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Re: Overarching balance changes

Posted: Fri Jul 15, 2016 3:19 pm
by grumcajs
I think you cannot buff "bad" classe without "rebalancing" the number 1 choices ...

Re: Overarching balance changes

Posted: Fri Jul 15, 2016 3:19 pm
by grumcajs
Jaycub wrote:
Haojin wrote:Any suggesitons for buffing classes which already bad in 6 vs 6 ?

/discuss
I'm more interested in what is the cause for the melee train meta, or why RDPS in general are under-performing in strictly 6v6.
guard

Re: Overarching balance changes

Posted: Fri Jul 15, 2016 3:22 pm
by roadkillrobin
peterthepan3 wrote:roadkill all those quotes say is that 'there are more forms of pvp than scenarios' - which noone disputed - and 'rvr is all about big battles, and in war we do this by <blabla>' ... which doesn't add much.

honestly man you're a cool guy but i don't see why you're so strongly opposed to balancing classes around 6v6 (a lot of people on the forums who are active in these discussions and offer suggestions etc like this form of pvp, or even 6vx/scenario) as well as ensuring all classes can perform well in WB v WB/rvr. that would be ideal, no?
He says that RVR is about larger groups and then says scenarios is a form of RVR

I've explained this allready aswell, Ballancing around 6v6 will probobly not translate very good in other small scale formats like 12v12, just like ballancing around 1v1 would not really translate very well into 6v6. I got nothing against people who wanna do 6v6 or 1v1 but any kinda class or mechanical changes kinda needs to be done with 12v12 and 24vs24 as it's main focus.
If the Devs here want to take the game in completly ifferent direction then fine. But it would be like running against the wind and uphill as the core of the game doesn't really support it very well.
I've played this game since 2008, i've seen pretty much every patch up til 1.4.5. 2/3 of the players hated EC, the reason why it's the moast played SC is coz it was the fastest one to finnish in a area were you needed to grind a SHITLOADS of Emblems and Insignias.

Re: Overarching balance changes

Posted: Fri Jul 15, 2016 3:23 pm
by dontcomplainx
Jaycub wrote:
Haojin wrote:Any suggesitons for buffing classes which already bad in 6 vs 6 ?

/discuss
I'm more interested in what is the cause for the melee train meta, or why RDPS in general are under-performing in strictly 6v6.

I'm more interested in what is the cause for the RDPS train meta(oRvR), or why MDPS in general are under-performing in strictly oRvR, just curious :)

Re: Overarching balance changes

Posted: Fri Jul 15, 2016 3:24 pm
by Jaycub
grumcajs wrote:
Jaycub wrote:
Haojin wrote:Any suggesitons for buffing classes which already bad in 6 vs 6 ?

/discuss
I'm more interested in what is the cause for the melee train meta, or why RDPS in general are under-performing in strictly 6v6.
guard
30ft range? Forcing them to pretty much give up their ranged advantage in order to stay in guard range and allow the tanks to do what they need to as well?

Tank mechanics just naturally work better w/ MDPS, and like discussed before those tank specific mechanics are some of if not the most powerful mechanics in the game?

Re: Overarching balance changes

Posted: Fri Jul 15, 2016 3:25 pm
by Haojin
grumcajs wrote:
Jaycub wrote:
Haojin wrote:Any suggesitons for buffing classes which already bad in 6 vs 6 ?

/discuss
I'm more interested in what is the cause for the melee train meta, or why RDPS in general are under-performing in strictly 6v6.
guard
AoE cleanse is better counter for rdps in 6 vs 6.

Re: Overarching balance changes

Posted: Fri Jul 15, 2016 3:27 pm
by Jaycub
dontcomplainx wrote:
Jaycub wrote:
Haojin wrote:Any suggesitons for buffing classes which already bad in 6 vs 6 ?

/discuss
I'm more interested in what is the cause for the melee train meta, or why RDPS in general are under-performing in strictly 6v6.

I'm more interested in what is the cause for the RDPS train meta(oRvR), or why MDPS in general are under-performing in strictly oRvR, just curious :)
I think the biggest factor is keep walls, MDPS groups certainly have a place out on BO's and open field fighting... but with how keep seiges currently work the last thing you want to be is a MDPS or part of a MDPS group... at least in my opinion.
Our guild and most of those in our alliance have a 6v6 melee train group and a ORvR RDPS bomb group.

The devs were talking about possibly adding siege ramps or ladders, which would help tremendously I think.

Re: Overarching balance changes

Posted: Fri Jul 15, 2016 3:28 pm
by bloodi
Guys, nothing is wrong with guard and we cant talk about it remember?

Re: Overarching balance changes

Posted: Fri Jul 15, 2016 3:29 pm
by Jaycub
Haojin wrote:
AoE cleanse is better counter for rdps in 6 vs 6.

Is this because RDPS damage is more reliant on DoTs/Debuffs compared to MDPS who have more direct damage and AA?

Re: Overarching balance changes

Posted: Fri Jul 15, 2016 3:31 pm
by peterthepan3
roadkillrobin wrote:
peterthepan3 wrote:roadkill all those quotes say is that 'there are more forms of pvp than scenarios' - which noone disputed - and 'rvr is all about big battles, and in war we do this by <blabla>' ... which doesn't add much.

honestly man you're a cool guy but i don't see why you're so strongly opposed to balancing classes around 6v6 (a lot of people on the forums who are active in these discussions and offer suggestions etc like this form of pvp, or even 6vx/scenario) as well as ensuring all classes can perform well in WB v WB/rvr. that would be ideal, no?
He says that RVR is about larger groups and then says scenarios is a form of RVR

I've explained this allready aswell, Ballancing around 6v6 will probobly not translate very good in other small scale formats like 12v12, just like ballancing around 1v1 would not really translate very well into 6v6. I got nothing against people who wanna do 6v6 or 1v1 but any kinda class or mechanical changes kinda needs to be done with 12v12 and 24vs24 as it's main focus.
If the Devs here want to take the game in completly ifferent direction then fine. But it would be like running against the wind and uphill as the core of the game doesn't really support it very well.
I've played this game since 2008, i've seen pretty much every patch up til 1.4.5. 2/3 of the players hated EC, the reason why it's the moast played SC is coz it was the fastest one to finnish in a area were you needed to grind a SHITLOADS of Emblems and Insignias.

but scenarios aren't RvR, lol. i'd believe that if scenarios contributed to the realm but they don't (anymore) - it's instanced PvP. no ifs, no buts. why would balancing not translate well into larger? from a logistics point of view, its a hell of a lot easier to balance small then go big, don't you think? i don't think the inverse can even be achieved!