I think this argument is much weaker if you zoom out for a second.Uchoo wrote: ↑Tue Jul 30, 2024 5:01 am Losing Morale DR is not a good idea. Just a recap to before we had it. We ran 12 to 14,000 hp on tanks and would get 1 shot walking into a door. Press Immac D, instantly die.
With the current test going on, try to focus on getting your dps players all pushing buttons on the same spot and hitting good targets!
Basically your view is, if I understand it:
1. TTK was too fast, making warband clashes end too quickly and in an unfun way
Solution: 9 target cap to require more positional play and add ST viability
2. Sieges are unpushable against morale bomb
Solution: Cap morales
3. Zerging is now heavily rewarded
Solution: play better
I agree that your solutions for sieges and bursty 24v24ish fights are good ones
However, there is no clear solution to zerging here which is a more serious problem than bad sieges and probably equally serious with TTK being too fast (maybe a bit less, since TTK impacts city play too)
previously you have argued that sieges are generally lousy mechanically and should be improved by ladders or other mechanical adjustments. Fundamentally pushing a door is not that fun a mechanic and would benefit from some major overhauls.
The above issue you laid out: Morale uncapping can help address zerging, but would break siege pushes, is solved by a rethinking of sieges which few people like - while keeping the very enjoyable drawn out 24v24s and discincentivizing zerging.
A fourth point in your model of what this does is the role of ranged groups in ORVR - they are not relevant when the front line melts, but they become useful in drawn out fights. I think if you keep 9 AOE cap, enable more morale bombing to break the zerg - you will still have longer fights and the ranged comps will have a role to play.
The core tension is that: enabling efficient zerg breaking also enables efficient keep push breaking. Ideally you enable zerg breaking and adjust keep mechanics to generate non blob push ways of taking a keep.
Furthermore, in a siege situation where the walls need to be actually defended against ladders etc - ranged comps will play an increased role as well