If you want any semblance of a population close to triple figures, then yes.peterthepan3 wrote:So let's just dumb down the potential of this game, so as to appease joe average who doesn't have rez/guard on his action bars because 'he's a DPS!'CommissarG wrote:That's a dank meme.emiliorv wrote:what if they improve their gameplay??
It's about effort vs reward as you said, but not just in current game-play.
Altering to a 6-man combat system is far too difficult/time consuming for joe average.
Patch Notes 31/1/2017
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Re: Patch Notes 31/1/2017
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Re: Patch Notes 31/1/2017
Dude... Come on...peterthepan3 wrote:So let's just dumb down the potential of this game, so as to appease joe average who doesn't have rez/guard on his action bars because 'he's a DPS!'CommissarG wrote:That's a dank meme.emiliorv wrote:what if they improve their gameplay??
It's about effort vs reward as you said, but not just in current game-play.
Altering to a 6-man combat system is far too difficult/time consuming for joe average.
Its the most basic MMO I've ever played. The whole concept is simple. We all know its the best bad game out there.

- wargrimnir
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Re: Patch Notes 31/1/2017
I find it a little amusing that pro-zerg play is being used as an argument when the changes themselves were introduced to mitigate the effects of RDPS aoe in zerg play, while at the same time being intended to give MDPS an advantage fighting against a blob.
It's a shift in power. If you being blobbed against, your MDPS is intended to be more effective in the melee mosh pit (love that term btw), as your enemies bodies are mitigating the damage from ranged bombing groups.
It's a shift in power. If you being blobbed against, your MDPS is intended to be more effective in the melee mosh pit (love that term btw), as your enemies bodies are mitigating the damage from ranged bombing groups.
Re: Patch Notes 31/1/2017
Then why adding the damage and target increase for mdps-ae-effects? I thought this was indroduced to remove the mosh pit at all?wargrimnir wrote:I find it a little amusing that pro-zerg play is being used as an argument when the changes themselves were introduced to mitigate the effects of RDPS aoe in zerg play, while at the same time being intended to give MDPS an advantage fighting against a blob.
It's a shift in power. If you being blobbed against, your MDPS is intended to be more effective in the melee mosh pit (love that term btw), as your enemies bodies are mitigating the damage from ranged bombing groups.
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Re: Patch Notes 31/1/2017
No no no, I think the general feel is that people are pro guild gameplay and the game is switching to pro group gameplay. Rather than utilising all the positives that guild gameplay brings.wargrimnir wrote:I find it a little amusing that pro-zerg play is being used as an argument when the changes themselves were introduced to mitigate the effects of RDPS aoe in zerg play, while at the same time being intended to give MDPS an advantage fighting against a blob.
It's a shift in power. If you being blobbed against, your MDPS is intended to be more effective in the melee mosh pit (love that term btw), as your enemies bodies are mitigating the damage from ranged bombing groups.
Just a quick question, obviously this is a long term patch. How do these changes fit into City sieges. Where its 24 vs 24? Or do teh small scale guild just tell people to **** out the instance so they benefit from the buffs?

- peterthepan3
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Re: Patch Notes 31/1/2017
haha dude that's my point! how much more dumbed down must it be?Zanilos wrote:Dude... Come on...peterthepan3 wrote:So let's just dumb down the potential of this game, so as to appease joe average who doesn't have rez/guard on his action bars because 'he's a DPS!'CommissarG wrote:
That's a dank meme.
It's about effort vs reward as you said, but not just in current game-play.
Altering to a 6-man combat system is far too difficult/time consuming for joe average.
Its the most basic MMO I've ever played. The whole concept is simple. We all know its the best bad game out there.


- wargrimnir
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Re: Patch Notes 31/1/2017
Guild gameplay, coordination. Talk to your members, explain the situations that the changes apply to. How to react, how to group, how to maneuver, and how to take advantage of blobs. Or just join the random deathball and be less effective than someone who is using the mechanics to their advantage. Numbers will still win out in the end, the changes aren't nearly as dramatic as this thread is making them out to be.Zanilos wrote:No no no, I think the general feel is that people are pro guild gameplay and the game is switching to pro group gameplay. Rather than utilising all the positives that guild gameplay brings.wargrimnir wrote:I find it a little amusing that pro-zerg play is being used as an argument when the changes themselves were introduced to mitigate the effects of RDPS aoe in zerg play, while at the same time being intended to give MDPS an advantage fighting against a blob.
It's a shift in power. If you being blobbed against, your MDPS is intended to be more effective in the melee mosh pit (love that term btw), as your enemies bodies are mitigating the damage from ranged bombing groups.
Just a quick question, obviously this is a long term patch. How do these changes fit into City sieges. Where its 24 vs 24? Or do teh small scale guild just tell people to **** out the instance so they benefit from the buffs?
I can't imagine intentionally running lower numbers in a city instance would be favorable in any way, but do what you like I guess. Seems kind of a silly argument.
Re: Patch Notes 31/1/2017
Many times they are not. That is the difference between a meeting engagement and a deliberate assault.roadkillrobin wrote:Thats asuming that the defending warband arn't moving.
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Re: Patch Notes 31/1/2017
Hmm after two day playing zerg blob still goes on
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Re: Patch Notes 31/1/2017
Spoiler:
Can you name a couple of instances where this change could possibly fall flat on its face?

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