Recent Topics

Ads

Is reward model driving current population inbalance

Let's talk about... everything else
User avatar
Minisynn
Posts: 214

Re: Is reward model driving current population inbalance

Post#61 » Tue Aug 22, 2023 11:19 pm

Zxul wrote: Tue Aug 22, 2023 8:15 pm Something which wasn't mentioned so far here.

Think of live- pug could very much fight back there. Core issue of RoR- here it was decided that it is a team based game, and you must team up to achieve anything. Solo oriented abilities/builds were nerfed, while team oriented abilities/synergies were buffed. With the expected result, that unless you play in a very specific way- 2/2/2, max team play and synergy- you can't fight back against someone that does.

The same live where a RR100 DPS with a tank and healer could delete entire pug warbands by themselves? 💀 I'm not sure AoR live is what anyone should want RoR to aspire to be like balance-wise. It was a mess, and people being able to murder anything with ease was a failure due to Mythics lack of understanding of scaling and how it impacts pvp games based on gear/stat progression treadmills rather than a success story.

Zxul wrote: Tue Aug 22, 2023 8:15 pm Simplest example, see the st rdps builds, and all the nerfs which they got. In RoR sov st rdps won't be able to solo burst a guarded and healed ruin mdps- which would counter melee train and premades very nicely.

Do you think a single ST RDPS should be able to easily kill a guarded MDPS with a healer? Melee already take on the highest burden of risk on orvr content as they're the ones eating the vast majority of the damage, if a single ST RDPS could easily blast them through guard + heals then why would anyone ever play melee? Seperating a MDPS from their guard is pretty much the only requirement to be able to kill them fairly easily as it is.

Acidic wrote: Sun Aug 20, 2023 12:15 pm ...

RE: your OP with this, blobbing is just an inevitable outcome of imbalance of strength between warbands and people wanting to survive/contribute/feel successful in ORVR. Same as zone zerging like we've been seeing for months with Order spending pretty much the entire day outside of EU primetime PvDing keeps and zones (to the point of even **** over the rest of the server by repeatedly locking elf pairing doing this during the last event).
People aren't going to fight when they feel like they've got no chance and no real incentive to suffer the losses, and a server as small as RoR is so heavily impacted by individual warband leaders that one of them going missing or no longer running content on xyz faction is enough to throw the entire server into a snowballed situation like this for months unless someone else steps up. (Grufrip is no longer really running his mid-day Waaghbands to counter Formosa, Salt Factory is no longer running NA warbands to counter Jempire, etc).

I don't think removing rewards from the already sparsely rewarding RoR campaign system is a good solution - I think adding incentives for people to xrealm when numbers are severely imbalanced is the way forward, as well as either readjusting the cost of some endgame gear sets (Sov/Triumphant/Victorious in particular), or boosting crest gain either across the board or implemeting a progressive gain system like 25% more warcrests gained for every 10 renown levels after 40 so that earlier sets aren't too easy to acquire, and so that just doing PvE for wards and stockpiling all of your crests for BiS isn't the optimal solution either. The point of this would be so that people can actually have relatively good characters ready without having to commit months of playtime to a single faction just to get one character into BIS. It would also open up a lot more opportunity for people to build warbands flexibly rather than being stuck with one-tricks in BiS gear and a smattering of alts permanently in Vanq. Sure it'd impact the golden carrot gear treadmill that all MMOs rely on, but I'm not sure it'd be any worse than the triumphant ring burnout so many people have experienced while chasing bis.

We're too late stage RoR for real faction pride anymore, there are literally about 10 guilds left in total who don't have a branch on both factions, it's time to embrace the fact rather than pretending it's not part of the game now and work towards incentivising fights on even footing rather than the current system which for weak warbands does nothing but punish them for resisting overwhelming odds and rewards rapid zone flipping via PvDooring more than fighting, particularly if you're not getting any/many kills.
Engineer enjoyer | Finnbarr/Fionnbharr | Finnmarr/Fionnbharra | Nightmare | Youtube
Image

Ads
Jagosa
Posts: 13

Re: Is reward model driving current population inbalance

Post#62 » Tue Aug 22, 2023 11:51 pm

Minisynn wrote: Tue Aug 22, 2023 11:19 pm
Zxul wrote: Tue Aug 22, 2023 8:15 pm Something which wasn't mentioned so far here.

Think of live- pug could very much fight back there. Core issue of RoR- here it was decided that it is a team based game, and you must team up to achieve anything. Solo oriented abilities/builds were nerfed, while team oriented abilities/synergies were buffed. With the expected result, that unless you play in a very specific way- 2/2/2, max team play and synergy- you can't fight back against someone that does.

The same live where a RR100 DPS with a tank and healer could delete entire pug warbands by themselves? 💀 I'm not sure AoR live is what anyone should want RoR to aspire to be like balance-wise. It was a mess, and people being able to murder anything with ease was a failure due to Mythics lack of understanding of scaling and how it impacts pvp games based on gear/stat progression treadmills rather than a success story.

Zxul wrote: Tue Aug 22, 2023 8:15 pm Simplest example, see the st rdps builds, and all the nerfs which they got. In RoR sov st rdps won't be able to solo burst a guarded and healed ruin mdps- which would counter melee train and premades very nicely.

Do you think a single ST RDPS should be able to easily kill a guarded MDPS with a healer? Melee already take on the highest burden of risk on orvr content as they're the ones eating the vast majority of the damage, if a single ST RDPS could easily blast them through guard + heals then why would anyone ever play melee? Seperating a MDPS from their guard is pretty much the only requirement to be able to kill them fairly easily as it is.

Acidic wrote: Sun Aug 20, 2023 12:15 pm ...

RE: your OP with this, blobbing is just an inevitable outcome of imbalance of strength between warbands and people wanting to survive/contribute/feel successful in ORVR. Same as zone zerging like we've been seeing for months with Order spending pretty much the entire day outside of EU primetime PvDing keeps and zones (to the point of even **** over the rest of the server by repeatedly locking elf pairing doing this during the last event).
People aren't going to fight when they feel like they've got no chance and no real incentive to suffer the losses, and a server as small as RoR is so heavily impacted by individual warband leaders that one of them going missing or no longer running content on xyz faction is enough to throw the entire server into a snowballed situation like this for months unless someone else steps up. (Grufrip is no longer really running his mid-day Waaghbands to counter Formosa, Salt Factory is no longer running NA warbands to counter Jempire, etc).

I don't think removing rewards from the already sparsely rewarding RoR campaign system is a good solution - I think adding incentives for people to xrealm when numbers are severely imbalanced is the way forward, as well as either readjusting the cost of some endgame gear sets (Sov/Triumphant/Victorious in particular), or boosting crest gain either across the board or implemeting a progressive gain system like 25% more warcrests gained for every 10 renown levels after 40 so that earlier sets aren't too easy to acquire, and so that just doing PvE for wards and stockpiling all of your crests for BiS isn't the optimal solution either. The point of this would be so that people can actually have relatively good characters ready without having to commit months of playtime to a single faction just to get one character into BIS. It would also open up a lot more opportunity for people to build warbands flexibly rather than being stuck with one-tricks in BiS gear and a smattering of alts permanently in Vanq. Sure it'd impact the golden carrot gear treadmill that all MMOs rely on, but I'm not sure it'd be any worse than the triumphant ring burnout so many people have experienced while chasing bis.

We're too late stage RoR for real faction pride anymore, there are literally about 10 guilds left in total who don't have a branch on both factions, it's time to embrace the fact rather than pretending it's not part of the game now and work towards incentivising fights on even footing rather than the current system which for weak warbands does nothing but punish them for resisting overwhelming odds and rewards rapid zone flipping via PvDooring more than fighting, particularly if you're not getting any/many kills.

Based

Zxul
Posts: 1890

Re: Is reward model driving current population inbalance

Post#63 » Wed Aug 23, 2023 12:34 am

Minisynn wrote: Tue Aug 22, 2023 11:19 pm
Zxul wrote: Tue Aug 22, 2023 8:15 pm Something which wasn't mentioned so far here.

Think of live- pug could very much fight back there. Core issue of RoR- here it was decided that it is a team based game, and you must team up to achieve anything. Solo oriented abilities/builds were nerfed, while team oriented abilities/synergies were buffed. With the expected result, that unless you play in a very specific way- 2/2/2, max team play and synergy- you can't fight back against someone that does.

The same live where a RR100 DPS with a tank and healer could delete entire pug warbands by themselves? 💀 I'm not sure AoR live is what anyone should want RoR to aspire to be like balance-wise. It was a mess, and people being able to murder anything with ease was a failure due to Mythics lack of understanding of scaling and how it impacts pvp games based on gear/stat progression treadmills rather than a success story.
Afk pug warbands maybe. Non afk wbs, didn't happen. From other hand I do remember stuff like 100 slayer + am running from my solo 70ish hybrid dps dok. On live pug if they had a base idea how to spec could push dmg and kill premades, in RoR too many things were changed to specifically insure that pug pushing dmg will lose vs coordinated team.
Minisynn wrote: Tue Aug 22, 2023 11:19 pm
Zxul wrote: Tue Aug 22, 2023 8:15 pm Simplest example, see the st rdps builds, and all the nerfs which they got. In RoR sov st rdps won't be able to solo burst a guarded and healed ruin mdps- which would counter melee train and premades very nicely.

Do you think a single ST RDPS should be able to easily kill a guarded MDPS with a healer? Melee already take on the highest burden of risk on orvr content as they're the ones eating the vast majority of the damage, if a single ST RDPS could easily blast them through guard + heals then why would anyone ever play melee? Seperating a MDPS from their guard is pretty much the only requirement to be able to kill them fairly easily as it is.
If its a sov st specced rdps vs a ruin mdps, yep the rdps should have a good chance of bursting the healed guarded mdps. If its 2 sov st specced rdps vs a ruin mdps, it should be guaranted kill past heals and guard. There is no reason why having guard+ heals should be a guaranteed safemode vs higher gear toon specifically specced for a st burst.

Like I said, in RoR it doesn't takes any skill, as long as you play according to desired meta of 2/2/2 and team synergy- live builds and abilities which could counteract this were specifically nerfed in RoR.
"Can we play with him, master? He seems so unhappy. Let us help him smile. Please? Or at least let us carve one on his face when he stops screaming."

— Azeila, Alluress of Slaanesh

User avatar
Toshutkidup
Posts: 814
Contact:

Re: Is reward model driving current population inbalance

Post#64 » Wed Aug 23, 2023 5:09 am

Was a fun 20 min good reading. Thanks all.
First RR90 Slayer working towards the top of the mountain.I still solo, still run riposte.

Twitch:https://www.twitch.tv/toshutkidup
My Youtube http://www.youtube.com/c/Toshutkidup

User avatar
Vri
Posts: 620

Re: Is reward model driving current population inbalance

Post#65 » Wed Aug 23, 2023 5:58 am

Spoiler:
lumpi33 wrote: Tue Aug 22, 2023 7:04 am
Vri wrote: Tue Aug 22, 2023 6:47 am No matter the change, you are still left with the root issue. The player base. We will do almost anything.
That's not a player base issue at all. Even if you do form 2/2/2 warbands you will not have the slightest chance against optimized melee bombing premades.

On sunday prime there were several order premades running, they just couldn't take down the destro premade blob. They tried hard.

These premades are in discord together and coordinate attacks and roaming and telling where a fight is happening. Even if you can kill one of the premades with a big blob, there will be two other wbs joining the fight and rolling over you in no time. That's how they play these days.

That's not a player base issue. That's just abusing everything to the maximum to don't die at all and farm people until they log off.
If you say so.

Rapzel
Posts: 450

Re: Is reward model driving current population inbalance

Post#66 » Wed Aug 23, 2023 7:16 am

Zxul wrote: Tue Aug 22, 2023 8:15 pm Think of live- pug could very much fight back there. Core issue of RoR- here it was decided that it is a team based game, and you must team up to achieve anything. Solo oriented abilities/builds were nerfed, while team oriented abilities/synergies were buffed. With the expected result, that unless you play in a very specific way- 2/2/2, max team play and synergy- you can't fight back against someone that does.
No they could not, take off the rose tinted glasses.
Is it not weird that during the whole last event the majority of 6 man premades stacked 1/3/2 ranged or even 1/4/1 setups with ranged DPS?
Zxul wrote: Tue Aug 22, 2023 8:15 pm Simplest example, see the st rdps builds, and all the nerfs which they got. In RoR sov st rdps won't be able to solo burst a guarded and healed ruin mdps- which would counter melee train and premades very nicely.
So one ruin geared melee dps kills a healed and guarded sov ranged dps in the current iteration? Furthermore if you manage to play the game, your healer will stagger the ruin melee dps healer, while your tank punt the ruin dps or their tank away and all of the sudden you can burst him from 100-0 in a GCD on ranged. Legit skill issue. I guess you never played against exodus ranged comp.
Zxul wrote: Tue Aug 22, 2023 8:15 pm It isn't about l2p, getting good, etc- it is about in RoR all the ways of play and builds which could counter the premades were intentionally nerfed, with the expected results that we see today.
Yes think about the solo players in a game based around 24 man wbs. Save the pugs who get farmed. Give back RR 100 and ojira and the hidden buffs, so that people can 3 man PUG wbs by facerolling something that usually requires a 6 man right now, surely that will be healthy for the server. The reason why 90% of the server is getting farmed is because they have no idea what they are doing, I still see people who press HTL in melee engagements, I still see people who use AoE punts on CD or punt ranged dps away from the melee train, people how pop focused mind and turn their back to mara when he pulls, Engi/magus who spam mine/infestation for "damage", there is so much free root immunity you can get from your average ORvR player it is insane. Not having a clue about what you are doing is a skill issue.

User avatar
normanis
Posts: 1455
Contact:

Re: Is reward model driving current population inbalance

Post#67 » Wed Aug 23, 2023 8:53 am

its understandable whysuch post is opened. order new tactic is hide in keep when ganked by pullbots. where magnet sucks. so opening thread about , how bed is hide in keeps because i cant u pull. its troll thread, for biting. veery bad balance than we have now.
why hand of blood even left t1? if they whant only t1 style fights?
t2/3/4 that why has keeps. if game would be designed around wow shity batlegrounds than why bother even with making keep sistem in warhammer? why game developers even bothered with diferent pvp stile than it is already in wow? isnt that why we love warhammer with diferent pvp stile?
p,s personaly i love warhammer because of diferences not because of coppy paste of wow. byt some ppl whant evrything like in ather games just diference orcs here is fungus : lol :
"give wh and witch propper aoe like evrywone has it!"

User avatar
CyunUnderis
Posts: 535
Contact:

Re: Is reward model driving current population inbalance

Post#68 » Wed Aug 23, 2023 9:13 am

normanis wrote: Wed Aug 23, 2023 8:53 am its understandable whysuch post is opened. order new tactic is hide in keep when ganked by pullbots. where magnet sucks. so opening thread about , how bed is hide in keeps because i cant u pull. its troll thread, for biting. veery bad balance than we have now.
why hand of blood even left t1? if they whant only t1 style fights?
t2/3/4 that why has keeps. if game would be designed around wow shity batlegrounds than why bother even with making keep sistem in warhammer? why game developers even bothered with diferent pvp stile than it is already in wow? isnt that why we love warhammer with diferent pvp stile?
p,s personaly i love warhammer because of diferences not because of coppy paste of wow. byt some ppl whant evrything like in ather games just diference orcs here is fungus : lol :
This is not a troll thread, and the various points raised are interesting. I don't think the problem comes from the balance, but more around the objectives and the rewards awarded when taking or defending those objectives.
Currently, it is more profitable (in terms of time/capacity) to make kills in the open, rather than trying to attack a fort, especially during prime time, when very often the WBs will very quickly take refuge in the forts, making fort taking hard (not to mention 3 star forts or some forts too close to WC PvE).

Ads
User avatar
Fenris78
Posts: 866

Re: Is reward model driving current population inbalance

Post#69 » Wed Aug 23, 2023 12:04 pm

Rapzel wrote: Wed Aug 23, 2023 7:16 am people who pop focused mind and turn their back to mara when he pulls
Yes, It's the first lesson we learn in this situation, that's why pull imbalance is so great because there is no morale to counter them, and the only way to do that is to face the mdps and hope you will Parry or Block successfully, and obviously you need to be mdps or tank...

Before, you could disrupt Marauder pull, and everyone had a chance to do that, especally healers ; the same way any healer could avoid WL pull by using AoE knockback on the pet.

Anyway, it's clear there is something to adjust to reward less kills and zerging, and more the campaign progress. By restoring a real use to taking zones, defending/attacking keeps, and to city occurences.

Maybe it's inside bag rewards (a small chance to drop a set item inside gold bags maybe ?), maybe it's by resoring Flag control (current supply running model is driving most people nuts), maybe it's from deterring the use of massive zergs, dunno but something coulf, AT LEAST, be tested, bit by bit to see if behavior is improving in a good fashion or not... ;)

User avatar
normanis
Posts: 1455
Contact:

Re: Is reward model driving current population inbalance

Post#70 » Wed Aug 23, 2023 12:04 pm

CyunUnderis wrote: Wed Aug 23, 2023 9:13 am
normanis wrote: Wed Aug 23, 2023 8:53 am its understandable whysuch post is opened. order new tactic is hide in keep when ganked by pullbots. where magnet sucks. so opening thread about , how bed is hide in keeps because i cant u pull. its troll thread, for biting. veery bad balance than we have now.
why hand of blood even left t1? if they whant only t1 style fights?
t2/3/4 that why has keeps. if game would be designed around wow shity batlegrounds than why bother even with making keep sistem in warhammer? why game developers even bothered with diferent pvp stile than it is already in wow? isnt that why we love warhammer with diferent pvp stile?
p,s personaly i love warhammer because of diferences not because of coppy paste of wow. byt some ppl whant evrything like in ather games just diference orcs here is fungus : lol :
This is not a troll thread, and the various points raised are interesting. I don't think the problem comes from the balance, but more around the objectives and the rewards awarded when taking or defending those objectives.
Currently, it is more profitable (in terms of time/capacity) to make kills in the open, rather than trying to attack a fort, especially during prime time, when very often the WBs will very quickly take refuge in the forts, making fort taking hard (not to mention 3 star forts or some forts too close to WC PvE).
in first because of such thinking like open post, destro dont even try to push/defend keep/fort. they whant they open field gtdc aoe knockdown spam activity. (than ather come here and showing look order taking keeps/forts. and x ic sieges and y aldorf sieges) isnt that because of destro atitude, i dont whant push forts byt i whnat open rvr when i have zerg byt push zones only when enemy has 100aao (both sides do that). order has nothing to counter with insta pulls. lets see after balance when gtdc will not be treat how open rvr will change. order pugs start megazerging to counter destro premades. who somehow play solo byt same time they are more than 24.
also about forts (u can go forts very easy, easer than to reach keep) problem is mentality from players that they whant easy fights vs 1 person in fort. same time there is posibility some order swith to fort defence to bring up fights. so its no 70vs 12.
about keeps i keep telling u need to respawn in keep not in wc.
keep ranking sistem should be changed also
"give wh and witch propper aoe like evrywone has it!"

Who is online

Users browsing this forum: BluIzLucky and 13 guests