Uncas23 wrote: Mon Oct 18, 2021 1:28 am
This part about time to kill resonated with me a lot. However I don't see it exactly as a problem that turns off new/casual players. In fact it may turn off more invested players more since they are the ones participating in ranked and city mostly. And these are the environments where TTK can be very high. Also if the problem is the extensive safety net as you mentioned shouldn't it be actually beneficial for casual players?
Thanks for your reaction.
The reason I think TTK affects new players is because they are most likely to be in groups with unoptimized class setups, tend to have unoptimized class builds and lower gear. However, it's an issue that impacts players of all skill/experience levels.
The defensive safety net requires a lot of effort to overcome, even for relatively experienced players. New players simply cannot, and whenever they are faced with it, the result is 500-0 scenarios, or city instances where they cannot take a single kill off the opposing team. These things are not uncommon and happen every day, not just to new players. In RvR it is also a problem, however less pronounced because the option to bring more players than the enemy is always there as a solution.
A lot of the time when these situations take place, there's no way to fight back, and there's isn't really any incentive to do so. It's either surrender or get farmed. It would be different if players were at least able to punish mistakes and get the odd kill off the enemy.
I look at this from the point of view of an experienced player, and I can only imagine how much worse it is for new players.
Uncas23 wrote: Mon Oct 18, 2021 1:28 am
But I'm going in an argument which is not my goal. I wanted to add my thoughts about time to kill. So it's clear that TTK is not too high in orvr situations. Why?
I see two factors:
1. Simply the number of possible dps on a single target is very high because of the big player count.
2. Team composition is very different from ranked and city. There are usually not 8 healers and 8 tanks per warband. They are also not distributed perfectly.
Considering the 2nd factor I think the high time to kill is partly a "problem" of the meta. The meta that "every group needs 2-2-2". Even 1 more dps instead of a tank or a healer massively reduces time to kill for both sides. I even doubt that 2-2-2 is the most effective strategy. It is the safest for sure.
To conclude I think the high time to kill is the symptom of the modern mindset. The mindset that " I read a guide to play the game and any deviaton from this guide is a heresy and trolling". It is clearly very boring to smash buttons for half an hour with barely any effect in cities. Yet people continue to bring 2-2-2.
As for solution it's a very convenient problem. It can be solved by players changing their ways and over time the meta. No developer involvement is needed.
I see your point, and I've always been interested in trying unorthodox setups. The 1 tank, 3 dps, 2 healer setup has been quite successful in 6v6 Group Ranked Season 2, so there's something to be said for it, though the sample size is quite small (I think only one team played like that) and it remains to be seen whether it can be effectively countered or not.
As for using such setups to build 24-man warbands, I'm not sure if it's ever been tried, but I can see a ranged ST group with 3 dps perform well and use their range to offset the lack of defenses.
For RvR I don't think it looks that realistic at first glance however. The value of ST is reduced in large RvR fights, and since close-range AoE builds would be very risky with only 1 tank, the question that remains is whether ranged AoE builds can be useful enough to justify bringing such a group setup. Pushing keeps and fortresses seems an inherent problem, and also the lack of guard will make the warband vulnerable to tactical surprises.
All in all, I think there may be some potential here, but it's not enough to start speaking of a clear solution to the problem as described in the OP.
(On an unrelated note, the more I talk about this, the more I think "time-to-kill" was not an accurate term to use for the issue I tried to address, and it's actually turning out to be more about the defensive safety net.)