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Changelog 17/1/17

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Jaycub
Posts: 3130

Re: Changelog 17/1/17

Post#61 » Wed Jan 18, 2017 11:30 pm

^I meant make it so scenarios contribute to VP, but not so much that it's a major deciding factor.
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Eathisword
Posts: 808

Re: Changelog 17/1/17

Post#62 » Wed Jan 18, 2017 11:39 pm

Jaycub wrote:^I meant make it so scenarios contribute to VP, but not so much that it's a major deciding factor.
That would be a pretty cool addition if it was possible. Scenario of 500 point reward 5 VP, 400 points = 4VP and so on. This way, it would ''matter'' somewhat, but even by losing and gaining 2-3 VP you'd be helping.

And / or It could be made so VP are only earned in the scenarios that belongs to the pairing at war. IF the fight is in Praag, then Gates of Ekrund, for example, would not reward VP, whereas Nordenwatch would. And players in those ''counting'' scenario could get contribution for loot/xp/renown on zone lock. Just a thought. Might help break big blob of zerg somewhat if some of them want to queue and have no incentive to do it atm.
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Tifereth
Posts: 134

Re: Changelog 17/1/17

Post#63 » Wed Jan 18, 2017 11:43 pm

Wouldn't that be a non-solution though? Why would people care if the contribution was measly? I'd actually like to see more group play overall, but we all know the overarching problem is the tiny active group play community and I somehow doubt a big flock of players would go crazy over the chance to help the lake fights. We simply need a larger player pool with constant influx to sustain a healthy group queue. Only so many matches the average joe can do before the meta is getting stale.
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peterthepan3
Posts: 6509

Re: Changelog 17/1/17

Post#64 » Thu Jan 19, 2017 12:31 am

Tifereth wrote:Yeah, that 6v12 gets brought up frequently. Worst. Idea. Ever. You'd need to give out free
rewards just to make randoms even consider thinking about queueing into a "fun" ordeal like that.
It might be a nice change of pace for some premades, but who'd freely play punching bag?

Sorry, but if I were a player with 11 others, against a group of 6, and we happened to lose - I'd be ashamed. It's much more difficult for the 6man to win than the 12 players - regardless of coordination.
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Tifereth
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Re: Changelog 17/1/17

Post#65 » Thu Jan 19, 2017 12:37 am

peterthepan3 wrote:
Tifereth wrote:Yeah, that 6v12 gets brought up frequently. Worst. Idea. Ever. You'd need to give out free
rewards just to make randoms even consider thinking about queueing into a "fun" ordeal like that.
It might be a nice change of pace for some premades, but who'd freely play punching bag?
Sorry, but if I were a player with 11 others, against a group of 6, and we happened to lose - I'd be ashamed. It's much more difficult for the 6man to win than the 12 players - regardless of coordination.
True. Another good reason why pugs would never queue into it. (I'd join with a BT group. We actually have those ;) )
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Jaycub
Posts: 3130

Re: Changelog 17/1/17

Post#66 » Thu Jan 19, 2017 12:38 am

peterthepan3 wrote:
Tifereth wrote:Yeah, that 6v12 gets brought up frequently. Worst. Idea. Ever. You'd need to give out free
rewards just to make randoms even consider thinking about queueing into a "fun" ordeal like that.
It might be a nice change of pace for some premades, but who'd freely play punching bag?

Sorry, but if I were a player with 11 others, against a group of 6, and we happened to lose - I'd be ashamed. It's much more difficult for the 6man to win than the 12 players - regardless of coordination.
If their comps lean more towards RDPS setups it's virtually impossible to win 6v12 since you can't pressure their damage. Classes like BG/IB can terrorize your healers since you can't take advantage of the fact they aren't guarding someone etc...

I've been in quite of a few scs on order were our premade was against like 4 sh's, and there was a PvE spec BG with outgoing just sitting on our healers. It's the definition of no fun allowed.
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dur3al
Posts: 251

Re: Changelog 17/1/17

Post#67 » Thu Jan 19, 2017 1:34 am

Luth wrote:What kind of intervention would you like to see, any special 6vs6 event? I don't know the context, but i'm pretty sure that his post was about that organized and coordinated players are able to organize and coordinate something for themselves. Or is this again about increased rewards for 6vs6 fights? Or shall the newbies be thrown into the meatgrinder again?
Not regarding events, but more the later as you said, i'll try explain.

The newly RoR-side introduction of the solo/duo queue scenario rotation is a much better ratio in terms of farming emblems, renown and getting faster pops, as demonstrated in this thread.

So, probably inadvertently, it "helped" and/or created a clutch for the solo queue/casual players, to the point in which the general population turns ever more casual not fully enjoying the full experience from this game simply because it is easier to achieve the rewards through the solo/duo queue. This is the contradiction which I was referring.

And lets not pretend that the fact of a permanent "6v6 scenario in CW/EC" is helping much more the casual population by trying to remove premades out of their scenarios... While the premade groups gain absolutely nothing from doing CW (in terms of emblems, renown, pops) aside from the fact of having a good fight. But keep in mind that with the super slow renown gain state we have, premades will remain queueing for the regular scenario rotation in order to "gear up".

Which brings me to the conclusion that without highly increasing the rewards for the "6v6 scene", they'll remain stomping pugs in the regular rotation, added to the fact that you're much better off in the duo queueing (mdok + guard for example) reaping rewards much faster/easier. Again, this is just my logical conclusion, i'm not really advocating better rewards for the "6v6 scene" just for the sake of bitching... I'm saying this just because its the logical conclusion taking into account risk/reward.

Again I apologize for being off-topic, just wanted to share my insight ;)
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Arteker616
Posts: 413

Re: Changelog 17/1/17

Post#68 » Thu Jan 19, 2017 3:06 am

charlysixb wrote:
Spoiler:
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What made you think it was a good idea to post this in a changelog thread, i have no idea... user has received a warning for this - Penril.
pherhaps the direction this thread has gone, from procs to nerf calls to new scenarios maybe , thats why he posted a derailed meme .

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CustomTitan
Posts: 3

Re: Changelog 17/1/17

Post#69 » Thu Jan 19, 2017 5:39 am

I quit playing my BW a while back because "Fueled from within" didn't work for me at all. I tested it multiple time, so unless it has been fixed recently, it just a slight negative on a broken class anyway.
Considering how significant the damage of explosion is on a BW, I think the change is pretty lame.

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CustomTitan
Posts: 3

Re: Changelog 17/1/17

Post#70 » Thu Jan 19, 2017 5:45 am

When is the clear distinction that the WE is OP compared to the WH going to be addressed? Every change I've seen to the WE since live has made it even more imbalanced compared to it's mirror class. I don't even care about the WH, because I don't bother playing a class known to be so under equipped. But, seeing how many WE's seem to dominate over what I see the WH do, I think it needs to be fixed.

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