Azarael wrote:Odjira/QE
The solution to this problem is not to implement RNG passives that boost speed (causing major balance shifts), that don't stack with regular speed increases and that are available to every class in the game. No doubt someone will point out that changing AoE impacts small scale too - and yes, it does, but much, much less than Odjira and QE would, because of the nature of small scale. I internally suggested a tactic for MDPS to move more quickly in larger engagements and was shot down.
Make QE stack with regular speed increases then to not under-perform regular speed increases skills & existent procs. The point is the explanation I gave on "being-hit" factor, which won't really be that much of RNG - will be nearly permanent when facing larger numbers, that's what can give you an edge in oRvR when facing larger numbers then your group. And it won't be so one-sided & unbalanced such as what yourself have suggested to give something
only to MDPS.
Small scale in oRvR rely only on
hit-and-run tactics as I explained previously, in an open field battle without pugs & doors around
the only way a 6 man will try to engage a 12 man + is if they're able to survive the engagement kiting, even if they don't succeed in killing anyone. Right now it is impossible without speed procs on-being-hit. Speed and kiting is a necessity, use terrain to your advantage, kite far and survive long to be able to spread out the blob - that's how you manage to fight against bigger numbers. Until you've realized this I'm afraid any other change to address this issue simply won't work - and the issue will remain.
In-fact if you push big guild groups to go ST instead of AoE (or hybrid as Haojin explained) you'll be effectively demolishing small scale in oRvR, I say this as a player who have played this game for years almost exclusively in 6 man's groups (for scenarios and for roaming), and the counter while fighting large bombing groups was because you could expect where their damage would be coming from - and you could effectively move around and kite it while trying to pick kills (with the use of speed and cc). But if the big group simply will focus ST damage on you, even if my healers spend everything to keep me alive by such focus and I instantly use CW and try to Flee+AP pot I will simply get snared again, and then ST nuked to hell in the next second since I'll still be within everyone's
range, and especially now people will die so much easier without TB.
Azarael wrote:Definition of zerg: Any mass large enough to ruin the tactical and strategic depth of the game. The threshold for that happening, for me, is very low.
Beginning of the game there were massive zergs left and right of the map fighting each other.
In-fact bombing was developed to counter the zergs. 24 mans were not a zerg as they are considered here in RoR, simply because back then we used to have 200+ enemies in one engagement. Bombing was a way to fight these odds. Most bombing guilds from my memory would limit themselves in one warband, or one warband and a group and roam together, I only recall on NA servers the guild called Ruin running 2-3 warbands together from the same guild. In Karak-Norn EU most bomb guilds would run 3 groups or a full warband at max. And due how bombing works (needs to get everyone in close range to be effective), smaller groups managed to keep a measure of challenge vs them through the use of speed procs as I detailed earlier. They would kite and lure enemy bombing warbands to bad positions opening themselves up for rear attacks, etc.
These changes are not really addressing the blob or zerg, but rather the bomb groups who to be fair, there are not many left in the server. And as I explained previously, you're potentially buffing them - a lot. Its not because most people are not able to pull it off that it doesn't work.
Azarael wrote:Don't get me wrong here, if large scale combat were actually good, interesting and deep, there would be no reason to look at it, but it's not. It's awful, it sidelines multiple classes and a significant number of abilities, it has very poor flow and massive downtime compared to uptime, it lags like hell when masses attack one another, it's full of imbalanced combats because of number issues, and that's probably why you don't see people flocking here to indulge in the pure awesome that is ORvR. The main defenses are from people who benefit heavily from the present situation (no surprise) and from casual players.
I agree with you that large engagements boil down to to a mindless laggy dps race which overlooks many skills, rotations etc. But I don't see how this change will address any of that. If you look closely to how the changes were made, basically its buffing bombing in order to fight zergs.