Re: Huge Order/Destro moral unbalance
Posted: Fri Mar 13, 2020 5:42 pm
I see many people think achieving balance is just a "nerf X". Balance doesn't work like that, especially when the discussion is about large scale fights in a game with only semi-mirrored classes. It's even more complex when there's lack of knowledge in many of the participants involved and lack of players to create and test various setups that could be used to counter X strategy.
In this case, nerfing Mara's morale drain would require extensive changes to almost every class on Order (In addition of gutting the last thing that class is good at). This game's RvR is balanced around Order having more raw damage and healing compared to Destruction but worse morale play. Nerfing Mara's morale drain without touching Order's raw damage would tip the scales very heavily in their favor.
Morale dumping has both weaknesses and strenghts. It's painfully easy to both predict and subsequently stop or prevent (Either by counterdumping or well-executed aoe punts and positioning) a BW m2 or a BO m3 (Most common Order and Destro morale dumps) dump, but if not countered it's a crushing blow that the enemy most likely won't be able to recover from. High risk high reward.
On the other hand, it's nowhere near as easy to counter 4 slayers outputting absurd amounts of WB-wide raw pressure with undefendable ID+SL + 2 BWs + 2 more dps. The class and spec requirements alone are incredibly high. This is the list of things that are REQUIRED to stand a chance against an organized slayer heavy WB that knows what they're doing.
- At least 3 Chosens are required to run Dire Shielding for counterpressure,
- 4 BOs that know how and when to use Waaaagh, always shattering Rampage the instant it goes up and using Not in Da face as soon as it's up and on targets that matter.
- 4 DoKs spamming Patch Wounds to cleanse and using Khaine's Withdrawal correctly.
- At least 2 Squigs that constantly use Indigestion on the healers to keep up the pressure.
- 1/2 Marauders constantly draining morale. Can't let the 2 BWs manage to dump a well-placed m2 on destro's frontline with such a high constant stream of pressure or it's over.
This strategy of using raw pressure has only one downside and that is how good is your leader at leading and coordinating that pressure. If executed correctly raw pressure has no risk whatsoever. You're going to direct the flow of the battle as the enemy is going to be busy catching up to you. Their only way of winning being a predictable and easily countered m2/3 drop.
I've played both Destro and Order. One thing i've noticed is that Destruction guilds and especially alliances (and even pug city warbands, to a lesser extent) tend to take full advantage of the tools they have at their disposals, while there's literally 3 left doing the same on Order and that is Zerg/TuP/Thundercats.
In this case, nerfing Mara's morale drain would require extensive changes to almost every class on Order (In addition of gutting the last thing that class is good at). This game's RvR is balanced around Order having more raw damage and healing compared to Destruction but worse morale play. Nerfing Mara's morale drain without touching Order's raw damage would tip the scales very heavily in their favor.
Morale dumping has both weaknesses and strenghts. It's painfully easy to both predict and subsequently stop or prevent (Either by counterdumping or well-executed aoe punts and positioning) a BW m2 or a BO m3 (Most common Order and Destro morale dumps) dump, but if not countered it's a crushing blow that the enemy most likely won't be able to recover from. High risk high reward.
On the other hand, it's nowhere near as easy to counter 4 slayers outputting absurd amounts of WB-wide raw pressure with undefendable ID+SL + 2 BWs + 2 more dps. The class and spec requirements alone are incredibly high. This is the list of things that are REQUIRED to stand a chance against an organized slayer heavy WB that knows what they're doing.
- At least 3 Chosens are required to run Dire Shielding for counterpressure,
- 4 BOs that know how and when to use Waaaagh, always shattering Rampage the instant it goes up and using Not in Da face as soon as it's up and on targets that matter.
- 4 DoKs spamming Patch Wounds to cleanse and using Khaine's Withdrawal correctly.
- At least 2 Squigs that constantly use Indigestion on the healers to keep up the pressure.
- 1/2 Marauders constantly draining morale. Can't let the 2 BWs manage to dump a well-placed m2 on destro's frontline with such a high constant stream of pressure or it's over.
This strategy of using raw pressure has only one downside and that is how good is your leader at leading and coordinating that pressure. If executed correctly raw pressure has no risk whatsoever. You're going to direct the flow of the battle as the enemy is going to be busy catching up to you. Their only way of winning being a predictable and easily countered m2/3 drop.
I've played both Destro and Order. One thing i've noticed is that Destruction guilds and especially alliances (and even pug city warbands, to a lesser extent) tend to take full advantage of the tools they have at their disposals, while there's literally 3 left doing the same on Order and that is Zerg/TuP/Thundercats.
Also true.pepperoni420 wrote: Fri Mar 13, 2020 4:27 pm Won every single city i've done with destro alliance warband.
6man guilds completely dominating pro orvr warband guilds in these city instances, a disappointing lack of challenge.
Nerf morales.