Degradation of average player skill: why the Scenario system rework is urgently needed
Posted: Tue Aug 19, 2025 1:40 pm
This was originally a reply to Vipevox, Pahakukka and Stink in this thread, but I decided to make it into it's own post due to the length and slight shift of topic.
Allow me to speak my mind despite not being involved with the solo scene in the game. I do not think that chasing after solos as a warband is a behavioral issue tied to the age of the players. That problem, as well as blobbing up on every opportunity and even the gradual escalation of the smallscale scene from solo, duo or 3mans to 6man+ all can be attributed to the same issue; the game simply no longer cultivates individual player skill.
Put yourself in the shoes of a brand new player:
You started the game 2 months ago. Your experience in T1 was somewhat fun although you didn't really figure out anything about the game or your class because most fights you engaged in were warcamp camping and back and forths as a warband/mass of players. You then entered T2. At first you decided to try scenarios which now popped a lot more frequently than in T1, but you kept getting your face bashed in (due to lacking gearing and class mechanical knowledge and also by solo queuing). So you gave up on scenarios. Then you tried to solo in RvR as you'd done in Tier 1. Same result, you kept getting your teeth kicked in regardless of if you were following the blob or if you tried to solo away from it. In both cases you were easy pickings for the blob, premades or even other enemy soloers due to lacking in gearing, mechanical and also proper positioning knowledge.
At that point you either:
a) give up and quit the game because you are no longer having fun, or
b) try joining orvr warbands
If you get lucky and the warbands don't instakick you via the autoband addon, then you finally get a chance to "enjoy" the game. At least compared to what you had been doing thus far. In general this gameplay involves losing and wiping against any competent opposition, but there are still some ways for such warbands to have some fun:
You finally hit T4 and are no longer instakicked from most warbands. If you are adventurous enough you try scenarios again to see if anything's changed. To your surprise, things are even worse here. Instead of 1 win out of 10 while solo queuing, you now can maybe win 1 in 20. You give up on scenarios and try your luck in warbands. You either keep staying in pugwarbands who never kick you, or attempt to join serious warbands but the moment they inspect your gear you are either getting booted from that warband or at best they link to you a guide on how to improve your gear afterwards.
For the portion of the players who make that step, it's time to abandon PvP for a while and grind Dungeons to gear up. PvE while pugging is a hellscape, but somehow you can stomach it and get through it. You now have the gear to compete with everyone at the lakes but you are still lacking the mechanical knowledge for your class and a lot of other fundamental stuff for the game.
So here comes the big question: What can you do now to improve as a player?
A lucky few new players will join a very organized guild that will invest time in them and try to improve them as players. The rest will be stuck as a pug or join a somewhat organized guild that will expect the player to perform (in their warbands) without investing much in them.
In reality, there are only minimal guilds willing to actually invest the time needed to fully train a new player. Most competent guilds either try to recruit players already showing potential or accept them on a trial basis where players are expected to swim or sink. This leaves the majority of the guilds in a situation where if they openly recruit people, they get so many new members that they cannot train them all unless they want to invest a ton of time for players who themselves are unsure if they want to continue playing the game after a few weeks time. This process is grueling for a guild and can take a toll in the mental health of people who help or want to help new players (from my experience at least).
Once again: For the majority of the new players who keep giving the game a chance, how do they improve?
The answer is simple. You either spend 500 hours in orvr and improve at a snail's pace in a warband setting, or you never improve at all.
And if you never improve yourself, you unfortunately cannot find much fun in PvP besides beating on easy or outnumbered targets.
The downfall of Scenarios has consistently stripped the playerbase of the best self-improvement tool the game had to offer for players who do not have the proper support of a guild/community. Go back into the previous paragraphs and try to think what would happen if that fictional new player started experimenting with their full toolkit in scenarios, trying to figure out their way around terrain strategically and also playing against fewer and varied enemy careers (which they can no longer treat as an individual blob and have to examine and counter on a per-class basis). Imagine also if they could keep experimenting like this for longer, instead of using scenarios as the optimal method to "skip" mid-tier by EXPing as fast as they can out of there.
Speaking my personal experience, Scenarios is where I learnt how to properly play the game. And that started even back on Live where I was playing with 0 addons (and I suspect a big portion of the new players are in the same situation too). It was a gradual process of course and I kept queuing even after hitting level 40 in ROR too.
I call it a "downfall" of the scenario system, not just because of the non-existent matchmaking system but also because Scenarios as a whole have come to be scorned by the community.
If you don't believe me, open Killboard and find a new player in your guild that hit rr80 and compare how many scenarios they've played compared to an rr80 veteran of your guild. In my case, I compared my rr 84 main toon with an rr 85 guildie who has played the game for around 2 years now. According to the killboard I have 1328 scs played while he has 379 (250% more in my case)...
The same can be said for City basically, only that that content is even more prohibitive to solo queuing players.
For our present situation, since it's harder to break old habits and rebuild your foundations compared to having a proper start from the beginning, the damage already starts from T1 and midtier. Even introducing a perfect scenario system today would take a long time to help the existing playerbase.
Regardless, if we want to see the damage undone and stop the further degradation of skill in ROR, the next best possible time to have a scenario rework would be today.
Speaking of today, what is the latest update we have on the Scenario rework system?
The scenario system rework was first announced back in the 25th August 2023 Developer Update, almost 2 years ago from today.
About 1 year after that, via a discord message we got confirmation from Max Hayman, the lead developer of ROR, that the team was indeed working on the scenario system rework.
Next update we got was about 5 days ago, again in ROR discord, where Emissary the Community Manager confirmed that the Scenario system rework is still in progress, that the system rewrite is happening in C# and that the topic of Matchmaking is still being discussed in team meetings.
Logically, this means that the Matchmaking system is still not finalized after 2 years since the first announcement, even on paper (ignoring the coding challenges).
In my eyes, having a working and fair Scenario system should be the number 1 development priority for the game since it directly influences the average player skill/quality (which in turn affects most if not all multiplayer aspects of the game). On his last message on the topic, Emissary mentioned that he'd request a Developer Update for this topic so we might get more news on it soon, however the fact of the matter is that we need a change as soon as possible if we want things to improve for the game as a whole. And as I wrote above, it will be a slow "recovery" process. Since a large portion of the playerbase has been noticing this downward trajectory over the last year(s), time is of the essense to try and reverse the situation.
Thanks for reading thus far and feel free to comment and write what you think about this topic.
Allow me to speak my mind despite not being involved with the solo scene in the game. I do not think that chasing after solos as a warband is a behavioral issue tied to the age of the players. That problem, as well as blobbing up on every opportunity and even the gradual escalation of the smallscale scene from solo, duo or 3mans to 6man+ all can be attributed to the same issue; the game simply no longer cultivates individual player skill.
Put yourself in the shoes of a brand new player:
You started the game 2 months ago. Your experience in T1 was somewhat fun although you didn't really figure out anything about the game or your class because most fights you engaged in were warcamp camping and back and forths as a warband/mass of players. You then entered T2. At first you decided to try scenarios which now popped a lot more frequently than in T1, but you kept getting your face bashed in (due to lacking gearing and class mechanical knowledge and also by solo queuing). So you gave up on scenarios. Then you tried to solo in RvR as you'd done in Tier 1. Same result, you kept getting your teeth kicked in regardless of if you were following the blob or if you tried to solo away from it. In both cases you were easy pickings for the blob, premades or even other enemy soloers due to lacking in gearing, mechanical and also proper positioning knowledge.
At that point you either:
a) give up and quit the game because you are no longer having fun, or
b) try joining orvr warbands
If you get lucky and the warbands don't instakick you via the autoband addon, then you finally get a chance to "enjoy" the game. At least compared to what you had been doing thus far. In general this gameplay involves losing and wiping against any competent opposition, but there are still some ways for such warbands to have some fun:
- Winning against other competent warbands by outnumbering them (blobbing)
- Winning against other pug warbands on their own (harder to do because they too will be blobbing)
- Winning against other smaller groups on their own (this includes chasing down anything between solos and 6mans)
- PvDooring zones
You finally hit T4 and are no longer instakicked from most warbands. If you are adventurous enough you try scenarios again to see if anything's changed. To your surprise, things are even worse here. Instead of 1 win out of 10 while solo queuing, you now can maybe win 1 in 20. You give up on scenarios and try your luck in warbands. You either keep staying in pugwarbands who never kick you, or attempt to join serious warbands but the moment they inspect your gear you are either getting booted from that warband or at best they link to you a guide on how to improve your gear afterwards.
For the portion of the players who make that step, it's time to abandon PvP for a while and grind Dungeons to gear up. PvE while pugging is a hellscape, but somehow you can stomach it and get through it. You now have the gear to compete with everyone at the lakes but you are still lacking the mechanical knowledge for your class and a lot of other fundamental stuff for the game.
So here comes the big question: What can you do now to improve as a player?
A lucky few new players will join a very organized guild that will invest time in them and try to improve them as players. The rest will be stuck as a pug or join a somewhat organized guild that will expect the player to perform (in their warbands) without investing much in them.
In reality, there are only minimal guilds willing to actually invest the time needed to fully train a new player. Most competent guilds either try to recruit players already showing potential or accept them on a trial basis where players are expected to swim or sink. This leaves the majority of the guilds in a situation where if they openly recruit people, they get so many new members that they cannot train them all unless they want to invest a ton of time for players who themselves are unsure if they want to continue playing the game after a few weeks time. This process is grueling for a guild and can take a toll in the mental health of people who help or want to help new players (from my experience at least).
Once again: For the majority of the new players who keep giving the game a chance, how do they improve?
The answer is simple. You either spend 500 hours in orvr and improve at a snail's pace in a warband setting, or you never improve at all.
And if you never improve yourself, you unfortunately cannot find much fun in PvP besides beating on easy or outnumbered targets.
The downfall of Scenarios has consistently stripped the playerbase of the best self-improvement tool the game had to offer for players who do not have the proper support of a guild/community. Go back into the previous paragraphs and try to think what would happen if that fictional new player started experimenting with their full toolkit in scenarios, trying to figure out their way around terrain strategically and also playing against fewer and varied enemy careers (which they can no longer treat as an individual blob and have to examine and counter on a per-class basis). Imagine also if they could keep experimenting like this for longer, instead of using scenarios as the optimal method to "skip" mid-tier by EXPing as fast as they can out of there.
Speaking my personal experience, Scenarios is where I learnt how to properly play the game. And that started even back on Live where I was playing with 0 addons (and I suspect a big portion of the new players are in the same situation too). It was a gradual process of course and I kept queuing even after hitting level 40 in ROR too.
I call it a "downfall" of the scenario system, not just because of the non-existent matchmaking system but also because Scenarios as a whole have come to be scorned by the community.
If you don't believe me, open Killboard and find a new player in your guild that hit rr80 and compare how many scenarios they've played compared to an rr80 veteran of your guild. In my case, I compared my rr 84 main toon with an rr 85 guildie who has played the game for around 2 years now. According to the killboard I have 1328 scs played while he has 379 (250% more in my case)...
The same can be said for City basically, only that that content is even more prohibitive to solo queuing players.
For our present situation, since it's harder to break old habits and rebuild your foundations compared to having a proper start from the beginning, the damage already starts from T1 and midtier. Even introducing a perfect scenario system today would take a long time to help the existing playerbase.
Regardless, if we want to see the damage undone and stop the further degradation of skill in ROR, the next best possible time to have a scenario rework would be today.
Speaking of today, what is the latest update we have on the Scenario rework system?
The scenario system rework was first announced back in the 25th August 2023 Developer Update, almost 2 years ago from today.
About 1 year after that, via a discord message we got confirmation from Max Hayman, the lead developer of ROR, that the team was indeed working on the scenario system rework.
Next update we got was about 5 days ago, again in ROR discord, where Emissary the Community Manager confirmed that the Scenario system rework is still in progress, that the system rewrite is happening in C# and that the topic of Matchmaking is still being discussed in team meetings.
Logically, this means that the Matchmaking system is still not finalized after 2 years since the first announcement, even on paper (ignoring the coding challenges).
In my eyes, having a working and fair Scenario system should be the number 1 development priority for the game since it directly influences the average player skill/quality (which in turn affects most if not all multiplayer aspects of the game). On his last message on the topic, Emissary mentioned that he'd request a Developer Update for this topic so we might get more news on it soon, however the fact of the matter is that we need a change as soon as possible if we want things to improve for the game as a whole. And as I wrote above, it will be a slow "recovery" process. Since a large portion of the playerbase has been noticing this downward trajectory over the last year(s), time is of the essense to try and reverse the situation.
Thanks for reading thus far and feel free to comment and write what you think about this topic.