Jaycub wrote:The biggest offender contributing to horrible scenarios is them starting unbalanced population wise. I think around half? of the scenarios I did there was usually a ~2 man advantage on one side. This is actually a gigantic advantage
This is no way near to be a "gigantic" advantage. A decent player is easily able to control at least 2-3 people by himself, especially on a tank.
Jaycub wrote:unless those extra people happen to be MDPS (MDPS is actually just garbage in pug scenarios honestly wish they were barred from solo queing and required them to que up with a guard).
A mdps is always able to carry a pug game on his own. It's just not as easy as playing a rdps - Call it a learn to play issue.
Jaycub wrote:An extra healer can mean 50% more healing
most of the pugs can't even outheal pet damage and will die to any kind of damage. cross heal is a loanword for most pugs. so i don't see these 50%.
Jaycub wrote:The amount of people, especially pugs who don't think tactically about situations is staggering. So when you are on a team that say has 7 players at the begging of a nordenwatch. And the other team has 9/10 and your team without a care in the world just charges up to fort and tries to fight man to man but loses horribly because of man disadvantage... things immediately go south and the other team begins to snowball hard. In unorganized scenarios the 1st fight/wipe in the most important because from this point on the likelyhood of a regroup especially in multipoint scenarios is low and you start seeing people trickling in and essentially feeding.
Having a system in place that ensures scenarios do not start, or at least let you leave the spawn until the numbers are even, and doing so for late coming players on both sides would go a long ways to making scenarios much more enjoyable.
this has nothing to do with the system but again is a learn to play issue. same counts for the common classes (usually kotbs, ibs, mwps, chosen or any kind of orcs) who tend to solo cap.
what's next? are you going to make a proposal that scenarios like nordenwatch should have a straight route, simply to avoid getting outnumbered? how much more pug friendly should the game become in your opinion until you are able to enjoy PvP?
Jaycub wrote:I know there is some kind of archetype balancer in place for scenario pops, but with all due respect to Az it's so bad it might as well not even exist. I know more stringent rules on allowing archetypes in will result in LONG que times for DPS classes, but honestly i'd rather have consistent good scenario pops than what we have now were a good chunk of scs are just steamrolls. And promoting people to at least que with a healer/tank friend will make scenarios better in general.
i think you voted and fought for the pug sc back then. a lot of people mentioned that this would go wrong because the game in general is based around groups. yet you and your compagnons ignored those posts and won the battle. now you are honestly complaining about the fact that the avarage solo player in general tends to play a dps over a support class? honestly that's comedy gold. it is even more fun that you would let the dps pugs down, suffering from long queue times rather than forming a group or starting to duo queue and adapt yourself?
Jaycub wrote:Honestly though, I just needed to vent after all these awful scenarios were taking the 10 minute leaver buff was more palatable than staying in, or we are just steamrolling so hard i just put guard and follower on a dps and alt tab for 5 minutes. The amount of actual good fights in scenarios is pretty slim. I know a lot of it comes down to people doing stupid stuff, and while you can't help that there are some things I do believe could be put in that could make scenarios much better than they are now.
that's what happens if a already small competitive scene dies completely. back then you had multiple great scenarios with a lot of guilds queuing up. Now everyone who is able to gather 6 men will end up steamrolling pugs (or suffers from "unfair" sc compilations when solo queuing).
the key to fix this issue was always to promote group play and make group queue attractive. a solo player will rarely decide to play a class which can't kill on his own e.g. a healer/def tank. solo healing relies on pug skill + heal leeching got killed. tanking for pug dps is also very unattractive. the safe version is a rdps hence why the server is stuffed with engis, squigs, bws and sorcs. the reward for playing easymode (fotm) is way too high when it's compared to what people get for forming groups/playing support classes.
blakokami wrote:delet this.
And by "this", I mean your BG.
that's what people would suggest about BO too, when they did not know how to play it.