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Ranked: 4 Tanks 2 Heals 1 Team

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noronn
Posts: 55

Ranked: 4 Tanks 2 Heals 1 Team

Post#1 » Mon Dec 29, 2025 3:16 pm

Did a little troll comp with 4 tanks and 2 heals only vs a regular 2/2/2 and came up on top. Highlights how atrociously bad the wounds dampening mechanic is in ranked.


Click here to watch on YouTube

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Florian90210
Posts: 178

Re: Ranked: 4 Tanks 2 Heals 1 Team

Post#2 » Mon Dec 29, 2025 3:29 pm

What can be even more boring than rankeds?

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wildwindblows
Posts: 533

Re: Ranked: 4 Tanks 2 Heals 1 Team

Post#3 » Mon Dec 29, 2025 3:30 pm

tanks are dps, dps are tank, healers are dps. welcome to ROR 2026

noronn
Posts: 55

Re: Ranked: 4 Tanks 2 Heals 1 Team

Post#4 » Mon Dec 29, 2025 3:38 pm

Florian90210 wrote: Mon Dec 29, 2025 3:29 pm What can be even more boring than rankeds?
Thank you for your input. I'll farm pugs again in regular sc / rvr, just as you wish. You are absolutely right that must be the better content.

Although... farming pugs seems to be standard in ranked now as well so. What's left exactly?

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Florian90210
Posts: 178

Re: Ranked: 4 Tanks 2 Heals 1 Team

Post#5 » Mon Dec 29, 2025 3:46 pm

noronn wrote: Mon Dec 29, 2025 3:38 pm What's left exactly?
Maybe roam in RvR lake, but actually fighting other premades instead of hunting down soloers?
Or change game to more competitive and not bully old man's MMO population?

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Aluviya
Posts: 246

Re: Ranked: 4 Tanks 2 Heals 1 Team

Post#6 » Mon Dec 29, 2025 3:56 pm

Florian90210 wrote: Mon Dec 29, 2025 3:29 pm What can be even more boring than rankeds?
Not sure how this post helps. Stay out of the discussion please if you have nothing to provide.

As for the topic:
A lot of the feedback from Discord and the forums feels ignored or underestimated. Many players warned early about the problems this mechanic would create—and those problems are now clearly visible.

In my opinion, the addition of this mechanic undermines the core of competitive gameplay: tanks creating openings, DPS committing to focused damage, coordinated debuffs, healers CC’ing enemy healers, and kills creating real momentum. Given that this system was already working, it is unclear why ranked was considered to need a fundamental rework at all, as it naturally functioned through the interaction of the three archetypes.

With the current mechanic, HP pools and defensive morale rotations dominate outcomes—particularly with still-imbalanced DoK and WP builds that can commit to both damage and healing. Against such compositions, mistakes largely lose impact, and burst windows only matter once teams are reduced to extremely low HP values.

Reverting—or at least moving closer—to a state where kills clearly matter isn’t nostalgia; it’s a structural necessity for ranked to retain its competitive identity.

Speaking about competitiveness more broadly, it’s understandable that players have different comfort levels when engaging in group ranked. However, the current incentive structure does little to encourage consistent participation or long-term investment in the mode. Over many seasons, group ranked has often been approached primarily as a progression step rather than as a competitive environment in its own right. Without a clearer vision and stronger incentives for sustained engagement, the mode has become a low-commitment activity focused mainly on insignia acquisition (with teams that are picked purposely for that and even whole discords created for that purpose to avoid competition with veterans) - there simply is no competitive aspect left in this mode due to the missing moderation of it.

Additionally, several added ranked scenarios have, for a long time, not counted toward the weekly quest or have been missing proper flag conditions. When the enemy team leaves, matches can become indefinitely stuck, forcing players to quit and receive both a quitter penalty and a loss. This creates the impression that ranked play is no longer being actively maintained, which significantly undermines trust in the mode.
Aluviyah - RR 87 Sorc
Ateshaya - RR 84 BW
Gweniell – RR 84 WP
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Xup – RR 85 Shaman
Yrona – RR 84 RP

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Panzer80
Posts: 249

Re: Ranked: 4 Tanks 2 Heals 1 Team

Post#7 » Mon Dec 29, 2025 4:27 pm

HP bars barely moving. Yeah, that's defiantly ranked. I love the group comp though.
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siglade
Posts: 138

Re: Ranked: 4 Tanks 2 Heals 1 Team

Post#8 » Mon Dec 29, 2025 4:46 pm

Panzer80 wrote: Mon Dec 29, 2025 4:27 pm HP bars barely moving. Yeah, that's defiantly ranked. I love the group comp though.
Soon will be same in normal sc with matchmaking 2/2/2 forced :lol: Maybe add wound debuff there too to prevent 0/0 after 15min of hitting each other.
All class/spec are viable as long as you dedicate your time to making it work.

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amputationsaw
Posts: 632

Re: Ranked: 4 Tanks 2 Heals 1 Team

Post#9 » Mon Dec 29, 2025 10:37 pm

isn't that also a fundamental problem of the core abilities and stats condition? in small scale is saw way too often 6mans hitting each other for 10 mins without any kills. i know thats also well known but that draws the fun out of everything imo

eigner93
Posts: 53

Re: Ranked: 4 Tanks 2 Heals 1 Team

Post#10 » Tue Dec 30, 2025 2:14 pm

Petition to change the group comp to 1tank/2healer/3dps as standard instead of 2/2/2 so people can actually kill each other without all this wounds debuff rubbish in future scs.

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