6 man meta

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peterthepan3
Posts: 6509

Re: 6 man meta

Post#71 » Tue Mar 22, 2016 6:55 pm

It's a fact that certain classes will need an overhaul if balancing around 6-man scale is what the devs are intending. Broad changes are a good thing, provided leaves aren't taken out of Mythic's book in regards to how to do it. It's also important to know that blanket changes can have a significantly more drastic effect on x class than y, but I am sure that you know this (don't get the sarcasm thing btw, inside joke? :? )
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incredible
Posts: 71

Re: 6 man meta

Post#72 » Tue Mar 22, 2016 7:24 pm

peterthepan3 wrote:(don't get the sarcasm thing btw, inside joke? :? )
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Penril
Posts: 4441

Re: 6 man meta

Post#73 » Tue Mar 22, 2016 7:25 pm

bwahahahahaha :lol:

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peterthepan3
Posts: 6509

Re: 6 man meta

Post#74 » Tue Mar 22, 2016 7:56 pm

:) :D
Last edited by peterthepan3 on Tue Mar 22, 2016 8:08 pm, edited 1 time in total.
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Toldavf
Posts: 1586

Re: 6 man meta

Post#75 » Tue Mar 22, 2016 7:59 pm

Well this seems to of gotten massively off track. Kind of a shame really :p
Khorlar, Thorvold, Sjohgar, Anareth, Toldavf, Hartwin, Gotrin and others -_-

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footpatrol2
Posts: 1093

Re: 6 man meta

Post#76 » Tue Mar 22, 2016 8:09 pm

If you want some type of guide then look at the SC's.

Most if not all SC's in this game was based on 12 or 18 man. That's the sweet spot (Opinion). The First SC that was 6 man to my knowledge was ironclad and that was only up briefly.

Granted 6 man's are the building blocks to 12/18/24 man. Most of the abilities only happen within a group but 100% not all abilities. There are tactic slots you can equipt to make abilities affect everyone in a certain area. There are straight abilities that affect everyone in a certain area. There are morale's that affect everyone in a certain area. If you build your playstyle to maximise those abilities your getting the most out of those tactic's/abilities/morales. Most people straight overlook this.

I'm trying to stay away from racial groups for this discussion but here is a hiccup of What I call adapting my play style to maximize my abilities/tactics/morales.

Case in point with my dwarf group I ran. Still to this day Oath of Vengeance tactic affects everyone within 20 ft. If I'm stacking players all in a tight spot say like a napalm (like i did) you only need one stone Ironbreaker to take advantage of his toughness buff per 12 man.

If you have 2 engineers in different groups take Extra ammo tactic (easy to due in off-spec) stack them into the napalm with their turrets your feeding your 12 man 40 AP every 2 sec's.

Bugman's Best is healing all allie's within 30ft passively healing your entire 12 man.

Take 2 slayer's in different groups cycling Shatter limbs and your adding 5 sec's to cooldown timers constantly to anything that gets close to your group.

You can use Hold the Line techniques over your 12 man that's compacted Leading with your highest disrupt tank.

I could do an entire list of why its super benefical for dwarves to stack up on top of each other to maximise their use of their abilities. This is only a very small taste.

I can do this with other racial's also.

BUT if you look at it from the 6 man perspective and mixed groups. This all doesn't make sense and is stupid.

Ok exit racial groups. Just wanted to point out there is playstyle's for 12/18/24 man.
Last edited by footpatrol2 on Tue Mar 22, 2016 8:24 pm, edited 4 times in total.

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Tklees
Posts: 675

Re: 6 man meta

Post#77 » Tue Mar 22, 2016 8:17 pm

peterthepan3 wrote:It's a fact that certain classes will need an overhaul if balancing around 6-man scale is what the devs are intending. Broad changes are a good thing, provided leaves aren't taken out of Mythic's book in regards to how to do it. It's also important to know that blanket changes can have a significantly more drastic effect on x class than y, but I am sure that you know this (don't get the sarcasm thing btw, inside joke? :? )
as stated before again... balance will not just be looked at from a 6v6 perspective for the reasons I stated before. And yes I am aware of certain things having more effect on one class more than the other, again rather obvious statement.
Tklees Chatoullier
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peterthepan3
Posts: 6509

Re: 6 man meta

Post#78 » Tue Mar 22, 2016 8:47 pm

Alright mate :) No need to get vexxed. Have a spliff and unwind! didn't see the comment about balancing for different numbers, so my bad.
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roadkillrobin
Posts: 2773

Re: 6 man meta

Post#79 » Wed Mar 23, 2016 9:07 am

Well its gonna be impossible to make any changes at all unless you got a direction. Coz any changes made to one will affect the other. But this is up to the devs more then the community if you ask me. Its their vision of how the game could been. Not ours. My personal opinion is however that the game went back in the direction of mid and large scale combat. Thats the game i loved to play on live and I lost moast intreast as the game went further and further in the other direction.
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lilsabin
Posts: 619

Re: 6 man meta

Post#80 » Wed Mar 23, 2016 11:27 pm

just wondering ? whats fun about zerg ?

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