Culexus wrote: Sun Jul 12, 2026 10:10 am
Then make a detailed balance proposal on how an uncoordinated pug warband should be able to defeat a coordinated guild warband with enough regularity that it is considered balanced.
An uncoordinated pug warband will never defeat a coordinated guild warband. That's ok. HOWEVER, what I'm experiencing on almost a daily basis is that some of the coordinated guild warbands have optimized their game play in a way that it has become cheesy and I'd even say broken unbalanced since they are getting hundreds of kills without dying.
So, what would be my approach to counter this?
In my believe groups and warbands have already a massive advantage just by forming a group. They are getting their fancy group overview making it easy to see what is happening, selecting allies, seeing where their allies are, making it easy to stick and move together, reading the combat and when to fall back, assisting with each other. That's all before any group ability or group synergy comes into play. Just by forming groups/warbands.
Now lets add single target healing and guard. Only these two things alone give you a huge advantage already to players without group. Now if you add all the other stuff there is, especially the group abilities, like prayers/auras, group hots/heals/absorbs, group defensive morals, group utility like faster hitting or whatever then a group/warbands gains MASSIVE advantages over everybody else. By adding discord and having a warband with 8 players and 8 tanks watching, with good players in end gear, maybe even overpowered classes and you gain another massive boost in power.
That's exactly what some guilds are doing. They optimize it to the last bit by using literally every advantage they can get just to not die and kill others easier.
It should be obvious how massive the power gap between such a warband and everybody else is then.
Is it really good to have such warbands roaming around? I'd say no. I'd say less is more. I'd say the only way to reduce their power is to reduce their abilities to increase their power since they will always optimize the last bit out of it.
How? Start focusing at things that increase the power of groups and reduce it. The group synergies. Stuff like group heals/hots/absorbs/morals are crazy strong for no reason. Tanks like knights/chosens running with 3 passive auras is just absurd. Giving healers more power with the recent healer overhaul only made things worse. The good warband players now have additional group hots, additional instant heals and faster casts (e.g. looking at Shaman/AM), while the pugs only getting burst down because the good warbands no only have insane survivability, they also have insane damage and assisting.
Just think about it. Lower tiers feel better because there is less of everything (less defense, less healing, less damage), especially the group stuff, allowing better and more balanced fighting.
This is where I'd start changing things. Reducing the power of groups/warbands to reduce the power gap between them and others. That doesn't mean that a bunch of random solos are going to win vs such groups. Not at all. If you have read this post you know why. The aim should be to avoid groups/warbands with hundreds of kills and barely any deaths. They can only do it because of the mentioned reasons. Nerf it down and they will start dying again. Dying is part of the game and important for others to have fun as well, not only that one roaming elite warband.
Beside that, please change the lock out timer again. That constant side hopping by the farming premades is just awful.