as they ain't usualy wanted for organized WBs with higher quantities than one per WB. The only mDPS order can stack is SL and WL, when destro can stack Choppy boys, mSH and Maras - it makes HUGE difference. WH and WE share same problems.
TreefAM wrote: Mon May 18, 2020 12:53 pm Oh please, its not rare for Order to outnumber destro in the lakes for a period of time, like yesterday when you got smashed in BC and Cale or this morning in CW.
But you guys keep insta logging after the first wipe.
Order outnumbers Destro only at odd hours or when destro wants to get pushed. It sad, but thats how it lately is.
Nekkma wrote: Mon May 18, 2020 1:34 pm I like your idea. I too think that current reward structure need a substantial rework. One thing I would like to add is that winning a city should also be factored in the reward system. Back when we had stage 3 king instance, it was a realm wide goal to to win city. The best wb guilds actively sought to face other premade wbs to ensure victory.
I agree, if we will ever get something like weekly contribution rewards, winning a City should matter.
I also hope, someday City stars will affect gameplay, not just City Siege rewards.
Nekkma wrote: Mon May 18, 2020 1:34 pm Atm, I get the feeling that some guilds try to avoid premade wbs to stomp pugs by queing late.
People try to get as much rewards as possible, due to how hard is to get City Siege lately in reasonable hours. Its known Destruction has to instantly que to get into City Siege, so Order can try to 'choose' their opponents. However, you need to keep in mind, it's not as easy to build multiple balanced premade warbands on side, which is lacking players - it takes time, often we que 10 minutes before end of signups, because we we're looking for people or waiting for people who really can't be replaced.

Two properly played (all one of them) AM’s actually output insane **** healing (aka not rezzbots) OR you can ‘sack’ one parties healing for a Pumpbot to SF on two Knights - again most AM’s are dogshit and can’t do this. I actually had to log my AM for one city just to prove I wasn’t crazy and could solo-pump two SF’s pretty regularly (granted your second healer has to carry your party and most players on this server are awful and can’t do that). There’s not a single organized WB that wouldn’t take well played AM’s, issue is every AM player is pretty much trash except one - and he knows who he is.

A properly played ASW (or two) isn’t so bad in a properly played and ran WB (more so IC than Altdorf) but again you run into the issue of all except like 5 are bad players and don’t have a redeeming quality. Same thing goes with a WH. The best way to utilize one is to DG HD the entire back line, focus healers, and enable the WH/WL to M2 drop at 18s instead of 30s and give Order a faster drop with their BW. Same issues keep cropping up where a vast majority of WH’s are bad players (seeing a theme yet?).


The reason Destro feels so much better is because the BO crutch and the inability of order pugs to plan and play around this where as Destro’s win condition falls into their lap more easily and much earlier. Most people who play this game are mindless zergs who don’t know what all of their abilities do let alone what any of their allies or enemies abilities do, how to properly spec, position, or what their role is in their party/WB. Outside of how freely BO gets M3 (and even this is more of a crutch than an I-WIN button for most people) 99% of losses are not balance related in cities but entirely L2P player issues. People don’t want to try, people don’t want to get better, and people sure as **** don’t want to play team oriented.
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wachlarz
Posts: 798

Re: Reduce the gap in rewards between winning and losing

Post#32 » Mon May 18, 2020 3:27 pm

Who will faster kill healer two aoe spamer mara or 2 asw? Why no1 play two aoe mara in 6vs6 ? Why this dont work in 6 vs 6 and work in 24 ? Its hard to have 24 pro players in one guild/wb in this same time and place.

Tartuccio
Posts: 27

Re: Reduce the gap in rewards between winning and losing

Post#33 » Mon May 18, 2020 3:44 pm

If this post was for scenarios I would agree, especially in stuff like BFB stalemates where time runs out and both teams barely get anything. But IMO cities are already generous enough to the losing team through bags.
Lilias - 75 WH
Zileana - 65 BW
Azzanadra - 63 SW
Basilika - 57 AM

jtj5002
Posts: 91

Re: Reduce the gap in rewards between winning and losing

Post#34 » Mon May 18, 2020 3:45 pm

Losers gets so much rewards in this game and yet they still find a away to complain.
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Greywolfamakir
Posts: 42
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Re: Reduce the gap in rewards between winning and losing

Post#35 » Mon May 18, 2020 5:02 pm

Hello.

Why each post ends with balance complains?

This post IS NOT about balance between factions or classes comparison.
Kaelang wrote: Mon May 18, 2020 2:12 pm Instead of finding ways to reduce the rewards for winners, have you tried organising some more competitive WB's to increase your chances of winning?

We shouldn't be encouraging losing, look what happened when RvR Invader rewards got changed for the end-zone. The gap is big enough to encourage winning cities, whilst also giving the losers something for participating.

If we start giving hand-outs and/or reducing rewards for people who are putting the effort in to win - what's the point of doing anything?

The gap isn't ridiculous - losers still get something. Winners get more.

Focus on winning, not trying to change the system to accommodate losing.

Also

that why i suggest that the amount of City's stars should affect the amount of Royal Crests whether you win or lose.

Am I mistaken in thinking that this is already in place?
I didn't say nothing about to reduce the rewards for winners. winners deserve more reward than loser, i totally agree here.

Competitive WB's ? Like WH? Like WE? no one (decent) invites you. You can just look recruit messages from decent guilds, they dont accept any class.

If you lose 1 star city, you get 0 Royal Crest, and if you lose 5 star city you get 1 Royal Crest (attacking, if you defend it should be 2).
Source.

Well, maybe im wrong, maybe im not, time will tell us if i'm wrong,

Tartuccio
Posts: 27

Re: Reduce the gap in rewards between winning and losing

Post#36 » Mon May 18, 2020 5:07 pm

Greywolfamakir wrote: Mon May 18, 2020 5:02 pm Hello.

Why each post ends with balance complains?

This post IS NOT about balance between factions or classes comparison.
Kaelang wrote: Mon May 18, 2020 2:12 pm Instead of finding ways to reduce the rewards for winners, have you tried organising some more competitive WB's to increase your chances of winning?

We shouldn't be encouraging losing, look what happened when RvR Invader rewards got changed for the end-zone. The gap is big enough to encourage winning cities, whilst also giving the losers something for participating.

If we start giving hand-outs and/or reducing rewards for people who are putting the effort in to win - what's the point of doing anything?

The gap isn't ridiculous - losers still get something. Winners get more.

Focus on winning, not trying to change the system to accommodate losing.

Also

that why i suggest that the amount of City's stars should affect the amount of Royal Crests whether you win or lose.

Am I mistaken in thinking that this is already in place?
I didn't say nothing about to reduce the rewards for winners. winners deserve more reward than loser, i totally agree here.

Competitive WB's ? Like WH? Like WE? no one (decent) invites you. You can just look recruit messages from decent guilds, they dont accept any class.

If you lose 1 star city, you get 0 Royal Crest, and if you lose 5 star city you get 1 Royal Crest (attacking, if you defend it should be 2).
Source.

Well, maybe im wrong, maybe im not, time will tell us if i'm wrong,
Bags are a thing though, and yes it's RNG but it's not a crazy amount of it, you win some eventually and that's where most of the loss crests come from. I think that's enough of a loser reward and that's coming from the perspective of someone who mostly pugs. If the grind feels slow it's IMO less because of losses and more because of the awful times cities spawn at because of population, but that's a different issue alltogether.

I very much agree that it sucks for the less wanted classes. Yeah, some Warbands will take 1 WH or 1 AM, a magnet engi or 2. Hell even in rare cases a unicorn SW. So what, that still means the majority of those classes won't get accepted, and I don't blame WB leaders for that, just the balancing that encourages stacking Slayer/WP/KotbS.
Lilias - 75 WH
Zileana - 65 BW
Azzanadra - 63 SW
Basilika - 57 AM

jvlosky
Posts: 168

Re: Reduce the gap in rewards between winning and losing

Post#37 » Thu May 21, 2020 12:31 am

yes plz

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