Re: Why do you think that WH Online (Mythic) didn't was successfull?
Posted: Wed Jul 12, 2017 11:59 pm
Same. Enjoy your dinner.
Warhammer Online
https://returnofreckoning.com/forum/
Mostly agree with you i must say, kinda surprised some people remember what happened at the beginning.Sedok wrote: This is completely wrong. Mythic designed the classes with large-scale RvR in mind, that's why you have the BW and Sorc in the first place. They were there to give small groups enough firepower to tango with larger warbands; the nerfs to their AoE, and later on the Slayer and Choppa, solidified "zerging" as the dominant strategy. That's why the AoE target limit was unlimited as well; there's no point in a 12-man trying to jump and bomb a 48-man if they can only kill 9 people at a time. Low TTK is also a necessity in RvR, not only for the sake of the game engine, but also so that fights actually end. A high TTK with a 5sec CD in-combat ress on healers would be absurd in 100 vs 100 environments.
This design philosophy isn't wrong, but when Mythic decided to have both ORvR and Scenarios in their game, the dug their own grave on that matter. There is no way you can balance both; as abilities that are necessary for ORvR are going to be OP in Scenarios, and abilities that work well in Scenarios will be underpowered in ORvR.
we all know that WAR failed because of this play as a group mentality where u absolutely depend on each other to be able to do ANYTHING. But you still have some "OLD PEOPLE" thinking that it s the way to go .CzarRedwall wrote:No expansions, no hype. Bad marketing, lack of development. Niche playerbase, not enough attention to 'casuals' (aka the majority of gamers). Combine this altogether and you have a formula for failure.
The game needed more appeal to a broader audience. A problem with being RvR focused is that you rely on others for advancement in the game, even at early stages. If a solution to this problem is to simply farm mobs because there is less material for the player to engage with (i.e. pve content, quests, dungeons), then you're going to scare off players and keep the ones who are 'dedicated' and wouldn't leave even if the game sucked.
A high ttk wouldn't work with abilities being the way they are. They'd have to be retooled. But it could work. For example, a bigger emphasis on (stackable) healing debuffs, rezzes that had a longer cooldown or even costing morale. In fact, hp doesn't even need to change for a higher ttk, had tanks been given more control over countering damage. Even with 3 stacks of hold the line, it was still only a 45% disrupt and dodge chance unlike a 45% spell and damage resist. But alas, it's too late for that, I reckon. The entire game would have to be retooled from the ground up.Sedok wrote:This is completely wrong. Mythic designed the classes with large-scale RvR in mind, that's why you have the BW and Sorc in the first place. They were there to give small groups enough firepower to tango with larger warbands; the nerfs to their AoE, and later on the Slayer and Choppa, solidified "zerging" as the dominant strategy. That's why the AoE target limit was unlimited as well; there's no point in a 12-man trying to jump and bomb a 48-man if they can only kill 9 people at a time. Low TTK is also a necessity in RvR, not only for the sake of the game engine, but also so that fights actually end. A high TTK with a 5sec CD in-combat ress on healers would be absurd in 100 vs 100 environments.thetrueninja12 wrote:Which leads me to my next point. RvR. Dare I say it, the entire concept is inherently flawed, especially when you design and balance your combat abilities around small group skirmishes as opposed to large scale raids. Being shot down instantly in a large group setting is the antithesis of fun, and further puts emphasis on having the bigger army. There's just simply not enough mechanics that allow for smaller groups of players to outplay larger ones.
This design philosophy isn't wrong, but when Mythic decided to have both ORvR and Scenarios in their game, the dug their own grave on that matter. There is no way you can balance both; as abilities that are necessary for ORvR are going to be OP in Scenarios, and abilities that work well in Scenarios will be underpowered in ORvR.
Played from preorder and have to disagree here. Pve part wasn't dead, especially on ORVR servers. Look at t1-t2 PQs, some of them even designed for rvr. Core servers look here like without content.Bastion wrote:
2ยบ) Dead PVE part. I know that this game is focused to RvR/PvP etc.... but this game has PvE content, and is Open World. PQs are good for farm items to professions or get some items in low tiers, after that, T4 only for Ruin Set but now with new Fortune set maybe do do less.
I disagree here. I think AoE damage morale's were suppose to be a meta shift once you hit late t3 or t4. Your suppose to step up to the challenge that this provides and care about morale gain rates. Recognize the different combo's and exploit their weaknesses.Haojin wrote: -Design of AoE damage morales destroyed the depth of the combat.
Ya know... you can just slot wounds on your gear for anything frontline. In a morale bomb meta especially in a warband setting you probably want to do that anyway. Ya probably want multiple gear sets built to a different purpose. There is a extreme amount of customization available in this game.Haojin wrote: -TTK is exteremly low in WAR which is a problem especially in zergy combats. Thats why i proposed in the past buffing wounds "a bit" in only "RvR Lakes" but ignored anyways.
Order has earlier access to morale bombs m2's also where destro does not have that many. But You can't experience this with incorrect morale gain rates.Haojin wrote: -And also main design aspect of both realms was problematic and caused imbalance aswell.
Destro, fast morale gain - Order, better abilities and tactics ect.
Morale bombing is cancer and piss poor design as a couple of synced M2-3s can insta anything/any number of enemies. The irony is that the original devs wanted to avoid having few nuking 30 as in daoc.footpatrol2 wrote:I disagree here. I think AoE damage morale's were suppose to be a meta shift once you hit late t3 or t4. Your suppose to step up to the challenge that this provides and care about morale gain rates. Recognize the different combo's and exploit their weaknesses.Haojin wrote: -Design of AoE damage morales destroyed the depth of the combat.
We should of all cared about morale gain rates. Which mean's bringing banner's in nearly all situations. There is a mountain of counter play here that doesn't get used mainly because of the incorrect morale gain rates, RoR's different keep mechanics and banner's are not working.
There were ways to basically shut off Ap damage in this game if you remember with the defensive morale cycle's. You counter that with morale bombs. Chaos still can do it although it is gutted. Dwarves had it taken away which causes imbalances. Order completely lacks it atm.
Ya know... you can just slot wounds on your gear for anything frontline. In a morale bomb meta especially in a warband setting you probably want to do that anyway. Ya probably want multiple gear sets built to a different purpose. There is a extreme amount of customization available in this game.Haojin wrote: -TTK is exteremly low in WAR which is a problem especially in zergy combats. Thats why i proposed in the past buffing wounds "a bit" in only "RvR Lakes" but ignored anyways.
Order has earlier access to morale bombs m2's also where destro does not have that many. But You can't experience this with incorrect morale gain rates.Haojin wrote: -And also main design aspect of both realms was problematic and caused imbalance aswell.
Destro, fast morale gain - Order, better abilities and tactics ect.