Re: RvR Points sharing (Experience, Influence & Renown)
Posted: Mon Aug 31, 2015 6:49 pm
This is correct.Vigfuss wrote:
The 6 man groups don't need the zerg, the zerg needs 6 mans.
Warhammer Online
https://returnofreckoning.com/forum/
This is correct.Vigfuss wrote:
The 6 man groups don't need the zerg, the zerg needs 6 mans.
to soloheal for leeching means you need to heal more than the rest.that was actually great, made healers work much better (for their own interest, yes) but i rather those healers than overextending ones spamming GHeal as mad without using a single hot.Penril wrote:No. This will only bring OOG healers again.
Its not Aza asking around for T3, but Dana. Also the forum is filled with (dont hate me, since its obvious) lots of Idiots and its sometimes better to not ask them for their input at all. The Devs are keeping correspondece with players though, dont worry about that.Coryphaus wrote:Yet amusingly az asked the forum users if they were cool with making the changes to knight and chosen aura
And talked the forum users about make the pve drop changes
And asked the forum users about which t3 zone they want to see first
If the devs don't communicate via fourms how will they interact with their player base?
can be true in some cases, but a 6 man cant take on a full 24 man wb, the power gap isn't as crazy as it was in T4 ATM. If you want to maximize your drops you don't go after stragglers/small groups but you just hit the other realms zerg. I see a lot of 6 mans just picking of solo players and lowbie stragglers getting like 2 drops (worth anything) in an hour probably, which is extremely inefficient. It works well enough if you are solo or duo, but if you are doing 6 mans you need to get a lot more kills in to make up for more people rolling on gear etc...Vigfuss wrote:It's much more common for a 6 man group to have followers. Not the other way around. More often than not the 6 man is the tip of the spearhead and the zerg uses the safety of the area near the 6 man. Then if you decide to leave the area the zerg just dies, and you're not "playing for the realm". We always keep moving away from the zerg, but if they see us pushing order back they tend to pile on and help, and that's part of the game.Jaycub wrote: A strat a lot of premades use is to follow the zerg around and use them as protection while they rack up deathblows. Most of the time if you are good you can get more deathblows than they get as your dps can be more aggressive, and splitting that loot 6 ways rather than 24 is much better.
The 6 man groups don't need the zerg, the zerg needs 6 mans.
bangkokeight wrote:i miss UMA and their 6 man - 9 man groups on the US servers... and yes zergs did follow them.. at least in the timezone i am in
but back on thread, if a wb does 99% of the damage and an out of party dps pops up with the final 10 health point damage , the current system means no one in the wb gets anything, is that right?
so if an oog dps gets morale up and drops it on a low hp group and gets 5 dbs the whole wb who has been beating up on them loses out? just checking if this would piss off a wb as much as it pisses off solo players / gankers that lose kills when a mindless zerg does it to them.
Currently i only play sc's , specifically due to the current nature of the rvr mechanic. Its not a gripe, i am perfectly happy playing in sc's only, but i cannot imagine that i am the only one who does not see any point in going in the lakes. If i go in the lakes, unless i act like a drone and follow a zerg, there is no reasonable prospect of any benefit from running solo. (and given how many people sit in WC's queuing for sc's then i really would be shocked if it is just me.).
out of group healers, for all that it pisses some people off, still keep people alive. DPS that roam solo have a prospect of getting rewards.. why shouldn't healers get the choice of playing solo?