Feedback from Day 1 in spoiler:
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The first and the most important question is why that patch implemented ? What was the actual problem ? Because, i feel like we got a definition problem here. Everyone on the 31/01/2017 thread was thinking about that AoE changes gonna punish "ZERGING" but truth is different. It's obvious that, the zerg problem still exist.
From the dictionary: Zerg is a slang term for a group of low-level gamers who depend on overwhelming numbers to achieve victory, rather than relying on technique or strategy.
The new system punishes BLOBBING not ZERGING and BLOB formation isn't the biggest problem. Most of the game mechanics forces players act like a BLOB.
For example [in warband size]:
-Circular aoe abilities.
-Guard
-Assisting
-Hold the Line
-Rift
-Keeps
-Some BO's
-Warcamps
If the real problem is blobbing, other things i mentioned above should be nerfed also [ funny eh ] .
Here's how the new system works atm:
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Observations:
1-%90 of RvR Guilds are losing their interest about the game due to FORCED to play ST as a warband. You can already see the population loss. [ Please do not try to teach anything, just let 4 MA calling the targets while everyone trying to focus the leaders orders in voice comms. Total chaos/bad experience.]
2-RDPS bombing is history.
3-If you fight agaist 1:2 - 1:1.5 there is no chance to win a fight. Actually this encourages zerging [ as a warband, as soon as your backline hitted it's gg. Normally with AoE warbands, backline [ healers ] or bomb spot [ dps+ tank ] could merge if they're in trouble. ]
4-All AoE specs are useless or spam 1 ability if you got opportunity. [ Mps with 0 point in AoE tree could easly crit 2k+ ]
VIDEO 1
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5-Punishment MOSTLY works in Keeps and Blob friendly BO's.
6-Everyone forced to play fotm 6 man setups which kills utility, support setups. [ like bad gas squig, morale/ap drain mara , rift magus]
7-Even you make perfect manuevers ALWAYS a pug fills the space and **** your AoE. [ Same like AoE Cannons ]
8-Keep defences are way too easy with 2 TANK 1 MDPS 3 HEALER kamikaze squad. And also easy when attacking with some backup.
9-Punishing starts with 6+ and debuffing starts with 1 which is not a definition of zerg.
10-We need confirmation but friendly corpses debuffing also.
I'm just wondering which setup/strategy would be best for current system. Actually we tried almost everything and all options felt "meh":
-24 Man oldscholl bomb
-12 AoE 12 ST
-24 man Mdps ST [ 4 MA ]
-24 man Rdps ST [ 4 MA ]
-12 Rdps ST, 12 Mdps ST [ 4 MA ]
-18 Rdps ST, 6 Mdps ST [ 4 MA ]
-24 Man Proc Bombing
-24 Man Range Bombing
Suggestions:
*-My ideal solution for countering zerg would be like that in short term:
-Revert of AoE change
-Rework Morale damage
-Rework CC's.
-Rework collusion.
-Redesign of RvR [ Thats another threads topic but all i can say is, fixing choking points + spreading players on the map would help a lot.]
-Encourage people to join organized guilds.
-Making more active zones
If the new system continue like that some tweaks have to be done to define zerg:
1-Debuff numbers have to change. [ F.E: Starts with 24+ people with %X each target]
2-Damage buff numbers have to change. [ F.E: Starts with X+ people with %X each target]
Thanks for reading.