Why a bigger cap (or no cap) will never make anything better for big/small WB ?Lion1986 wrote: ↑Sun Aug 11, 2024 6:29 pm cap will never make anything better or worse concerning big or small wbs. Is another plane of reasoning entirely. There is no way you can make a warband fight 2 or 3 together under any circumstance. If that would be the case, rvr would be senseles.
Do aoe cap influence small wb vs high wb? No. Nor positive nor negatively. Is another matter entirely.
Right now, a 12 can't really fight/bomb a 24+ (or you must not play a MDPS composition), because the 12 will have 4 tanks and 4 DPS in the melee and will hit 9 people where the 24 will have 8 tanks and 8 DPS in the melee. So, naturally, the 24 will hit everyone where the 12-men won't. Sure, the 12-men tanks will have a lot of to do, with punts on enemy tanks to pressure the DPS then the 12-men will try to bomb, but at the end, having more number is just the easy way. The 9 cap can make sense in 24v24, but this is not helping small teams at all.
Before, with the 24 cap, this was not a problem.
In this kind of scenario (6/12 vs 24 or more), AoE CC/Defensives skills (like Challenge or Bellow) capped on 9 targets are clearly not helping small-scale players. Previously, a good stagger on a part of the WB was perfect and cool help a smaller team to kill or to kite. But not anymore. On top of that, with the nerf on the AoE snare, it is even harder to kite a WB as 6/12-men (% snare and duration reduced). So, right now, you have less CC, less way to hit enough players as a 12-men. But, again, with a bigger or no cap, the problem doesn't exist anymore, so this is better for smaller teams.
Why a smaller team can't fight a bigger one ? Why is that ? And if this is the case (a better small team can fight a bigger one), why RvR would make no sense ? This is not like commando/elite teams that can fight against larger and less organized groups don't exist. And before you say it was not possible for small teams to take bigger teams in RoR, it was.
Why can't we reward players that play better ? If in a 12 vs 24 scenario, a 12-men manages to use their skills better than the 24 (better kiting to temporise bigger CD, plays with the LoS/distance, use morale drop when the enemy is packed, ...), why the 12 can't be rewarded ? Right now, with this change (and some of the previous patch), a 12-men will have a harder time to do this ALONE (far from the zerg). And I'm not going to talk about the 6-men for whom it's even harder. At the moment, I don't see a reason to go roam in prime time as a 6-men (if you don't like to zerg-surf). You'll be hunted by WBs or you'll kill solo players.
If you have time, read this thread where leaders/players talked about the 24-cap : viewtopic.php?t=33676
@Bombling,
I agree with your first post (that's why I didn't answer at first).
With the summer, we (12-men guild) didn't took the time to play. I'll try to see what a 6/12 can do in cities first. I think this is will more balanced, but, to be honest, I don't think this change was necessary for cities anyway (and this is not the point of this thread anyway).
For RvR, from what I saw, it helps RDPS parties (6/12) that zerg-surf (we do this kind of thing from times to times, but this is not that funny at some points). I'll make another post when I have more datas to share.