Sure. When SC pops there are a info notification like: " gates of erkund 6 vs 5" (for example) => if less ppl join means that some ppl didnt accepted to join sc...maybe afk, in combat, whatever...Seravajan wrote: Tue Oct 13, 2020 9:07 amSometimes when a scenario starts there are only one to two players in a group. Can this means that some players did not join the scenario at all?emiliorv wrote: Tue Oct 13, 2020 7:45 am The matchmaking system for normal SCs fill the 3 roles => at least 1 tank/ 1dps/ 1healer. If you got 0 healers in your SC means that the healer who queued didnt joined when the SC poped.
We need some Scenario balancing please
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Re: We need some Scenario balancing please
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Re: We need some Scenario balancing please
Lots of DD healers, trying to get DBs while rest of the group is dying

Re: We need some Scenario balancing please
There should be a type of sign up like in WoW where you select as to what type of class you are going to sign up and play.
DD / Heal / Tank, it might take a little longer to get a pop but the fight will definitely be more even than random 9 witch elves and 0 heals type of deal vs full premade.
DD / Heal / Tank, it might take a little longer to get a pop but the fight will definitely be more even than random 9 witch elves and 0 heals type of deal vs full premade.
Re: We need some Scenario balancing please
Pops are rare already... past week or two I have literally had maybe 1 pop per hour when not in a group... and I don't even play DPS class. Can only imagine what the wait would have been then. With more checks and matching that wait would be epic.. want to play Zzzenario today?
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- Posts: 23
Re: We need some Scenario balancing please
I would suggest to group with a healer and q as duo if you can't get into a 2/2/2 group. This way you get faster pop than q solo and have a healer.
- PlagueMonk
- Posts: 117
Re: We need some Scenario balancing please
I have an extremely hard time believing that considering how many times I've had 1 or zero healers in all groups. Even last night I played 4 scenarios and zero healers in all of them, that's when I gave up for the night. I even had a scenario pop where I was in a party of nothing but SWsemiliorv wrote: Tue Oct 13, 2020 7:45 am The matchmaking system for normal SCs fill the 3 roles => at least 1 tank/ 1dps/ 1healer. If you got 0 healers in your SC means that the healer who queued didnt joined when the SC poped.

So if what you are saying is correct then something must be broke because there is no way that many people are quitting even before starting and especially healers.
From my experience, premades are easy if you are in a guild, not so easy if you are not. I'm not currently in any guild since they all want at least lvl 40 players (which is also frustrating)Akalukz wrote: Tue Oct 13, 2020 12:55 am it comes back to the issue that mythic created I assume. the queuer places side A premade into a match then fills the opponents with PUGS from side B (and the opposite). That's why both side pugs complain, but you never hear the premade complaining because 90% of the time they are stomping the foes. The answer currently from the dev team is A) make a group or B) pug scenario only.

- CountTalabecland
- Posts: 1026
Re: We need some Scenario balancing please
Putting hard 2/2/2 quotas on pug scens would mean most ppl dont get one on Order. There are like 12 SW for each healer. Tank numbers fluctuate from 0 to 3 per grp for some reason, seldom do you get a balanced amount it seems.
Brynnoth Goldenbeard (40/80) (IB) -- Rundin Fireheart (40/50) (RP) -- Ungrinn (40/40) (Engi)-- Bramm Bloodaxe (40/83) (Slayer) and a few Empire characters here or there, maybe even an elf.
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- Posts: 440
Re: We need some Scenario balancing please
One of the problems you may be having is even tho its a PUG Scenario, or Solo Ranked which would imply you are going in solo, that`s not really what happens .
Many times over the years youd have people form a premade group all in voice coms but, instead of all being grouped theyd form duo or even solo que, for the PUG Scenario, then when they all got in the same PUG SC, they would reform the actual 6 man group, and pat themselves on the back about how great they are beating pugs with a premade lol .
The same thing is still going on now , many times you see people asking for x class for premade with voice for solo ranked, or for pug sc group.
Ive even watched a premade take turns swapping wins to speed up getting emblems faster, when both are in the same sc, Seen it in other mmos over the years where gear is tied to SC currency, and see it here as well.
Premades on both sides if they end up in the same SC, one will not engage letting the other win fast, then the next time, the ones that provisionally won, will sit and let the other premade free cap to end the sc faster and get their emblems .
Many times over the years youd have people form a premade group all in voice coms but, instead of all being grouped theyd form duo or even solo que, for the PUG Scenario, then when they all got in the same PUG SC, they would reform the actual 6 man group, and pat themselves on the back about how great they are beating pugs with a premade lol .
The same thing is still going on now , many times you see people asking for x class for premade with voice for solo ranked, or for pug sc group.
Ive even watched a premade take turns swapping wins to speed up getting emblems faster, when both are in the same sc, Seen it in other mmos over the years where gear is tied to SC currency, and see it here as well.
Premades on both sides if they end up in the same SC, one will not engage letting the other win fast, then the next time, the ones that provisionally won, will sit and let the other premade free cap to end the sc faster and get their emblems .
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Re: We need some Scenario balancing please
Currently is the scenarios handling quite odd. If I play Order then I get invites to scenarios very fast (less than 30 seconds) but we lose 19 of 20 matches. If I play Destru then the scenario invites comes every 10 to 30 min but at least they are won most time.
In the scenario, if the end of scenario list is sorted by level then the top third is mostly red. This means that destru has the better equipped people and quite sure well trained premades in that segment. On the other side order is a complete mess in scenarios. Losing with less than 100 vs 500 is currently very common.
In the scenario, if the end of scenario list is sorted by level then the top third is mostly red. This means that destru has the better equipped people and quite sure well trained premades in that segment. On the other side order is a complete mess in scenarios. Losing with less than 100 vs 500 is currently very common.
Re: We need some Scenario balancing please
From my point of view it is the level difference that is a huge problem. The bolster for lower level players doesn't seem to be that great. You become tougher with the bolster but the damage or heal output is far far from what lvl 37-39 players are doing.
Im seeing a lot of SCs where those high lvl players are getting tons of death blows, huge damage numbers or huge heals while the low level players do around a 1/10 of them.
Due to this the SCs are most of the time very one-sided. Whoever has more of the high level players usually wins. Those high level tanks or healers are impossible to take down as low level. In t1 it is more balanced and actually fun to play random groups all day because you never know what group you get and there is almost always a fair chance of winning. I dont see that in t2-t3 especially when there are premades around. I usually stop playing when I get 3-4 times in a row the same premade group where we have 0 kills after the whole round.
Two things would make the t2-t3 a lot more fun:
1. The low level players should have more damage, the high level players should have less. Low levels should be bolstered to a higher level to get more crits and deal more damage to high levels.
2. Tanks (primarily Chosens and Knights) need a nerf or a real counter class. They are too strong. In combination with guard and good healers they are unkillable - at least in small scale SCs. Tanks should have high melee mitigation but low magic resistances. Like in DAoC casters were able to take out tanks pretty quickly. In RoR those tanks have everything: high armor, high disrupt, block, resistances, huge amounts of health, even damage that is not that shabby. Therefore we see only melee trains running around. As someone also mentioned... Casters have only int and crit to increase their damage while tanks have a lot more stats and abilities to counter that. Ofc tanks should be tanky but every class should also have a counter or feared class. Tanks in RoR have nothing to fear. All you need in RoR is a tank, a melee dps with guard from the tank and a healer. Double that and you have a guaranteed win in every SC. No caster, ranged dps or stealth class will be able to take them out. This meta is boring.
my 2 cents
Im seeing a lot of SCs where those high lvl players are getting tons of death blows, huge damage numbers or huge heals while the low level players do around a 1/10 of them.
Due to this the SCs are most of the time very one-sided. Whoever has more of the high level players usually wins. Those high level tanks or healers are impossible to take down as low level. In t1 it is more balanced and actually fun to play random groups all day because you never know what group you get and there is almost always a fair chance of winning. I dont see that in t2-t3 especially when there are premades around. I usually stop playing when I get 3-4 times in a row the same premade group where we have 0 kills after the whole round.
Two things would make the t2-t3 a lot more fun:
1. The low level players should have more damage, the high level players should have less. Low levels should be bolstered to a higher level to get more crits and deal more damage to high levels.
2. Tanks (primarily Chosens and Knights) need a nerf or a real counter class. They are too strong. In combination with guard and good healers they are unkillable - at least in small scale SCs. Tanks should have high melee mitigation but low magic resistances. Like in DAoC casters were able to take out tanks pretty quickly. In RoR those tanks have everything: high armor, high disrupt, block, resistances, huge amounts of health, even damage that is not that shabby. Therefore we see only melee trains running around. As someone also mentioned... Casters have only int and crit to increase their damage while tanks have a lot more stats and abilities to counter that. Ofc tanks should be tanky but every class should also have a counter or feared class. Tanks in RoR have nothing to fear. All you need in RoR is a tank, a melee dps with guard from the tank and a healer. Double that and you have a guaranteed win in every SC. No caster, ranged dps or stealth class will be able to take them out. This meta is boring.
my 2 cents
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