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Patch Notes 26/07/2024

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Bozzax
Posts: 2606

Re: Patch Notes 26/07/2024

Post#51 » Sat Jul 27, 2024 5:53 pm

Nameless wrote: Sat Jul 27, 2024 3:36 pm
calipso wrote: Sat Jul 27, 2024 9:51 am
Nameless wrote: Sat Jul 27, 2024 8:44 am I cant get the logic behind adding barriers. Even for dominating premade that is not better cos before everyone leave wc and normally there is 1 fight at open and continues fight at wc.

Now ppl just avoid leaving the camp, get 10 min lockout, so less fight at current scen and less ppl queu for next one so less scens in general and less kills total.

Can someone explain what ror devs want to achieve by adding barriers left and right
They said it was made to punish premades for being afk, i also am blind to see the logic behind that. Good luck with ppl or premades going outside of barriers to get farmed again, they will leave or get the debuff or simply stop queuing.
It is obvious barriers were implemented for the weak faction to not have a place to kite and get farmed.
The only encouragement they gave to those being farmed is a buff, which any form of impact is yet to been seen.
Feels like they don’t want balance fights, just dead matches. I believe we have ranked for that
I've already saw premades insta leave and poor pug group play with even bigger disadvantage.

For the record on live i loved scens, made my shaman to 100 mainly doing scens solo and grouped. Current situation after so many ill changes make me reconsider queuing at all. So no, these changes doesnt push out only new players, they literally make old timers stop playing that game mode. Pretty good job.
Yep doing event then I am done. This game is loosing ppl that played for 16+ y

Barriers are so f b it is amazing
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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norealein
Posts: 10

Re: Patch Notes 26/07/2024

Post#52 » Sat Jul 27, 2024 9:54 pm

Not only did you add even more barriers, despite everyone hating it, and it kills the sc population like mad.
You also made it so ppl can cross the barriers into your spawn, so its even EASIER to farm ppl in there... just happened in Serpents Passage.
Dear Devs, if you wanna screw with ppls joy, at least try to do it bug free.

The only thing those barriers do is make us find creative hiding spots ON the map to make it to 11min surrender.
FFS
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othr
Posts: 27

Re: Patch Notes 26/07/2024

Post#53 » Sat Jul 27, 2024 11:39 pm

The beatings will continue until morale improves.

It seems that instead of listening to what most people said they did the reverse.

Pinrri
Posts: 22

Re: Patch Notes 26/07/2024

Post#54 » Sat Jul 27, 2024 11:41 pm

I don't understand how the 9 target cap on AOE helps organized groups fight against zergs. I believe the game would be much better without a target limit on AOE.

The 9 target cap only makes things easier for the zerg because if you are fighting with double the people, for example, 24 vs. 48, your 8 DPS will deal damage to 1 or 2 DPS and 7 or 8 tanks, while their 16 DPS will end up surrounding you due to their larger numbers and connecting damage with the DPS healers. In the case you try to funnel 24 vs. 48, with the 9 target limit, when the push begins, you only deal damage to the tanks, which allows them to get in and surround you, putting you in the same situation. If there were no target limit, 24 people could deal damage to 48, and positioning would be much more important in terms of connecting damage and taking advantage of moments or the opponent's mistakes to get kills.

Let's imagine an organized warband of 24 people is defending against 2 warbands of 48 pugs whose strategy would consist, at most, of building some morale, doing a countdown, and pushing all at once. With the 9 target cap, the 8 DPS cannot withstand the push because most of the damage connects with the tanks, and in the end, the 48 end up getting in and surrounding you. If there were no target cap, when the 2 warbands of 48 pugs push, the organized warband could call for a morale drop + channels + possible AOE KD on the enemy + morale 4 from the tanks to hold + standard for more buffs + magnet/rift + keeping healers in safe spots where it is difficult for DPS to reach them + other possible strategies, and as soon as the 48 start pushing, they would end up dying because your 8 DPS could connect a lot of instant damage to 32 people, assuming the healers do not push, and if they don't react quickly, they will explode as it should logically be.

Let's imagine a group of 6 wants to face a group of 12 or 18, even a warband. The group of 6 will only be able to deal damage to 9 targets, while the 12 or 18 will be able to hit the 6 without any penalty.

If you limit the damage the blob receives to 9 targets, the more people you gather, the fewer people receive damage. However, if you don't limit the number of targets, the more people gather, the more people receive damage, so limiting the number of targets only benefits the blob.

In my opinion, I think the target limit devalues positioning when it should be the opposite, and the game would have better opportunities to fight against the blob with warbands or even organized groups.

For groups in a disadvantageous position but better organized to have more chances, besides ELIMINATING the target limit, I would make morale abilities do more damage the more enemies are around, so organized players could penalize the mindless blob and positioning would gain value.

doky
Posts: 117

Re: Patch Notes 26/07/2024

Post#55 » Sat Jul 27, 2024 11:46 pm

half of the SCs I've played now as solo were matched with a premade on my side vs enemy pugs and vice versa. never seen those same premades actually matched against each other... that is the biggest problem of SCs- the matchmaking, would love to play pugs vs pugs or prems vs prems, right now it's just not fun to play at all and barriers just make it even worse, as someone mentioned above- finding good hiding spots is the thing now :D

cacumen
Posts: 23

Re: Patch Notes 26/07/2024

Post#56 » Sun Jul 28, 2024 12:54 am

The blob occurs because of player mentality, whenever you have a fight of 24vs24, the loosing side will try to gather more people to win the next fight because they wont win it with even numbers. Even organized warbands do this, whenever they loose, guess what, they start zerging or atleast call for help. It's very rare that a warband leader wont accept zerging, it's all down to player mentality.

As someone pointed out above, this aoe cap change only benefits the zerging side.

I can understand in a certain way that you Devs are trying to change player mentality by reducing the aoe cap, atleast you guys are trying something, i would advice to try other things too, because this has already being done and zerging still was a thing. Maybe try something new.

What i would suggest is to make SingleTarget specs stronger so we get a change in the culture of the game, instead of aoe spec being the norm in the rvr lake, make the ST stand out with better team synergy, something to make it viable.

Also, another idea i would suggest is to create Quests or rewards for 6 and 12 players group in the rvr lake, so people could focus more on small scale fights instead of making 24wb the way to go.

Try to implement positive changes into the game in order to manipulate player zerg mentality, it can be done, idk how, just keep on trying stuff untill something works out.

Caduceus
Posts: 696

Re: Patch Notes 26/07/2024

Post#57 » Sun Jul 28, 2024 10:24 am

For something like AoE target cap change, it would be really nice to give a more elaborate explanation of what the envisioned effects will be.

Could even be turned into a topic so people can discuss it in detail.

It's an interesting change with potentially big implications, but its effects are also not easy to predict.

On the face of it, it's not clear to me how this will benefit organized warbands in fighting zergs.

What tends to kill organized warbands versus blobs is:
A. healers getting tied down/harassed,
B. damage being so high that no amount of healing can keep the warband alive.


Organized warbands will generally spread out a lot better than zergs, so it seems this change may prevent organized warbands from punishing blobbing warbands.
"I watched a snail crawl along the edge of a straight razor. That's my dream; that's my nightmare. Crawling, slithering, along the edge of a straight razor... and surviving." - Colonel Walter E. Kurtz

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ravezaar
Posts: 580

Re: Patch Notes 26/07/2024

Post#58 » Sun Jul 28, 2024 10:59 am

Why are ppl angry about spawn barriers ? I really hope its not cause premades are angry they cant farm pugs, must be a real reason right ? just wondering
GAME OVER MAN, GAME OVER
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norealein
Posts: 10

Re: Patch Notes 26/07/2024

Post#59 » Sun Jul 28, 2024 11:07 am

ravezaar wrote: Sun Jul 28, 2024 10:59 am Why are ppl angry about spawn barriers ? I really hope its not cause premades are angry they cant farm pugs, must be a real reason right ? just wondering
in what world do you live? it literally allows premades to farm pugs unless the pugs want quitter
THATs what ppl are angry about
DANGERZONE (Destro) // phRAZEing (Order)
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70+ Choppa, Slayer, KotBS, WE, SM, SW

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ravezaar
Posts: 580

Re: Patch Notes 26/07/2024

Post#60 » Sun Jul 28, 2024 1:14 pm

norealein wrote: Sun Jul 28, 2024 11:07 am
ravezaar wrote: Sun Jul 28, 2024 10:59 am Why are ppl angry about spawn barriers ? I really hope its not cause premades are angry they cant farm pugs, must be a real reason right ? just wondering
in what world do you live? it literally allows premades to farm pugs unless the pugs want quitter
THATs what ppl are angry about
Ok I asked since I havent played, didnt know u couldnt be behind the barrier. Nice to see u have class in u reply
GAME OVER MAN, GAME OVER
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