Tifereth wrote:Likewise, it shouldn't be all to hard too understand that there is more truth to the arguement than you may like. Guess people get too hung up on the word "blob". Is it a 100% necessary for everybody to stand in the exact same place? No, granted. Is that a "blob"? Does the gameplay improve when ranged DPS are now forced to fire from the sides into the moshpit of melees, or warbands having to split to do what they always do, only slightly differently? Not really, no. What's stopping 4+ warband alliances to simply rush in from multiple sides, four leaf clover style?
That only works if the opposing force is a) massive b) concentrated at a single point. Yes, you're implying that's the case because of how BOs work. I disagree that it should be the case if a system makes concentration of mass a weakness.
Tifereth wrote:We could discuss all night about the little details and whether blobbing is evil in a massive ORvR game or not. In the end, no matter how hard players actively avoid meeting in the same area and duke it out in small scale, everything leads up to the objectives, latest to the keep, which renders drastic anti numbers measures futile. Keep sieges are a literal auto blob that leaves little to no wiggle room. They're where the new issues are most glaring. Testing on wednesday, we totally dumpstered a destro zerg on the ramp with only a handful of melees. There is no counterplay or gameplay improvement to be found here. How can it be the enemy's fault for not moving out of the way when they're locked into a cramped environment? It's a massive oversight.
I'm still curious how the advice "Well, don't allow them to aoe you down, then!" shall apply onto dozens or so BOs like Icehearth or Squig Pens where there is also no room for multiple pronged attacks or clever maneuvers. Only other counterplay to the new monster melee aoe is to bring no numbers, which is unrealistic at best if people are supposed to play this game. The goal is still to have a big active RvR community, right?
I'm still curious as to how it doesn't. The mechanics only favour a small force if a large force is used against it, so why, exactly, is not charging a small force in a dense mass such a huge issue? This seems as usual like an adaptability problem - people play the same way they always did, run into a hard block (which is intentionally easy to use) to that playstyle and rather than playing any differently, they ask for a revert, because that's easier.
Tifereth wrote:Attacks from multiple sides on the field happened before already regularly, and the new system gives little additional incentives, if any, even. It's now "bring the bigger melee train" which only shifts the problems from one side to the other, really. For me it's hard to understand why warband play should be cut down in exchange for multiple small scale groups when the general outcome will be the same either way.
Little or no incentive, huh? By default this game has a 9 target AoE cap, protecting zergs, and is about concentration of damage on a point as a result of that. Splitting doesn't help you in that kind of design.
It certainly will be "bring the bigger melee train" if people are continuing to use dense mass attacks where damage bonus applies. You don't get any damage bonus unless you're hitting enough people, so aside from 15 extra feet of range on AoE attacks with a lower tooltip value than ST attacks, there is no change in damage with correct spread.
Honestly, it's amazing. People complain that blobbing has not been solved, but simultaneously complain that melee AoEs, which perform only against dense mass in the first place, are a problem. I wonder if there's a link? I wonder if people are blobbing, using melee AoEs against each other, seeing highly variable damage because it was never meant to be done like that and then coming back to complain that blobbing wasn't solved? It sure would be surprising to see a lack of general attitude change within 3 days of a patch!