Current take on "zerg busting" on RoR
Posted: Mon Jul 16, 2018 2:02 am
Hello,
I would like to start a debate, or simply hear other player's view on how viable zergbusting is with the tools, tactics, and tricks we got available to us here on RoR. I am sure we have all been on the outnumbered side of a zerg, and many times have we made a laststand in either a lordroom hold, 3rdfloor funnel, or hiding in a BO with a narrow entrance.
But does the game actually allow us to fight "against all odds"? (open question for starting the debate)
With a target-cap of 9 (correct me if I am wrong), current disrupt rates and an endless sea of red names pushing towards you whereever you try to break the zerg, you will eventually run out of moraldrops, ap, or simply get overwhelmed in other words due to many reasons but mainly sheernumbers and constant presure.
Are the outnumbering side supposted to win, whenever they outnumber you enough, or should we be able to break them an make a viable laststand somewhere if its well organized and meet cirtain criteria?
A random example:
One Order warband is fighting 3-4 destro warbands coordinating flanks and using good communication between leaders, to make sure the Orderlings are not finding an even numbers fight to get a foothold in a zone. Should destro be rewarded for their efforts in coordination by zerging down order 3:1, or should there be additional game mechanics helping the outnumbered side? I am not a developer or in any way hired for ballance design, but I can see arguements for eitherside of the case.
As it stands right now, from my very biased point of view as a BW, I find the distrupt rates mixed with zonelocking requirement very hard to find creative ways to overcome situations like above, without it just becomes a numbers game, where you dont always have available numbers to match and fights become one-sided with little to no room for turning the tide.
A few suggestions I personally could see help situations where the outnumbering is too advantageous instead of just "complains":
-Target cap increased with AAO
-Number of BOs required to lock a zone when having above 150%aao increased to 5 (previously 4) this would spread forces out.
-AoE abilties like Fiery Blast still connects their Aoe If the initial target distrupts(personal big on my list for fighting outnumberd)
-Or I could just git gud, right?
Disclaimer: I fully respect how much effort is put into realmleading, and coordinating several warbands and think it should be rewarded. But I also want some sort of counterplay that is not just "bring more numbers".I personally want to give you a fight, and not just log out if we dont have the numbers to match you in the RvRzone.
Please keep the tone respectful towards fellow players and posters, and thanks for reading and potentially joining the debate.
I would like to start a debate, or simply hear other player's view on how viable zergbusting is with the tools, tactics, and tricks we got available to us here on RoR. I am sure we have all been on the outnumbered side of a zerg, and many times have we made a laststand in either a lordroom hold, 3rdfloor funnel, or hiding in a BO with a narrow entrance.
But does the game actually allow us to fight "against all odds"? (open question for starting the debate)
With a target-cap of 9 (correct me if I am wrong), current disrupt rates and an endless sea of red names pushing towards you whereever you try to break the zerg, you will eventually run out of moraldrops, ap, or simply get overwhelmed in other words due to many reasons but mainly sheernumbers and constant presure.
Are the outnumbering side supposted to win, whenever they outnumber you enough, or should we be able to break them an make a viable laststand somewhere if its well organized and meet cirtain criteria?
A random example:
One Order warband is fighting 3-4 destro warbands coordinating flanks and using good communication between leaders, to make sure the Orderlings are not finding an even numbers fight to get a foothold in a zone. Should destro be rewarded for their efforts in coordination by zerging down order 3:1, or should there be additional game mechanics helping the outnumbered side? I am not a developer or in any way hired for ballance design, but I can see arguements for eitherside of the case.
As it stands right now, from my very biased point of view as a BW, I find the distrupt rates mixed with zonelocking requirement very hard to find creative ways to overcome situations like above, without it just becomes a numbers game, where you dont always have available numbers to match and fights become one-sided with little to no room for turning the tide.
A few suggestions I personally could see help situations where the outnumbering is too advantageous instead of just "complains":
-Target cap increased with AAO
-Number of BOs required to lock a zone when having above 150%aao increased to 5 (previously 4) this would spread forces out.
-AoE abilties like Fiery Blast still connects their Aoe If the initial target distrupts(personal big on my list for fighting outnumberd)
-Or I could just git gud, right?
Disclaimer: I fully respect how much effort is put into realmleading, and coordinating several warbands and think it should be rewarded. But I also want some sort of counterplay that is not just "bring more numbers".I personally want to give you a fight, and not just log out if we dont have the numbers to match you in the RvRzone.
Please keep the tone respectful towards fellow players and posters, and thanks for reading and potentially joining the debate.