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Re: Why scenarios still suck
Posted: Thu Jan 26, 2017 1:31 pm
by Azarael
Dragaz wrote:the key to fix this issue was always to promote group play and make group queue attractive. a solo player will rarely decide to play a class which can't kill on his own e.g. a healer/def tank. solo healing relies on pug skill + heal leeching got killed. tanking for pug dps is also very unattractive. the safe version is a rdps hence why the server is stuffed with engis, squigs, bws and sorcs. the reward for playing easymode (fotm) is way too high when it's compared to what people get for forming groups/playing support classes.
I'm inclined to agree. I think we've taken the wrong path. We should have had the game heavily promote and reward using organized groups of correct balance instead of catering to solos.
Re: Why scenarios still suck
Posted: Thu Jan 26, 2017 1:52 pm
by Tifereth
Had a little talk in guild chat with some notorious pug sc moaners the other day, them complaining about the bad comps and a heavy losing streak. Complaining about ranged heavy order with mostly BWs and Engis, but alas, of course they themselves queued in on their engineer themselves.
Long story short: If you add to the problem, you should not complain about said problem. Play a Tank/Healer or queue with one in tandem. It really is simply a community issue only.
Re: Why scenarios still suck
Posted: Thu Jan 26, 2017 1:58 pm
by peterthepan3
Azarael wrote:Dragaz wrote:the key to fix this issue was always to promote group play and make group queue attractive. a solo player will rarely decide to play a class which can't kill on his own e.g. a healer/def tank. solo healing relies on pug skill + heal leeching got killed. tanking for pug dps is also very unattractive. the safe version is a rdps hence why the server is stuffed with engis, squigs, bws and sorcs. the reward for playing easymode (fotm) is way too high when it's compared to what people get for forming groups/playing support classes.
I'm inclined to agree. I think we've taken the wrong path. We should have had the game heavily promote and reward using organized groups of correct balance instead of catering to solos.
Agreed.
Re: Why scenarios still suck
Posted: Thu Jan 26, 2017 2:07 pm
by dur3al
Azarael wrote:Dragaz wrote:the key to fix this issue was always to promote group play and make group queue attractive. a solo player will rarely decide to play a class which can't kill on his own e.g. a healer/def tank. solo healing relies on pug skill + heal leeching got killed. tanking for pug dps is also very unattractive. the safe version is a rdps hence why the server is stuffed with engis, squigs, bws and sorcs. the reward for playing easymode (fotm) is way too high when it's compared to what people get for forming groups/playing support classes.
I'm inclined to agree. I think we've taken the wrong path. We should have had the game heavily promote and reward using organized groups of correct balance instead of catering to solos.

Re: Why scenarios still suck
Posted: Thu Jan 26, 2017 2:15 pm
by Noiree
Jaycub wrote:
Healing and healers in general are required for any group to function, every single meta group ever concocted has 2 healers in it period. The amount of scenarios I see were one side has a single healer for the entire scenario is way too many, and you lose 99% of the time this happens to you and the other team has 3 or more healers. On the topic of healing, this game is balanced around it being overpowered by default when you are in small scale like scenarios. It's an RvR game, and healing needs to function at that level where you might be getting beat on by tons of DPS with AoE flying everywhere. So in small scale the great equalizer is heal debuffs, if you don't have these you won't get kills against a well built group ever.
Tell me about it...
Solo healing three groups is so joyful. Think, I lost a week of my lifespan in that SC. But I have to disagree about the healer's importance. Assisting dps > healers. You can't outheal coordinated damage. Seen this effect so many times.
From my experience, the solo-healing problem appears on order side in the timespan of 16 to 21 h CET. Suddenly, tons of witch hunters, engineers and bright wizards appear.
Re: Why scenarios still suck
Posted: Thu Jan 26, 2017 2:22 pm
by Tifereth
Noiree wrote:Tell me about it...
Looks like destro had the exact opposite problem in that one
Plot twist: Aza trolling, or have our prayers been heard?

Solo queue still has it's place imo, but incentivising group play/queue seems only logical.
Re: Why scenarios still suck
Posted: Thu Jan 26, 2017 2:27 pm
by Azarael
Not trolling.
We were stuck in a middle ground before: not incentivizing group play enough but not catering to solo players either.
We chose to cater to the casuals, and sacrificed the integrity of the game for it.
For all the complaining about casuals not wanting to X or Y, this is still a MMORPG. It's a group game. It's a social game. That's the whole damn point. I should never have bought any of the ridiculousness about people wanting to play this type of game alone. It should always have been developed to cater towards the formation of groups, warbands and guilds, and the changes should have been directed instead towards measures to prevent people from screwing themselves in that environment and to push them towards guilds and groups. Restrictions on group size and composition are such an example.
Re: Why scenarios still suck
Posted: Thu Jan 26, 2017 2:28 pm
by abezverkhiy1
This issue is common to many MMOs. Get used to it and if tonite you are unlucky to play SCs because of it then go do something else with your life - rvr, craft, dungeons or RL stuff. At least this is what I do.
Re: Why scenarios still suck
Posted: Thu Jan 26, 2017 2:36 pm
by Jaycub
You could incentivise group play by having "active warfront"(?) scenarios that can only be qued as X, which rotate with what zones are actively supplied. They could give inf for that pairing, contribute to VP or something else beneficial to the realm war (in a non cancerous way) and also contribute to zone lock contribution for increased tick rewards etc...
Re: Why scenarios still suck
Posted: Thu Jan 26, 2017 2:48 pm
by Glorian
Jaycub wrote:You could incentivise group play by having "active warfront"(?) scenarios that can only be qued as X, which rotate with what zones are actively supplied. They could give inf for that pairing, contribute to VP or something else beneficial to the realm war (in a non cancerous way) and also contribute to zone lock contribution for increased tick rewards etc...
Naaah. I'm not sure that this would be good. Rvr should be won in rvr. Such an SC secondary battlefield might led to 12 players leaving rvr to win the SC.
This would lead to a big fluctuation in rvr player numbers.
And if you get VPs from it the loosing side could switch to SCs and staal the winning side from the zone lock. Until someone on the winning side says: "Stop queing for SCs! I want the Zone log and go to bed. "
Also I could be totally wrong.
