Re: Premade groups. The hell for new players.
Posted: Tue Nov 22, 2022 6:36 pm
Killing through guard with just pressure is awful for the game, it requires no skill from the rest of the party and a few overperforming classes (hint: slayer) to execute. Simple, boring. Real talent is timing and syncronizing punt, kd on 2nd tank, healer stagger/silence and dps burst window at the same time as a party. That requires coordination not button smash and not that complicated for anyone that know immunities and few game mechanicsnocturnalguest wrote: Tue Nov 22, 2022 12:35 pmYou have a very valid points here. You basically pinpoint the most crucial part of why this game is not newcomer friendly.Caduceus wrote: Tue Nov 22, 2022 10:13 am As someone with multiple rr80+ toons and probably thousands of hours played, I would actually confirm that the new player experience is broken. I cannot fault any new players for getting frustrated or quitting the game. If I didn't have my high renown toons and a strong team of players to play with, I would have 100% uninstalled by now. The game is unplayable otherwise.
I've talked about this issue a lot, but the main reason the game plays this way is because of the extraordinarily large defensive safety net provided by tanks and healers.
Putting this defensive safety net in place doesn't require much from the tanks and healers - they just need to press their buttons sensibly. To break through that same defensive safety net you need to execute very specific manoeuvres coordinated with your entire team and even then the margins to break through are incredibly small. Because of those tiny margins, small differences have a huge impact on whether or not a team is able to compete or not. One weak link in your team (team composition, gear level, player skill, etc.) is enough to be chanceless.
That's why scenarios in which one side doesn't score a single kill are so common.
This is not a healthy situation. Solutions might not be simple to find, but in my opinion it is up to the experienced players to get off their high horses and see how this situation is killing the new player influx, and thus stopping the game from developing a healthy playerbase.
In my opinion, either killing needs to be made easier, or tanking and healing needs to be a lot more of an active process in which players can make mistakes. Currently both roles (I've played both extensively) are very easy to play and keeping people protected is leagues easier than killing them as a DPS.
In a form what is considered competitive gameplay (6v6) anything is barely dying assuming teams are equally skilled because the burst window (the time when you can actually score a kill) is extremely tight, around 2-5 seconds you have to burst down focused target which requires alot of effort&synchronization from team, let alone a single party member.
In other form of what is considered competetive gameplay (24v24) things are a little bit better, cause at least something is dying but its barely possible to wipe the other team. Fights are absolutely endless because there are alot of ways to recover.
However i dont think its so hard to balance out. Why instead of what you propose just not increase some basic scalers&modifiers for all DPS classes and weapon DPS itself by ~20% as a starter point to test it out? We saw solo ranked matches then decent DPS guarded by decent tanks were dying thru guard cause other team had better composition and shield healer, is this the real goal - being able to kill not only in 2-5 seconds, but just by raw pressure? For me, why not. It's too complex at the moment for alot of people. 6men's that are heavily dominating other groups at very first and most important are doing their synchronized CC teamwork incredibly great, however it, of course, has nothing to do with random scenarios then things are explained with many other reasons.
Tanking and healing in this game is pretty cool i'd say. I wouldnt change that.