Break the blob
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This section is for providing feedback and sharing your opinions on what could be improved or changed for the Return of Reckoning project.
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Re: Break the blob
The blobbing problem in RoR isn't about player or their numbers, it's a systemic design difference. AoR's mechanics naturally dispersed players across multiple zones and rewarded that coordination. RoR's campaign and reward systems create a pull toward a single point of action, so even 1200 players feel more concentrated and blobby than AoR's larger per-server populations ever did (around 3 or 4k per server I guess on its peak?)
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Re: Break the blob
"Definetly the 24 aoe cap change was what enforced this. Sure it's nice to play a Magus for example and just see a metric sh*t ton of numbers popping on your screen. On the other hand it enforces this braindead blob gameplay.
So I agree, reverting this to 9 Targets would be a good change. Even tuning it down to 12 would be more than enough."
Live had asymmetric but commensurate snares which have been abolished, and now time to get to point A to point B has been reduced by up to 60% in some cases and ppl wonder why the 24 melee AE cap with ludicrous melee range (25 ft is a fallacy, go test it, more like 50 ft.) on the mid and back line characters who have 0% parry/block and low armor/toughness turned out to be horrible gameplay?
That is not even including other CC per described earlier, WE pounce, and destruction with more access to run speed increasers, etc. To make matters worse, they did nothing in regard to reducing cast times on rdps and healers and the results are self evident.
What we need is Restricted melee cap below 10, melee range reduced by at least 60%, and keep 24 or 24+ AE cap on rdps because there is already a counter in game, Hold the Line.
Obviously, these developers can't conceptualize simultaneous asymmetric snares and application of AE cap between melee and rdps which is exactly why lesser numbers lose the majority of times to blobs.
Yes, it gets worse, in their completely myopic vision, they nerfed Challenge, which when used properly could have partially attenuated the disaster we have today, but instead lowered it to 7s. /
We now have a Warhammer version of ESO, all blob with CC thrown on top, 24/7. Game balance before the misguided snare changes was better. The task at hand exceeds the intellectual capacity by whomever is making these decisions.
So I agree, reverting this to 9 Targets would be a good change. Even tuning it down to 12 would be more than enough."
Live had asymmetric but commensurate snares which have been abolished, and now time to get to point A to point B has been reduced by up to 60% in some cases and ppl wonder why the 24 melee AE cap with ludicrous melee range (25 ft is a fallacy, go test it, more like 50 ft.) on the mid and back line characters who have 0% parry/block and low armor/toughness turned out to be horrible gameplay?
That is not even including other CC per described earlier, WE pounce, and destruction with more access to run speed increasers, etc. To make matters worse, they did nothing in regard to reducing cast times on rdps and healers and the results are self evident.
What we need is Restricted melee cap below 10, melee range reduced by at least 60%, and keep 24 or 24+ AE cap on rdps because there is already a counter in game, Hold the Line.
Obviously, these developers can't conceptualize simultaneous asymmetric snares and application of AE cap between melee and rdps which is exactly why lesser numbers lose the majority of times to blobs.
Yes, it gets worse, in their completely myopic vision, they nerfed Challenge, which when used properly could have partially attenuated the disaster we have today, but instead lowered it to 7s. /
We now have a Warhammer version of ESO, all blob with CC thrown on top, 24/7. Game balance before the misguided snare changes was better. The task at hand exceeds the intellectual capacity by whomever is making these decisions.
Re: Break the blob
Don't blame the devs, sure w'e is still broken a/f and they let it fester. That imo is them stopping any soloing for any other class. The blob and AAO is compleatly a choice made by the PLAYERS. They impimented the "no penalty" on lockout to switch to help the loosing side. Players whined and moaned for almost the entirety of this server saying if they could switch the server would balance itself because players want good fights. We now know that is total Rubbish 100% aao for the last month. Unplayable except for those who love massive out numbered pve door. The Players Choose To Play This Way, don't expect the devs to fix it.
Re: Break the blob
On Interbellum server it is planned for each spec to obtain a zerg-counter ability, basically an ability that is rather weak against a warband or less, but becomes very efficient against more than a warband, which is a basic simple way to allow blob to be countered and be made ineffective ; this way, players can no longer choose to blob
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