Why scenarios still suck
Posted: Thu Jan 26, 2017 3:39 am
In my adventures leveling up my BG I decided to do about ~100 scs over the course of 2 days. Pretty much 90% of those being solo que, though this isn't a PUG vs Premade argument.
The biggest offender contributing to horrible scenarios is them starting unbalanced population wise. I think around half? of the scenarios I did there was usually a ~2 man advantage on one side. This is actually a gigantic advantage, unless those extra people happen to be MDPS (MDPS is actually just garbage in pug scenarios honestly wish they were barred from solo queing and required them to que up with a guard). An extra healer can mean 50% more healing, more DPS = more pressure on your group, same with tanks. This game is really all about pressure, when the other team has man advantage and can afford to just sit on your backline without any consequences because they simply have more people your entire team just folds and you on the defensive the entire SC.
The amount of people, especially pugs who don't think tactically about situations is staggering. So when you are on a team that say has 7 players at the begging of a nordenwatch. And the other team has 9/10 and your team without a care in the world just charges up to fort and tries to fight man to man but loses horribly because of man disadvantage... things immediately go south and the other team begins to snowball hard. In unorganized scenarios the 1st fight/wipe in the most important because from this point on the likelyhood of a regroup especially in multipoint scenarios is low and you start seeing people trickling in and essentially feeding.
Having a system in place that ensures scenarios do not start, or at least let you leave the spawn until the numbers are even, and doing so for late coming players on both sides would go a long ways to making scenarios much more enjoyable.
The other big offender is archetype balance.
Healing and healers in general are required for any group to function, every single meta group ever concocted has 2 healers in it period. The amount of scenarios I see were one side has a single healer for the entire scenario is way too many, and you lose 99% of the time this happens to you and the other team has 3 or more healers. On the topic of healing, this game is balanced around it being overpowered by default when you are in small scale like scenarios. It's an RvR game, and healing needs to function at that level where you might be getting beat on by tons of DPS with AoE flying everywhere. So in small scale the great equalizer is heal debuffs, if you don't have these you won't get kills against a well built group ever.
Tanks form your frontline, and are necessary for backline as it takes pressure off them. Again, just like healing is overpowered in small scale, so is guard for essentially the same exact reasons. Tanks are also the most influential archetype on the field. They have very powerful mitigation mechanics like guard, challenge, certain morales, group buffs and utility along with good CC. While 3-2-1 groups are ran by a lot of guilds, it's really something that requires a higher level of communication and very good play and positioning. Generally speaking you also virtually always want 2 tanks in your pug sc groups.
DPS wise, like stated above you need a healdebuff in your group. Other than that it honestly doesn't matter too much in general, though RDPS is much better in pug situations because of the coordination and mandatory setups that MDPS need to thrive and play on the same level as RDPS do.
I know there is some kind of archetype balancer in place for scenario pops, but with all due respect to Az it's so bad it might as well not even exist. I know more stringent rules on allowing archetypes in will result in LONG que times for DPS classes, but honestly i'd rather have consistent good scenario pops than what we have now were a good chunk of scs are just steamrolls. And promoting people to at least que with a healer/tank friend will make scenarios better in general.
Honestly though, I just needed to vent after all these awful scenarios were taking the 10 minute leaver buff was more palatable than staying in, or we are just steamrolling so hard i just put guard and follower on a dps and alt tab for 5 minutes. The amount of actual good fights in scenarios is pretty slim. I know a lot of it comes down to people doing stupid stuff, and while you can't help that there are some things I do believe could be put in that could make scenarios much better than they are now.
The biggest offender contributing to horrible scenarios is them starting unbalanced population wise. I think around half? of the scenarios I did there was usually a ~2 man advantage on one side. This is actually a gigantic advantage, unless those extra people happen to be MDPS (MDPS is actually just garbage in pug scenarios honestly wish they were barred from solo queing and required them to que up with a guard). An extra healer can mean 50% more healing, more DPS = more pressure on your group, same with tanks. This game is really all about pressure, when the other team has man advantage and can afford to just sit on your backline without any consequences because they simply have more people your entire team just folds and you on the defensive the entire SC.
The amount of people, especially pugs who don't think tactically about situations is staggering. So when you are on a team that say has 7 players at the begging of a nordenwatch. And the other team has 9/10 and your team without a care in the world just charges up to fort and tries to fight man to man but loses horribly because of man disadvantage... things immediately go south and the other team begins to snowball hard. In unorganized scenarios the 1st fight/wipe in the most important because from this point on the likelyhood of a regroup especially in multipoint scenarios is low and you start seeing people trickling in and essentially feeding.
Having a system in place that ensures scenarios do not start, or at least let you leave the spawn until the numbers are even, and doing so for late coming players on both sides would go a long ways to making scenarios much more enjoyable.
The other big offender is archetype balance.
Healing and healers in general are required for any group to function, every single meta group ever concocted has 2 healers in it period. The amount of scenarios I see were one side has a single healer for the entire scenario is way too many, and you lose 99% of the time this happens to you and the other team has 3 or more healers. On the topic of healing, this game is balanced around it being overpowered by default when you are in small scale like scenarios. It's an RvR game, and healing needs to function at that level where you might be getting beat on by tons of DPS with AoE flying everywhere. So in small scale the great equalizer is heal debuffs, if you don't have these you won't get kills against a well built group ever.
Tanks form your frontline, and are necessary for backline as it takes pressure off them. Again, just like healing is overpowered in small scale, so is guard for essentially the same exact reasons. Tanks are also the most influential archetype on the field. They have very powerful mitigation mechanics like guard, challenge, certain morales, group buffs and utility along with good CC. While 3-2-1 groups are ran by a lot of guilds, it's really something that requires a higher level of communication and very good play and positioning. Generally speaking you also virtually always want 2 tanks in your pug sc groups.
DPS wise, like stated above you need a healdebuff in your group. Other than that it honestly doesn't matter too much in general, though RDPS is much better in pug situations because of the coordination and mandatory setups that MDPS need to thrive and play on the same level as RDPS do.
I know there is some kind of archetype balancer in place for scenario pops, but with all due respect to Az it's so bad it might as well not even exist. I know more stringent rules on allowing archetypes in will result in LONG que times for DPS classes, but honestly i'd rather have consistent good scenario pops than what we have now were a good chunk of scs are just steamrolls. And promoting people to at least que with a healer/tank friend will make scenarios better in general.
Honestly though, I just needed to vent after all these awful scenarios were taking the 10 minute leaver buff was more palatable than staying in, or we are just steamrolling so hard i just put guard and follower on a dps and alt tab for 5 minutes. The amount of actual good fights in scenarios is pretty slim. I know a lot of it comes down to people doing stupid stuff, and while you can't help that there are some things I do believe could be put in that could make scenarios much better than they are now.