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?
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.
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.