Casual friendliness, the atmosphere of WAR, solo play

Share your ideas and feedback to help improve the game.
Forum rules
Before posting in this forum, please read the Terms of Use.

This section is for providing feedback and sharing your opinions on what could be improved or changed for the Return of Reckoning project.

To ensure your feedback is as helpful as possible, please review the Rules and Posting Guidelines before posting.
Vandoles
Posts: 249

Re: Casual friendliness, the atmosphere of WAR, solo play

Post#31 » Mon Nov 07, 2016 7:51 pm

Pulse wrote:There won't be anything done specifically to address 1v1 balance. If you want to solo roam your best bet is to choose a class known to be a good solo roamer, just like you would choose a class that is a good healer if you want to heal.

All classes can be fun to play, most are at severe disadvantages when it comes to soloing and it is by design. You can also just find some fun in trying to overcome the odds and work at new strats on a class you like so long as you can accept dying more times than winning.

As a casual player myself I run WH and ddRP that I can play with the zerg pug when I feel like or solo other times. I just figure I will die a bunch too.
You're focusing too much on the 1v1 balance, I also kind of adressed the issue of open warbands and impromptu groups popping up as my first concern.

Not to mention reducing the ability of a shaman to gank people passing by is not a specific 1v1 rebalance, because you're not improving their chance of fighting the shaman - rather of them surviving upon one being in the immediate area.

Ads
Cimba
Posts: 376

Re: Casual friendliness, the atmosphere of WAR, solo play

Post#32 » Mon Nov 07, 2016 7:59 pm

Vandoles wrote: It's not 85%, the roll is still random, you're just adding a few numbers to it.

And I don't mind people from organized guilds, willing to put the effort and sacrifice in, to lead open WBs and get the fragments.
Yep I'm sorry. It's about 50%. You need usually around 1k to get a purple bag with a 500 bonus contribution that makes it about 50/50.
Vandoles wrote: There's no need to get personal. It's a simple matter of fact that shamans are small, zones are big, there's plenty of places to hide and with 100 ft range and DOTS (which they can simply apply and let them tick you down), they can ambush you easily.

There's a huge difference between being killed by an opponent and being so utterly outclassed that whether you wait to get killed or try to fight makes no difference. The latter happening with every player you meet outside organized groups is not what I go there for.
You are quite right the zones are big there is plenty of room to get around them. Well, not really. The pvp zones are designed rather shitty in that regard.

Maybe you should take a look at the video from korze on his solo sorc. With the sorc probably being on of the worst solo classes you can still do a lot. If you put the effort in. And that's what casuals don't want to do. That's actually the definition of a casual.

When you consider the bigger picture you want an underperforming class on an underperforming spec further nerfed. Sorry but I can't really support that idea.
Cimba wrote: It's not the amount of times you win, it's that there exist times when you are denied the opportunity to play the scenario.

Anyway, I feel that I've overstayed my welcome here in these forums. Although I knew everyone here was hardcore and casuals dont post, I underestimated how rabidly you defend the way you want to play the game.
What are you expecting from the devs here? Some kind of MMR rating system so only equally skilled players are facing each others? With 1k players online during peak times? Oo

Because it seems to me you want to change the game to accommodate your playstyle.Instead of improving yourself.

User avatar
Telen
Suspended
Posts: 2542
Contact:

Re: Casual friendliness, the atmosphere of WAR, solo play

Post#33 » Mon Nov 07, 2016 8:18 pm

Problem with the solo scs is that people prefer to just queue all
Image

Vandoles
Posts: 249

Re: Casual friendliness, the atmosphere of WAR, solo play

Post#34 » Mon Nov 07, 2016 8:44 pm

Cimba wrote:
Yep I'm sorry. It's about 50%. You need usually around 1k to get a purple bag with a 500 bonus contribution that makes it about 50/50.
Correct me if I'm wrong, but rolls are true random?
Cimba wrote:
You are quite right the zones are big there is plenty of room to get around them. Well, not really. The pvp zones are designed rather shitty in that regard.

Maybe you should take a look at the video from korze on his solo sorc. With the sorc probably being on of the worst solo classes you can still do a lot. If you put the effort in. And that's what casuals don't want to do. That's actually the definition of a casual.

When you consider the bigger picture you want an underperforming class on an underperforming spec further nerfed. Sorry but I can't really support that idea.
I never said nerf, in fact my idea was a buff. At the cost of the kiting ability that dominates certain melee speccs in a ganking situation, which would never be a nerf because you said yourself you don't care about 1v1.
Cimba wrote: What are you expecting from the devs here? Some kind of MMR rating system so only equally skilled players are facing each others? With 1k players online during peak times? Oo

Because it seems to me you want to change the game to accommodate your playstyle.Instead of improving yourself.
I never said that that is what I want and as I said, there is no goddamn need to get personal.

"My" playstyle is the playstyle of the majority, sorry to say.

Tiggo
Former Staff
Posts: 1948

Re: Casual friendliness, the atmosphere of WAR, solo play

Post#35 » Mon Nov 07, 2016 9:18 pm

open warbands are like militia ... only with a charismatic leader who can supply true leadership that people follow they are useful... otherwise they are just a bunch of random people all with their own agenda...
- Martock - Tiggo - Antigonos - Mago - Hamilkar - Melquart
- Smooshie (Destro)

Vandoles
Posts: 249

Re: Casual friendliness, the atmosphere of WAR, solo play

Post#36 » Mon Nov 07, 2016 9:20 pm

You're completely right and actual leaders have no incentive or motivation, so with changes like the last one, that encourage smaller/closed groups, open WBs are at a risk of dying down quite a bit :)

Cimba
Posts: 376

Re: Casual friendliness, the atmosphere of WAR, solo play

Post#37 » Tue Nov 08, 2016 8:56 am

Vandoles wrote:Correct me if I'm wrong, but rolls are true random?
Who knows? I doubt that anyone aside form the devs has a sample size large enough to determine that.
Vandoles wrote:I never said nerf, in fact my idea was a buff. At the cost of the kiting ability that dominates certain melee speccs in a ganking situation, which would never be a nerf because you said yourself you don't care about 1v1.
The balance forums are open, make a proposal. I'm really curious about that one. IMO shamis don't have a lot going for them in group play. The one thing they have is that they are damn hard to kill. Take that away and there is not much left IMO. But it was said that 1on1 balancing doesn't affect group play.
Vandoles wrote:I never said that that is what I want and as I said, there is no goddamn need to get personal.

"My" playstyle is the playstyle of the majority, sorry to say.
Yes I'm sorry. I reread your initial post. In short you want a reward for your time investment and not for the quality of your input.

Well maybe you don't remember or you haven't been around then. But we had that kind of reward system. The result was that a lot of players just refused to play after the first wipe. They would go afk and collect their rewards at the end of the scenario. Like it or not people chose the way of least resistance to get their rewards.

You're of course right about the majority. The devs have the challenge to balance the interests of a majority who doesn't give a **** with the people who do.

Vandoles
Posts: 249

Re: Casual friendliness, the atmosphere of WAR, solo play

Post#38 » Tue Nov 08, 2016 1:43 pm

Cimba wrote:
The balance forums are open, make a proposal. I'm really curious about that one. IMO shamis don't have a lot going for them in group play. The one thing they have is that they are damn hard to kill. Take that away and there is not much left IMO. But it was said that 1on1 balancing doesn't affect group play.
This is a discussion on the philosophy and nature of the development. When you develop things, no matter what, there's the overall strategic approach and the day-to-day decisions. This is about the former. It's about the fact that classes like shamans and squigs might benefit from 1v1/small-scale/ganking rebalancing, in favour of group play. But this is difficult to even consider with the approach of small-scale rebalancing being banned from discussion. So I posted a topic to discuss rebalancing things from a casual player perspective, who will often be faced with his class being completely dominated in rvr lakes unless he joins a 6-man group with teamspeak.

Cimba wrote:
Yes I'm sorry. I reread your initial post. In short you want a reward for your time investment and not for the quality of your input.

Well maybe you don't remember or you haven't been around then. But we had that kind of reward system. The result was that a lot of players just refused to play after the first wipe. They would go afk and collect their rewards at the end of the scenario. Like it or not people chose the way of least resistance to get their rewards.

You're of course right about the majority. The devs have the challenge to balance the interests of a majority who doesn't give a **** with the people who do.
I honestly don't know what you're talking about, but I get that you're angry at me for some reason.

In any case, I don't think you fully realize how War would look like if casual play kept being discouraged. But we might see, who knows.

Ads
Sprak
Posts: 28

Re: Casual friendliness, the atmosphere of WAR, solo play

Post#39 » Thu Nov 10, 2016 5:44 pm

This is just a comment towards the mention of Shamans and squigs since I think the issue for both is relatively the same...

In a game where mobility plays a huge factor in determining success or failure, abilities/tactics/traits that provide more mobility or immunity to CC become far more important and hold more weight than others.

The issue is most commonly seen when referring to Goblins. Goblins get the racial bonus to movement speed, and being ranged classes, this gives them a superior advantage over almost everyone else.

Ranged in the first place is able to kite most if not all melee classes. The success/failure rate for ranged vs ranged becomes more about pure dps or endurance, rather than time.

Shamans and Squigs, regardless of the damage they do, are able to kite and wage a war of attrition, rather than most classes which have to end the fight quickly. Although I would argue to say that squigs don't suffer in the dps department at all.

Squigs in fact can spec to deal optimal dps with little worry for defense. This is due to their ability to kite (very easily most classes) and the amount of CC they have, rendering anyone trying to catch them useless. There is very little need for defensive abilities/tactics/traits/stats when you are almost never caught in the first place.

In 1v1 the issue is extremely prominent with goblins. In Parties and Warbands it becomes more noticeable, depending on the makeup of the opposing party or warband. You have 1 warband kiting the other, with little chance of catching them, or the few that do die instantly. I've witnessed a party of goblins harass and pick apart warbands because there just isn't much of anything they can do/use to deal with them.

White lions used to be the counter to fast moving goblins, but now suffer just as much as other classes. Their lions make up slightly for this, but are little more than soft counters at most. The nerf to pounce was a huge hit in the wrong direction, unless they were to nerf something about the goblins as well.

Simply put, the mobility and CC ability of goblins coupled with the healing of shamans and DPS of squigs, gives a massive advantage to those classes.

They either need a nerf of some kind or opposing classes need a way to close the gap between them.

Perhaps if less people played Shamans and Squigs it wouldn't be as big of an issue, but its quite obvious they are the flavor of destro... I wonder why...

Who is online

Users browsing this forum: Angstar and 10 guests