Luth wrote:
Playing together doesn't mean that you have to hold the hand of every single warband member. Any army IRL would be destroyed in virtually every situation, if led by RoR RvR tacticians.
Luth wrote:
That's actually assuming that the warband members are mindless zombies, who need every step to be controlled by an overmind with simple commands, because they can't adapt to new situations in a dynamic combat environment.
Luth wrote:
That was my fault then as i thought that this abstract jpg can be easily associated with the RvR situation in RoR by everyone. I will try to find a gif or webm next time.
Who do you think you are to talk like this ? I'm really curious did you ever lead a warband for such brilliant tactical movements ? I will not accept this kind off bull **** attitude anymore.
If you actually lead or play in warbands, you could understand this party scaled flank movements fails in warbands technically because:
-Lack of Mobility
-Collusion
-Ineffective AoE CC
-Aoe Snares
If you actually lead or play in warbands, you could understand this party scaled flank movements fails in warbands practically because:
-There is no 24 v 24 instance to maneuver freely
-If you try to flank a zerg as 6 man here's whats gonna happen:
a-Your other 3 party gonna melt before you reach the enemy backline
b-Your 6 man gonna get picked from somewhere random
c-Possibility to get CC'd, surrounded.
From my experience effective flanking starts 12+ players and that means you need warbands to do it.
peterthepan3 wrote:To be fair, if warbands are now forced to rely more on ST, i.e. actually targeting opponents, assisting, proper rotations and not 1 key, then that isn't necessarily a bad thing.
that ignorance level is piercing my mind.
you guys really think warbands are all about 24 man roaming around 60 feet throwing their pewpew random aoe abilities all the time right ?
With playing as a warband what you expect:
there is no aoe rotations,
there is no debuff rotations,
there is no challange rotations,
there is no cc's,
there is no positioning [ this one is my fav ],
there is no composition
there is no synergy
there is no coordination
there is no teamplay
there is no campaign progress
there is no strategy
there is no defensive/offensive morale rotations
there is no fun
/sarcasm.
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Feedback from day 1:
As a guild we decide to go with full MDPS [ RDPS bombing is totally useless ] yesterday to see what happens IF we all go AoE .
The general composition was like that:
2 Party with: BO+CH+Chop+Mara+Zea+Dok
2 Party with: BO+CH+2X Choppa+Zea+Dok
Feeling:
1-AoE Damage was crap as expected. [ Min:30 Max:3000]
2-Pushing backline with RD + Charge with 8 MDPS wasFUN
3-Survivability is high to due to nerf + defensibility of MDPS
4-AoE Blob Killer Moments was really rare and situational [ My demolution critted like 3 k and it was fun]
5-Fights continued really LONG like 4-5 min and it was FUN and SILLY at the same time. [ I think that was the main problem of zergy fights cause they're really quick. ]
In that moment we decide to go FULL ST to see what happens:
Feeling:
1-You need to set 4/2 MA's for each/2 party. [Which is nearly impossible for us cause i can't call the targets for my party when calling for general positional commands for 24 man while other 3 party calling their targets. Total chaos.]
2-Without sustain AoE damage, you can be surrounded easly.
Optimal solution:
1-You need to be hybrid as much as possible.
2-You need sustain [?] aoe damage to move comfortly inside the zerg but you also need ST abilities finish some targets.
3-If you see a opportunity to use blob killer abilities you should go for it immidiately.
4-Morales are more important now due to lack of aoe damage.
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Final thoughts:
1-The new system forces warbands to be hybrid.
2-The new system compeletly forces rdps to play ST which is not OK.
3-Fights continues more longer.
4-There is a possibility for existence suicide squads like [ 4 mara - 2 healer ]. Because party members won't debuff you at all.
5-Damage scale is totally randomish [ 30 to 3000 with same ability.]
6-Keeps will become a slaughterhouse for both sides. If you get flanked by mdps bomb, it's gg.
7-Lack of mobility, lack of effective CC, perma snares, collusion, flanking is HARD.