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Server Patch Notes 27/7/2018

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catholicism198
Posts: 1092

Re: Server Patch Notes 27/7/2018

Post#61 » Sat Jul 28, 2018 9:19 pm

Ugle wrote: Sat Jul 28, 2018 8:10 pm Return to original moralegain, remove damage morales would be next sensible step. Morales as utility or oh shlt buttons is the only way keep morales a positive addition to gamplay and as a huge positive sideproduct you remove morale bombing cancerous gamestyle.
I don't think they'd have to go to such an extreme and I wouldn't say that damaging morales are the issue, it's the AE damaging morales. They hit what, 9+? targets right now. Can't they just reduce the number of targets for all morales other than m4s, which can have an increased CD?

....but then again, they could replace those AE morales with some found in the beta client.

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Grunbag
Former Staff
Posts: 1881

Re: Server Patch Notes 27/7/2018

Post#62 » Sat Jul 28, 2018 9:22 pm

Bregon wrote: Sat Jul 28, 2018 8:20 pm can you clarify where the npc is to trade in the keeper tokens because I cant find one in altdorf
Altdorf : 32k 49k
IC : 36k 52k
Grunbag - 40 - 33 Squig Herder
Skorri - 40 - 65 Engineer

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dansari
Posts: 2524

Re: Server Patch Notes 27/7/2018

Post#63 » Sat Jul 28, 2018 9:48 pm

Thoughts on changing damage morales: sure, no-counter playstyle is cancerous and ultimately bad for the game imo. On the other hand, it *could* be the only way to break funnels; and they present a major function of countering zerging. I think it's too early to say which would be the better approach right now, since like lefze said it presents a new viability in specs, where classes who didn't have a way of being pumped morale just didn't spec for m4s, now they can. It diminishes the BW m2 drop meta a bit given that destro will build morales at roughly the same rate. Etc etc
<Salt Factory>

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Aurandilaz
Posts: 1896

Re: Server Patch Notes 27/7/2018

Post#64 » Sat Jul 28, 2018 10:24 pm

OTOH, without morals you can have funnels lasting for eternity because no way to reach a guaranteed dmg burst spike that would allow attackers to push or enable defenders to counterpush, so you could have return to "good old" 1-2 hour long keep funnels... yay? (until one side just decides to give up...)
And morals still remain one of the most important tools in actually busting a large enemy "zerg" formation. Without morals being able to provide guaranteed fast coordinated burst dmg, the fight will solely revolve around who brings bigger zerg and does more AoE. Quantity triumphs over quality, abandon tactics and just zergrush the underdog.
Or maybe the underdog through clever play and morale buildup could launch a devasting attack that gives them some much needed advantage over larger enemy blob?

It also rewards organized warband gameplay, something that has been lately vanishing from game for one reason or other... so that through organization and coordination, a smaller enemy side with dedicated morale drops can even hold and win against larger enemy blob that lacks such coordination and capability for organized morale drops.

Sure, if this game was just about 6v6 or smallman scale skirmishes, then you can just ignore morales altogether, but since the game is somewhat designed around large RVR and campaigns where you need to build a force large enough to be capable of defeating sizeable enemy forces and capture their keeps, you need those morale spikes unless you want the game to turn into a Festenplatz fighting simulator where people shoot at each other from different sides of BO flag and occasionally some guys do suicide charges and neither blob is capable of truly making a decisive manoeuvre that hands them victory.

And both sides are capable of draining morales, obviously marauders do it with greatest ease. That might need balancing around a bit, maybe improve some of the existing order drain tools or add new ones, whilst possibly giving other destro classes the draining capability instead of just total reliance on maras.

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Ugle
Posts: 589

Re: Server Patch Notes 27/7/2018

Post#65 » Sat Jul 28, 2018 10:32 pm

There are numerous ways to handle funnels that is better than damage morales. Sounds like a strawman argument to me.. especially now since client control is achieved.
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AxelF
Posts: 219

Re: Server Patch Notes 27/7/2018

Post#66 » Sat Jul 28, 2018 10:44 pm

All these arguments seem to assume that only the underdog has access to morale damage - its not as if damaging morale abilities are only available when you have AAO... The side with superior numbers can also perform coordinated morale dumps, just with far more people or requiring a much smaller percentage of participants to be actually paying attention, and so can wipe the opposition that much more easily.

Spacecraft
Posts: 139

Re: Server Patch Notes 27/7/2018

Post#67 » Sat Jul 28, 2018 11:01 pm

For funnels, we now have client contorl can we make a siege that does undefendable punt x 30.
This would be fun as hell like a four star siege that punts on timer smash through funnels to lord.

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Nefarian78
Posts: 460

Re: Server Patch Notes 27/7/2018

Post#68 » Sat Jul 28, 2018 11:14 pm

Are there any screenshots of the Keeper set?
They done stole my character's names. Can't have **** in RoR.

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catholicism198
Posts: 1092

Re: Server Patch Notes 27/7/2018

Post#69 » Sat Jul 28, 2018 11:16 pm

Or you could just use postern entryways...

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Aurandilaz
Posts: 1896

Re: Server Patch Notes 27/7/2018

Post#70 » Sat Jul 28, 2018 11:20 pm

AxelF wrote: Sat Jul 28, 2018 10:44 pm All these arguments seem to assume that only the underdog has access to morale damage - its not as if damaging morale abilities are only available when you have AAO... The side with superior numbers can also perform coordinated morale dumps, just with far more people or requiring a much smaller percentage of participants to be actually paying attention, and so can wipe the opposition that much more easily.
Yet it still gives the smaller side the capability to perform against sheer mass of red, sure enemy gets also morals, which is why I'd personally love to have AAO increase moral gains somewhat (though gets bad because you might still have no AAO while having sea of red run over you due to local number imbalances going against general AAO trend).

And my other points stand, morales give the extra burst needed to prevent long stalemates that are counter-productive in endgame where its all about campaign pushes the enemy capital (who wants to go back to 24h Kadringrad...). Maybe the big side uses morals to make victorious push to the enemy city, or maybe the small side gets the larger realm to split over BOs and then mops the divided enemies up and uses morales at right times to enable a smaller group with good coordination to win against less organized enemy blob.
This game is about pvp and the basis of advancing your class is to get kills; morales enable greater killing potential instead of wc-to-wc pingpong kiting. Bunkering down and digging trenches is not that enticing, I'd say most love a quick bloodbath over long duration blob vs blob stand-off.

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