There is a good point in the beggining of OP post, about lack of good definition (at least in patch notes) to what AoE change exactly was supposed to accomplish?
"Breaking up zerg" can mean anything, and it definately means diffrent things to diffrent people. Too broad and too vague. Defining both problem and goal better would be a good thing.
Feedback of AoE Changes / Future Suggestions
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Re: Feedback of AoE Changes / Future Suggestions
Playing ORVR on a slayer is more boring than ever as it is all about Flurry especially on keep defense. The patch makes tactics and for some classes even full trees useless. Radiant Knights disbanded, Invasion is running around in group size.
Still loving the game but to be honest I dont find anything good about this patch.
Still loving the game but to be honest I dont find anything good about this patch.
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Re: Feedback of AoE Changes / Future Suggestions
In my humble opinion and i'm quite new at only 8 months playing (although 15 years in MMO's including live) compared to a lot of your community with much longer on the game. Haojin is asking the right question, "Define what was to be fixed" and possibly what is the end game aim play-style. Assuming the "zerg" was the issue to be fixed to reach the ideal end game play-style (your game, your ideal of course, still a private server how you want to play it is king). Assuming that zerg was of 100 players grouping together under 3 warband leaders, on each side and in each fight players getting to choose and press about 5 rotation abilities before the larger of the 2 forces won. Or in keep take/defense staying at a complete stalemate in primetime for 3 hours for example, then overall i think its a successful patch on this criteria, there is now on both sides the equal tools for a more organised/coordination force to spike deal a lot more AOE damage than healers can absorb so the stalemate is broken.
From what i see it you have a number of variables to alter end game content and play, and also i assume an aim for what end game content should be and play like, again i am fairly new and no game designer, so simply trying to translate experience setting up new businesses, processes and their populations culture into - a game, mechanics and community population.
Variables (cause and effect related)
1. Daily Class mechanics
2. Daily Game world mechanics and theme
3. Daily Population (active IP's)
4. Average active player retention rate, so how many active days out of the last 60 has the player (IP based) been online, and how long have they been active in total, 2 years? And is there 2 groups of players, long term have fun trying all the content, and hardcore players who focus and burn out?
5. Average player skill level needed with a class, also actual performance
6. Average play tactical skill and game mechanics knowledge level needed, also actual performance
7. Order/Destruction ORVR warband leader population and game mechanic knowledge, tactical skill
8. Population of Order/Destruction ORVR warband players who coordinate 90% of the time with the warband leader, preferably by voice communication.
9. Population of Order/Destruction ORVR warband active characters who are not in a guild, therefore nearly all of them do not coordinate, certainly not via voice, and more importantly do not benefit from retained tactical and game mechanic knowledge.
So With the cause and effect variables defined, you can define an end game play-style you'd like to achieve (which you will likely already have years ago, or you may simply like to mix it up every now and then). Also i suspect if it works 24 vs 24 then it equally scales down to 6 vs 6, and if you want to play 1vs1 on a ORVR game use /dual. I would assume the below but again your private server, you set the rules how you want to play, i feel sometimes people may forget this point.
Aims for end game play-style and some ideas how
1. Rewards organisation and coordination, not an OP class or equipment or level of characters.
2. More engagement as a class and as a warband = more fun
3. Not the same place fighting all the time (Variety)
4. Risk vs Reward
5. Rewards guilds and therefore boost players who coordinate together
You do really great with this server, i have no idea how you manage the balance and the community is really well managed, i truly thank you so much for bringing this wonderful game back, and i'm sure many Warhammer fans, who have the board game etc greatly appreciate it. I've personally via this server joined a guild with a whatsapp group that keeps me very entertained with some nice folks i enjoy playing with on a regular basis.
I would be more than happy to donate 3/4 hours a week if you can send me some raw data to analyse and produce some basic summary reports for you on player retention, skill levels, guild membership etc if there is any data and if anything useful can be done to help give you more information with which to make decisions on any change and also analyse the differences over 2 weeks from any previous changes.
Again thank you for the great game and your personal time to make a lot of people laugh and have fun.
From what i see it you have a number of variables to alter end game content and play, and also i assume an aim for what end game content should be and play like, again i am fairly new and no game designer, so simply trying to translate experience setting up new businesses, processes and their populations culture into - a game, mechanics and community population.
Variables (cause and effect related)
1. Daily Class mechanics
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Aims for end game play-style and some ideas how
1. Rewards organisation and coordination, not an OP class or equipment or level of characters.
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You do really great with this server, i have no idea how you manage the balance and the community is really well managed, i truly thank you so much for bringing this wonderful game back, and i'm sure many Warhammer fans, who have the board game etc greatly appreciate it. I've personally via this server joined a guild with a whatsapp group that keeps me very entertained with some nice folks i enjoy playing with on a regular basis.
I would be more than happy to donate 3/4 hours a week if you can send me some raw data to analyse and produce some basic summary reports for you on player retention, skill levels, guild membership etc if there is any data and if anything useful can be done to help give you more information with which to make decisions on any change and also analyse the differences over 2 weeks from any previous changes.
Again thank you for the great game and your personal time to make a lot of people laugh and have fun.
Re: Feedback of AoE Changes / Future Suggestions
Hmm. More of a 3 person plus Bitterstone Thunderers discussion. 
So I'm surprised I have to agree here with Haojun. (Or how he is spelled)
If the idea is to break the Zerg and not the blob I would also suggest to revert the AoE changes and remove the damage from m1-m3 and convert them.
Morals are an integral part of RoR and AoR. But personally just bombing a whole group/wb with damage they can't advert is not what I define as a good fight.
And As some others have said. Complete career AoE masterys are now useless.
Just go Slayer and Flurry spam.

So I'm surprised I have to agree here with Haojun. (Or how he is spelled)
If the idea is to break the Zerg and not the blob I would also suggest to revert the AoE changes and remove the damage from m1-m3 and convert them.
Morals are an integral part of RoR and AoR. But personally just bombing a whole group/wb with damage they can't advert is not what I define as a good fight.
And As some others have said. Complete career AoE masterys are now useless.
Just go Slayer and Flurry spam.

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Re: Feedback of AoE Changes / Future Suggestions
What I notice mostly is Maras getting kills in numbers that only were possible for sorc/BW in past and it feels weird.
Some classes really benefited from AoE change, others less so. Causing even more imbalance, as some mdps get it even easier, and others stay further behind. (compare the ratio of Witch Hunters wreaking havoc with AoE versus Marauders doing same)
Some classes really benefited from AoE change, others less so. Causing even more imbalance, as some mdps get it even easier, and others stay further behind. (compare the ratio of Witch Hunters wreaking havoc with AoE versus Marauders doing same)
Re: Feedback of AoE Changes / Future Suggestions
Everything that I find critical has already been stated in this thread, so I'd just like to show my support to Haojin.
Re: Feedback of AoE Changes / Future Suggestions
Roleplayers don't count.Glorian wrote:Hmm. More of a 3 person plus Bitterstone Thunderers discussion.
(kidding

Re: Feedback of AoE Changes / Future Suggestions
The main problem, which completely shifted the balance in RVR. Now the success is enough to have a couple of mele group AoE no limit characters and pug's WB for meet shield. You dont need a brain. Only spam 1 skill, guard, 2 healers, and def morals.
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Re: Feedback of AoE Changes / Future Suggestions
I edited my post at Page 1 and added a list my proposed morale changes.

Re: Feedback of AoE Changes / Future Suggestions
It's interesting to see people asking what the aim of this change was when it's been explained already.
Purpose
The purpose of this was twofold:
Zerg and blob are the same thing. You can quote whatever definition of zerg you want, but if your formation is comparable to this, and your tactical and strategic choices boil down to roughly the same as one of those units has (damage out, heal out, etc) then you're a zerg. This holds true whether you're 24 or whether you're 96. Zerg / blob is the point at which most of the game's strategy, tactics and abilities become useless. I've already stated that I believe that point begins at about the 18v18 mark and is fully realized at about 36v36. You will undoubtedly disagree.
The OP's videos
You demonstrate two situations:
More detailed reasoning on RvR
Unfortunately, something a lot of you don't seem to understand is that this game presents incredible challenges to anyone trying to fix its RvR systems. Let's look at what we've got:
The key problems
Now, you want a definition of the key problems as I see them, I'll give you one.
You've made numerous suggestions:
Increase in scale also places more emphasis on pure damage/heal and affecting many targets at once, and less emphasis on more subtle effects, resolving each individual down into something as basic as the average RTS soldier. You've noticed that even when splitting is forced to weaken AoE, mass ST is the result, and the effectiveness of mass ST naturally increases with the number of attackers.
Thus, the problem with WAR is that its interplay between groups and warbands in large scale is far weaker than its interplay between the individual units of a group and the group as a whole in small scale. Changing morale won't change this.
The problem is this: How do you do it? AoE snares, in particular Slice Through and Big Brawlin', are staples in small scale as well as large scale. Even if you made every AoE snare have a 30 second cooldown, you face the problem of density - there will be enough classes capable of AoE snaring in the average composition to ensure that AoE snaring is still a constant. How do you handle this?
A final note
It's quite annoying to see it repeatedly stated that Flurry or any of the other limit-breaking, scaling attacks has become king, as if the base damage is 3k. These attacks reach very high numbers only if enough targets are hit, which is either your fault or the fault of the map design. I feel that that should actually be acknowledged. If you are not forced to blob, then don't. If you are forced to blob, then we need to look at what is forcing blobbing and how that should be resolved. This change was only ever intended to act as a check - a kind of singing canary in a cage - which would draw attention to situations where zerging is forced.
@Tesq
Purpose
The purpose of this was twofold:
- To make a start on punishing lack of diffusion (aka blobbing) with an aim to spreading out engagements over a larger area, in a way that didn't require new mechanics
- To ensure that the AoE system serves smaller groups against larger ones, instead of larger groups against smaller ones, in an effort to lower the optimal formation size.
Zerg and blob are the same thing. You can quote whatever definition of zerg you want, but if your formation is comparable to this, and your tactical and strategic choices boil down to roughly the same as one of those units has (damage out, heal out, etc) then you're a zerg. This holds true whether you're 24 or whether you're 96. Zerg / blob is the point at which most of the game's strategy, tactics and abilities become useless. I've already stated that I believe that point begins at about the 18v18 mark and is fully realized at about 36v36. You will undoubtedly disagree.
The OP's videos
You demonstrate two situations:
- Keep defense. Yes, that is a problem. It's a problem caused by the original shitty design forcing chokepoints, which you've acknowledged.
- Zerg on Sanctuary of Dreams a few days ago, at the event. If you were involved in that battle and you didn't think that was a zerg, you need your eyes checked.
- Refusal to adapt
- RvR system failure (it needs to FORCE splitting all over the map)
- Map failure (keeps/BO design)
More detailed reasoning on RvR
Unfortunately, something a lot of you don't seem to understand is that this game presents incredible challenges to anyone trying to fix its RvR systems. Let's look at what we've got:
- Reward-driven game, not fun-driven game - players will play to maximise rewards rather than fun, and it is close to impossible to implement a good reward system that can't be abused without using a human judge or an AI from two hundred years in the future
- Two-realm system - not self balancing
- Crossrealming capability - no ability to reward a realm as a whole because of no permanent lock without incentivising crossrealm
- No ability to change maps (will always have chokepoints / bad map design / bad keep design)
- No ability to change fundamentals of RvR system (will always have BOs and keeps)
- No ability to balance individual engagements or factions, so game can be ruined by ambient population factors (this was part of what I was attempting to do in making small groups able to destroy large blobs)
- Lack of adaptations to large scale combat in the combat system (MMO design focusing on small scale, many abilities and even entire classes become weak to useless at warband scale as aoe/bomb setups and increased mass become king)
- Lack of adaptations to large scale combat in the gameplay. Example: other games use vehicles and varied unit types to create tactical and strategic depth - Warhammer by contrast has very low to no strategic depth in large scale and low tactical depth there too. The closest Warhammer gets to implementing different unit types is siege and people hate it
- Poor flow due to travel times across the lake, low action-to-travel ratio compared to almost every other game
- Anthropic principle - the players remaining in Warhammer are the ones who could tolerate and thrive with the flaws. Attempts to break up zerg and bombing fail partly because so many of the players left want to zerg and bomb
The key problems
Now, you want a definition of the key problems as I see them, I'll give you one.
- The game's combat goes to **** in large scale, defined as warband versus warband and above. Because the game resolves to a state where blobbing and mass are king, this kills any kind of tactics based around splitting and maneuvering beyond the most basic flank attack. This was what the AoE change attempted to resolve.
- There is nothing in the game which puts a soft cap on your maximum effective force size. The more players you have, the better off you are. Any measure designed to threaten this idea (artillery, cannons, melee cleaving) is complained about and the players continue to play in the exact same fashion until enough pressure is applied to remove the change. This leads to zerg.
- It's almost impossible to make people split up, even when using brute force macro mechanics, because they naturally gravitate to large fights in a single location.
You've made numerous suggestions:
- Nerfing M1-3
Increase in scale also places more emphasis on pure damage/heal and affecting many targets at once, and less emphasis on more subtle effects, resolving each individual down into something as basic as the average RTS soldier. You've noticed that even when splitting is forced to weaken AoE, mass ST is the result, and the effectiveness of mass ST naturally increases with the number of attackers.
Thus, the problem with WAR is that its interplay between groups and warbands in large scale is far weaker than its interplay between the individual units of a group and the group as a whole in small scale. Changing morale won't change this.
- Addressing CC
- Addressing AoE snaring
The problem is this: How do you do it? AoE snares, in particular Slice Through and Big Brawlin', are staples in small scale as well as large scale. Even if you made every AoE snare have a 30 second cooldown, you face the problem of density - there will be enough classes capable of AoE snaring in the average composition to ensure that AoE snaring is still a constant. How do you handle this?
A final note
It's quite annoying to see it repeatedly stated that Flurry or any of the other limit-breaking, scaling attacks has become king, as if the base damage is 3k. These attacks reach very high numbers only if enough targets are hit, which is either your fault or the fault of the map design. I feel that that should actually be acknowledged. If you are not forced to blob, then don't. If you are forced to blob, then we need to look at what is forcing blobbing and how that should be resolved. This change was only ever intended to act as a check - a kind of singing canary in a cage - which would draw attention to situations where zerging is forced.
@Tesq
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