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Counterplay to Slayer & BW "trains"

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Sponn
Suspended
Posts: 200

Re: Counterplay to Slayer & BW "trains"

Post#31 » Fri Dec 18, 2020 9:11 pm

Jinesh wrote: Fri Dec 18, 2020 2:06 am I'd like to ask the community for tips to handle this very popular comp in Order premades that (at least on my end) very frequently turns into a loss in cities.

Strats that I currently know/heard from WB leaders/try to execute:

- Positioning: don't get caught/slowed by the melee ball, try to circle around it by applying your own AOE slows and DPS the inside at an angle. Issue is it's very hard for our DPS group to avoid slows themselves and once slowed, the capability to outmaneuver is limited. I also find that trying to execute this strategy frequently turns into very little DPS pressure while it is relatively easy for the opposing team to pick a slowed player or 2 and DPS him/them down quickly.

- Shatter Rampage: as a BO I make sure I'm focusing as much as possible on shattering Rampaging slayers to make our tanks/DPS defenses work again. Issue is that to shatter I need to be in melee range so I have very little time to execute that before melting myself. Waagh helps a lot here but there is still the GCD and wading through the midgets, tab-targeting until I see the debuff pop up. I think here what we could do better is assign tanks to slayers to take away that tab-targeting loss of time.

- Get to the backline to pressure healers: I find this comp usually brings an abundance of tanky WPs that sit in the ball so there are no proper "backlines". You can try and pester the RPs and AMs rezzing on the outskirts but then you are missing quite a lot of pressure/disrupt on the DPS train itself.

Questions/ideas:

- Would a very strong single target "assassin" team work? Say a BG to punt the highest dpsing slayer's guard and a couple WE/Choppas to DPS it down quickly before disengaging?

- Would a rDPS heavy comp with Shammy puddles stand a chance at DPSing the inside of the ball? It seems hard as Sorcs and Maguses need to stay still a little.

Please share what you can/want to help me out! Thanks.

Well literally every Order wb faces a melee blob daily. Is is destro bread and butter.

What you should do is assign a party leader for each party. Everyone in that party marks that person. When the melee blob is winding up (starting to look like they are gonna drop Ms, this is usually indicated by a windblock zealot M drop or a quick regroup and puddle drop by a shaman.) Then ALLL party leaders spread out and everyone goes to their party leader. Idea is that the melee ball has to pick someone, and you are all spread out so it is harder for them to pinpoint all of that pressure.

Once the Ms are dropped and you recover, then the counter to it is.... keep staying spread! You can divide your wb up into 2 main group blobs (1+2 and 3+4) for offensive pressure so if the blob runs or attacks ones you can run or attack with the other.


Other than that what you wanna do is A. Find the assist leader and melt them down quickly if you can (super difficult). B. AVOID melee blob and crash into the backline, try to kill 1 or 2 healers or squishy targets and once they are in the rez train focus down(interrupt) healers. Usually the cleave dmg done to the healers while killing them will chip away at the some of the blop and relieve pressure. By the time they are in a full rez train you can wipe them.



There are some videos online of some warbands beating PNP and FMJ destro melee balls doing this. Very useful.

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lyncher12
Posts: 542

Re: Counterplay to Slayer & BW "trains"

Post#32 » Fri Dec 18, 2020 9:36 pm

Sponn wrote: Fri Dec 18, 2020 9:04 pm
emiliorv wrote: Fri Dec 18, 2020 11:13 am
Gurf wrote: Fri Dec 18, 2020 10:56 am Yes its so imbalanced Destro win 75-100% of City instances recently

Because order are dumb enough to not play their best clases...you deserve being farmed.

For sure you, as a main slayer player, will defend that its balanced until the end of the world...and trying to hide how OP slayer is behing the wall of the fail of order as a whole realm => im not expecting any kind of honesty in your comments, we all know what slayer is....

When you face a proper wb with a stack of slayers played properly you know you are done, probably top guilds can try to outplay/counterplay but its a really hard task.
lol right when something happens to me it is "OMG ORDER SO OP" but when I win it is "OMG LOL JUST GIT GUD"


Don't act like Destro doesn't completely dominate the forums with whining, I mean they are just better at it. Why they have all the best classes, the best roaming classes, and the majority of the population. (insert some crappy disingenuous screenshot of Order having a pop advantage during offhours where there are only like 200 ppl online)


Karen up!


Right now 1100 players online destro have an 8% population advantage in t4 alone.


But show me your skewed disengenous data more, and please stop recording city and fort data when it doesn't support your argument of "OMG ORDER OP HALP US DEVS". Oh wait yall already did :D
Or the guy recording fort data hasn't been around and stated as much. Destro has the majority of the population because FMJ is like half the population.

And how can Destro have the biggest whiners when "do we have a balance problem" shitpost, that should have been locked immediately is at 28 pages, a WH whine topic is at 12 pages and on page 2 you have an AM whine topic and yet another WH whine topic. Page 3 has a long BW whine topic which was also a shitpost but people took seriously. Also the sc misery whine topic which is of course yet another Order player.

Every "muh rampage" topic gets closed immediately but the same usual whining from order roleplayers are the majority of popular topics.

sighy
Posts: 259

Re: Counterplay to Slayer & BW "trains"

Post#33 » Fri Dec 18, 2020 11:28 pm

Sponn wrote: Fri Dec 18, 2020 9:11 pm
Jinesh wrote: Fri Dec 18, 2020 2:06 am I'd like to ask the community for tips to handle this very popular comp in Order premades that (at least on my end) very frequently turns into a loss in cities.

Strats that I currently know/heard from WB leaders/try to execute:

- Positioning: don't get caught/slowed by the melee ball, try to circle around it by applying your own AOE slows and DPS the inside at an angle. Issue is it's very hard for our DPS group to avoid slows themselves and once slowed, the capability to outmaneuver is limited. I also find that trying to execute this strategy frequently turns into very little DPS pressure while it is relatively easy for the opposing team to pick a slowed player or 2 and DPS him/them down quickly.

- Shatter Rampage: as a BO I make sure I'm focusing as much as possible on shattering Rampaging slayers to make our tanks/DPS defenses work again. Issue is that to shatter I need to be in melee range so I have very little time to execute that before melting myself. Waagh helps a lot here but there is still the GCD and wading through the midgets, tab-targeting until I see the debuff pop up. I think here what we could do better is assign tanks to slayers to take away that tab-targeting loss of time.

- Get to the backline to pressure healers: I find this comp usually brings an abundance of tanky WPs that sit in the ball so there are no proper "backlines". You can try and pester the RPs and AMs rezzing on the outskirts but then you are missing quite a lot of pressure/disrupt on the DPS train itself.

Questions/ideas:

- Would a very strong single target "assassin" team work? Say a BG to punt the highest dpsing slayer's guard and a couple WE/Choppas to DPS it down quickly before disengaging?

- Would a rDPS heavy comp with Shammy puddles stand a chance at DPSing the inside of the ball? It seems hard as Sorcs and Maguses need to stay still a little.

Please share what you can/want to help me out! Thanks.

Well literally every Order wb faces a melee blob daily. Is is destro bread and butter.

What you should do is assign a party leader for each party. Everyone in that party marks that person. When the melee blob is winding up (starting to look like they are gonna drop Ms, this is usually indicated by a windblock zealot M drop or a quick regroup and puddle drop by a shaman.) Then ALLL party leaders spread out and everyone goes to their party leader. Idea is that the melee ball has to pick someone, and you are all spread out so it is harder for them to pinpoint all of that pressure.

Once the Ms are dropped and you recover, then the counter to it is.... keep staying spread! You can divide your wb up into 2 main group blobs (1+2 and 3+4) for offensive pressure so if the blob runs or attacks ones you can run or attack with the other.


Other than that what you wanna do is A. Find the assist leader and melt them down quickly if you can (super difficult). B. AVOID melee blob and crash into the backline, try to kill 1 or 2 healers or squishy targets and once they are in the rez train focus down(interrupt) healers. Usually the cleave dmg done to the healers while killing them will chip away at the some of the blop and relieve pressure. By the time they are in a full rez train you can wipe them.



There are some videos online of some warbands beating PNP and FMJ destro melee balls doing this. Very useful.
If the wb has lot of Slayers their m2 bomb isn't really the big problem, so the logic is kinda inversed, where you want to only really go in to drop said morales/cds in an effort to wipe the blob or at least destabilise them.

Kornaker
Posts: 73

Re: Counterplay to Slayer & BW "trains"

Post#34 » Sat Dec 19, 2020 12:34 am

Whatever evryone Say the main problem is the server. As we don't want game to crash, WE follow some tips and click on fastest framerate AOE only on us.
ID Can be spam with some Sovereign build so Slayer just spam tab ID for good AOE damage...
And if you go for ohhh Shinyyy with all... It's lagfest cause of ID and all AOE spam. Not at beginning but After an hour of game...Maybe Can we for server saving limit only one ID for a Slayer or go for a 10sec cooldown and 5sec duration? Or solve the lag generated on good PC config by other way to have minimal animation( which i don't doubt is very difficult to solve, and i don't judge dev for this, they do their possible to manage the game for free ).

Dabbart
Posts: 2251

Re: Counterplay to Slayer & BW "trains"

Post#35 » Sat Dec 19, 2020 12:41 am

Please. ****-posters, Chuckle-****, Trolls, and other internet dwellers, if you are going to quote a long post, put it in spoilers. Please.

On Topic; I'm right. You're wrong.
Azarael wrote: It's only a nerf if you're bad.

(see, I can shitpost too!)
Secrets wrote: Kindly adjust your attitude to actually help the community and do not impose your will on it. You aren't as powerful as you think.

paperclipdog
Posts: 100

Re: Counterplay to Slayer & BW "trains"

Post#36 » Sat Dec 19, 2020 12:54 am

If they are actually blobbing up with their entire WB just dance around and AOE. It's actually pretty easy with decent positioning and some shaman snot on the ground. Just make sure you don't kite backwards and get backed into a corner or forced off the BO with no way to push through.

Sorc+Magus alone will make it extremely difficult for moving healers to keep them alive & if the healers aren't following their ball then you get easy stagger/focus targets for your ST grp while having ranged bomb their blob.

Once they inevitably spread because they want to stop wiping, just play better :=)

Mizeravel89
Posts: 4

Re: Counterplay to Slayer & BW "trains"

Post#37 » Sun Dec 20, 2020 6:41 am

emiliorv wrote: Fri Dec 18, 2020 3:52 pm
Oglaf wrote: Fri Dec 18, 2020 2:26 pm Order has the ability to simply disable the core mechanic of Destro tanks at the push of a button. How are Destro tanks supposed to be able to hold when they take undefendable damage not only from the Slayers themselves, but also from their Guard (because, due to how RoR works in contrast to WAR, your Guard dmg will inherent the Undefendable property if your Guardee is hit by a Rampaging Slayer).
Hey man, stop with your "logic"...we dont do that here...

didnt you know that Rampage have been the same for the last 12 years or what?

The fact that now (never before) a slayer under rampage can hit x3 targets (24 target cap) means nothing and changes nothing about rampage..
The fact that now (never before) the guard dmg from a slayer under rampage is UNDEFENDABLE means nothing and changes nothing about rampage..

So rampage is working as intended...im sorry, well no sorry (minute 1:22:02 => https://www.youtube.com/watch?v=mELLo7L0el4&t=3965s ) LMAO

The aoe cap increase and the guard mechanic change must be one of those "MHYTICAL mirrored changes" that are balanced by the glory of god...because, you know, anything mirrored is balanced by default...
The inherited undefendable properties affecting enemy tanks is just madness. 40+ points of renown going to waste + whatever else parry/block your gear has. Tanks can`t reduce guard damage with toughness or armor either, so the only counter is...trying to use shatter a high ws/parry class (while playing a low STR tank in order to survive getting close enough. An unreliable and specific counter to deal with the craziest skill in the game :D

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Jinxypie
Posts: 328

Re: Counterplay to Slayer & BW "trains"

Post#38 » Sun Dec 20, 2020 8:12 am

Chosens 25% crit reduction - hot fixed within 24hours
Slayers 100% parry and block reduction - working as intended for 12years and counting
DoK RR80+, Chosen RR80+, Choppa RR70+, SH RR75+ WP RR65+

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Orgruk
Posts: 251

Re: Counterplay to Slayer & BW "trains"

Post#39 » Sun Dec 20, 2020 10:39 am

Jinxypie wrote: Sun Dec 20, 2020 8:12 am Chosens 25% crit reduction - hot fixed within 24hours
Slayers 100% parry and block reduction - working as intended for 12years and counting
Sad because it's true :(
Image
My Choppa/Slayer proposals : Better Rage > GTDC replacement > Balance

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Gurf
Posts: 519

Re: Counterplay to Slayer & BW "trains"

Post#40 » Sun Dec 20, 2020 11:57 am

Jinxypie wrote: Sun Dec 20, 2020 8:12 am Chosens 25% crit reduction - hot fixed within 24hours
Slayers 100% parry and block reduction - working as intended for 12years and counting
Not really comparable, Chosen crit reduction would have affected whole Warbands close to 100% of the time, Rampage is Slayer only and up 33% of the time.

I know you guys want to move your 75% average City win rate up to 90-100%, but you are better off following some of the advice in this thread rather than moaning to the Dev's to death about Rampage to get them to do the hard work for you. How about a different tactic than blob up and aoe which has been the bread and butter Destro tactic for years nowr?

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