This post is in response to:
While I personally applaud the will to test things, and the return of giving reasoning behind changes in patchnotes. I think it is also time for constructive feedback while the test is not fully over yet.ReturnOfReckoning wrote: ↑Fri Jul 26, 2024 9:38 am Combat and Careers
General Changes and Fixes
- The target cap has been lowered back down to 9 instead of 24.
The change from 9 to 24 was intended to make it easier to bust zergs, but to a large degree it has instead also made it more difficult for well organized warbands to face zergs. Many other things has also changed since then, so we are trying out a change back down to the original target cap of 9.
Note that this is a test for a limited period, after which the results will be evaluated.
For background on where this feedback is coming from:
- Mostly been running EU primetime Empire event warbands, as main theorycrafter and shotcaller. This naturally already puts us in a disadvantage from full meta warbands and I am well aware of that but some of the issues I will touch on is gonna be the difference between before and efter aoe cap changes
- Ran two times in NA hours in organized meta warbands, where the action is different from EU primetime action to compare NA and EU take on the patch.
- Ran two with other warbandleaders shotcalling to see their take on the patch, if there were adjustments i was missing or get a finger on the pulse in general
- Ran two open pug bands in offhours to see how orvr pugbands feel with the change
- Tried both besieging and defending keeps and fortresses in discord organized warbands, pug 2-2-2 textlead defences, full pug attack/defence in funnel situations.
A) The reasoning
Already from reading the reasoning I disagreed with the approach. In my mind if you want a smallerforce to have a bigger chance against a bigger force, then you cant limmit how few targets all aoe abilities affect. Here we are not just talking about damaage but also out-of-group healing, Mitigation, Defensive stats such as Hold the Line. On a concept level, if a 24man warband faces 2-3 warbands the more narrow aoe cap will not help the smaller force as the bigger force have more players and numbers will just overwhelm, the reasoning is so backwards that even if I wanted to see the logic and follow it I just couldnt find it!
Had the aoe cap change been made with a reasoning saying "we want pug vs pug fights to be abit slower and chaotic" then that was be a much better reasoning and the change felt better to accept, but the current reasoning and further explanation from Balanceteam was just impossible to follow.
B) the oversights
There were alot of situations that just seem like a straight oversight with this test of lowering the aoe cap
- Pve dungeons such as Gunbad middlewing, if someone in a pug group breaks an egg and the group tries to salvage the situation they cant even hit all the little spiders now and will just drown in aggro (yes its a mistake, but this is the entrylevel dungeon)
- Oil hitting 9 targets surely cant be intentional
- Challenge getting soaked by 8/9 targetcap in most frontal engages makes ranged dps safer where as Challenge before would reduce some of the incoming Tail-tagging zergsurfing ranged dps following succesful warbands and this adds ontop of blobbing issue indirectly.
- Bellows being 9 target mitigation drastically reduces the value vs an ID M4.
- HoldTheLine covering 9 people argubly makes it so enemy ranged dps have an easier than ever time being in the bigger force more safe to the frontline and facing less defense checks from HTL. As an indirect result more solo or smallman ranged groups surfing behind warbands.
- Aoe damage needs to be stacked more centred and focused, but this doesnt help a smaller force against a bigger enemy force. You just make yourself a target that is easier devoured.
- The balance and Career changes that was done over time to adjust to the 24cap are still in place. Some tactics to increase your aoe cap on certain skills are making even less sense now during the 9test.
- Harder for tanks in a funnel-standoff to build and maintaine morales with less dots, puddles and attackers flying around giving combat
C) How the game feels on current Test 9cap vs 24cap
Whenever Im leading a warband now, I have to overly focus on setting up a tank frontline to soak incoming Challenges and the aoe cap on our tanks. That part feels good, untill I think about our challenges are mostly flying into the either bigger zerg with is 100% of the time getting soaked by enemy tanks, or in an even numbers fight we have to hold challenges untill tanks have passed eachother leading to us being more exposed to surfers.
So far we have played 4-5 guildevent warbands, we have tried to adapt to the change and not a single fight have seemed better in terms of us being outnumbered on the 9cap. (with the same ractial restriction and conditions before the test)
The fights have slowed down, this could had been acchived with other tools if that was the target, but that was not the reasoning we got in the patchnotes and followup explanation post.
It feels like Tank play is more fun, more relevant right now. But at the same time the mitigation tools seem indirectly nerfed in outnumbred situations so im not sure the endresult is better for tanks. And for damagedealers nothing much has honestly changed, you need to focus a tad bit more on stacking for criticalmass but outside of keep funnels you would almost never reach and touch more than 15targets ish anyways in orvr. The natural targetcap is built into aoe radius (25ft) and Collision. It is limmited how many character models you can stack in the same 25ft area when collision hits. So you wouldnt really ever hit 24people before and if you could it would be on abilities that are not stacking and with +width extending tactics invested.
for healers I can only rely what ive heard from healers we have played with from own roster, and alot of the fillers from all of the organized guils who have gusted us over the week(s). It seems like damage pressure is the same, but when you are outnumbered and swarmed then you go down with even less of a chance to trade some kills before you are dead so numbers just reign suppreme more than ever right now.
Zergsurfting and Ranged dps seem massive atm. It could be the Ring event, or it could be the aoe cap changes. Hard to tell. But with a lower aoe cap if a 24v24 and a few solo ranged dps tailtagging on both sides, those guys are having a much easier time now than ever. There is more safty in numbers, less danger being closer to the tanklines, less mitigation flying out far with Challenges being soaked by tanks+guarded dps. And ranged can now just leech pretty freely with lowest risk ever presented on RoR.
There was very little you could do when outnumbered before, if you managed to get the right conditions have more gear, better coordination, stronger players then you could overwhelm the numbers disadvantage mainly due to 2-2-2 and trim the unorganized numbers away and deal with the organized survivors. Right now, you dont have the tools as all of the tools are reduced. Naturally, when you are facing a bigger force and can only debuff, heal, hit 9 of them you go down when the target cap is over.
Id be very interested to hear from other Guilds and Warbandbuilders how they find it so far
