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Patch Notes 31/1/2017

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CommissarG
Posts: 11

Re: Patch Notes 31/1/2017

Post#321 » Thu Feb 02, 2017 7:03 pm

peterthepan3 wrote:
CommissarG wrote:
emiliorv wrote:what if they improve their gameplay??
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.
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!'
If you want any semblance of a population close to triple figures, then yes.

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Zanilos
Posts: 443

Re: Patch Notes 31/1/2017

Post#322 » Thu Feb 02, 2017 7:07 pm

peterthepan3 wrote:
CommissarG wrote:
emiliorv wrote:what if they improve their gameplay??
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.
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!'
Dude... Come on...

Its the most basic MMO I've ever played. The whole concept is simple. We all know its the best bad game out there.
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wargrimnir
Head Game Master
Posts: 8387
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Re: Patch Notes 31/1/2017

Post#323 » Thu Feb 02, 2017 7:15 pm

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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Arbich
Suspended
Posts: 788

Re: Patch Notes 31/1/2017

Post#324 » Thu Feb 02, 2017 7:33 pm

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.
Then why adding the damage and target increase for mdps-ae-effects? I thought this was indroduced to remove the mosh pit at all?
Arbich-BW/Xanthippe-WP/Schnipsel-AM

Zanilos
Posts: 443

Re: Patch Notes 31/1/2017

Post#325 » Thu Feb 02, 2017 7:54 pm

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.
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.

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?
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peterthepan3
Posts: 6509

Re: Patch Notes 31/1/2017

Post#326 » Thu Feb 02, 2017 8:10 pm

Zanilos wrote:
peterthepan3 wrote:
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.
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!'
Dude... Come on...

Its the most basic MMO I've ever played. The whole concept is simple. We all know its the best bad game out there.
haha dude that's my point! how much more dumbed down must it be? :D
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wargrimnir
Head Game Master
Posts: 8387
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Re: Patch Notes 31/1/2017

Post#327 » Thu Feb 02, 2017 8:13 pm

Zanilos wrote:
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.
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.

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?
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.

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.
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Martok
Posts: 2065
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Re: Patch Notes 31/1/2017

Post#328 » Thu Feb 02, 2017 8:23 pm

roadkillrobin wrote:Thats asuming that the defending warband arn't moving.
Many times they are not. That is the difference between a meeting engagement and a deliberate assault.
Welcome to Warhammer, No Fun Allowed!!

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Daknallbomb
Posts: 1781

Re: Patch Notes 31/1/2017

Post#329 » Thu Feb 02, 2017 8:34 pm

Hmm after two day playing zerg blob still goes on
Tinkabell 40/41 Magus Whaagit 40/41 SH Whaagot 40/54 BO Daknallfrosch 40/72shammy

Zanilos
Posts: 443

Re: Patch Notes 31/1/2017

Post#330 » Thu Feb 02, 2017 8:40 pm

Spoiler:
wargrimnir wrote:
Zanilos wrote:
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.
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.

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?
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.

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.
It's not an arguement pal, imagine the toxicity thats already on the server, then times it by 10. FOTM will be wrecking ball Mara. but by some chance some of the instance that youre stuck with, seeing as you can either build a WB or hope for the best, manages to wander into your attacks. Then youre ****. This is very very short sighted change.

Can you name a couple of instances where this change could possibly fall flat on its face?
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