What is the real reason to count and limit and just no to set it free?
What is considered balanced in this game, with its gigantic disproportions on classes with various spec/builds/gear inequalities and approaches to RvR/Scen/Solo combat?
I strongly believe that I'm not the only one in this community, who loves and cherishes WAR and RoR approach to scenarios, with them being a simulation of a random small scale conflict, where it's possible to encounter everything the opposing realm has to offer. From the assumed "balanced" 2-2-2 6mans to a groups of six lvl23 dps-runepriest troll-squads. I already even made quite a few analogies to the Magic Phase of the original Warhammer Fantasy Battles.
And why is "2-2-2" considered balanced, when it's benefits melee trains far more than ranged, that often need an extra rdps just to take down a guarded melee.
Yes, I can say for a fact that its not fun to plough through pugs with a prem all the time with 50 to 0 kills on
every scenario and its not fun to grind your teeth for 15min straight against a somewhat evenly matched opponents with just a 1-2 kills here and there in
every match.
Luckily the game provides you with random mix experience of
both, never leaving you with a boring tired feelings but with memorable moments of battles and wanting to encounter more. Many years since release I continue to encounter things never thought likely or even possible to face. With great, no jokes here, developers on our side one can hope for the game to flourish into a true never-ending hobby-like MMO experience!
Surely sometimes it could get a bit frustrating, especially for new players to get 3shot-K.O.'s while camped at spawn and what now. But facing strong opposition makes you stronger, when you start questioning yourself - how could I have prevented this, what did I use/spec/target wrong, what gear should I strive for, where can I find players like myself to group up and fight back together.
Heck, strong enemy group play should and would inspire to achieve more, just look at the SaltBus and RubMyAss

, not to whine at the forums for artificial barriers and class-type-gating nonsense. But at the same time why should not game give the poor pug guy/girl some slack and have a few scens vs a lot of lowbies to kill and have fun, without the option only to queue for this easy way of farming.
Why should it change? Just for the sake of changing like other games in the recent decade and implementing often broken and pale stalemate MM systems?
Or its "serious competition" you are after, then ask the devs if its possible to make a few maps with just "balanced" premades or "prebalanced" soloQ and see how it goes - but no, its always change the whole system and screw others who don't like it :^)
Either way any of those separate queue would be most likely just as much one-sided roftstomp as its now, just the one you would have sit to wait for. And it would eliminate some of most memorable moments of, for example, strong 6man vs a mediocre prem+pugs epic close 499-500 fights with kills going both ways.
If its class representation with some specs rarely seen on the battlefield - then take the "overperforming" ones, and instead of nerfing them with a same amount of cynical narcissism seen in SC thread, the whole "**** you BW", bring the underdogs to their levels. And people would play them more.
This was already stated as the way to go and see the "meta" altered a bit, what ever it means. Don't change want is not broken, definitely not scenario system. Make RoR great, not lol-wow clone!
