So i wanted to start a general discussion about the RVR lakes at the moment.
I don't have an issue with Order's star being in ascendancy, quite the opposite i've no issues with AAO as it gives Destro a chance to develop some skill and learn how to play.
The difficulty is increasingly the "zerg" has become the main form of play, often resulting in zones turning into farming contests where order try to work out how they can melt the most destro players for the lowest possible number of casualities. It's quite successful and i cant knock that.
It is however killing the game. Alot of the core destro players are becoming increasingly fustrated with the great X-realm. It's gotten so common place that during the one or two zone's that go destro's way they long on to reset the lord as often as they can in order to buy time for Order's various Zerg shifts to log on and wipe everyone before farming the zone for 3 hours.
There is little to no skill involved in the RVR lakes, often relying on the supremely balanced and fair white lion remote control knock down to farm anyone not in a warcamp. I have to ask, is this actually fun for order?
Perhaps i'm just jaded by this, because these were the sort of tactics that killed the Iron Rock server on live. There was no great "population balance" as i've heard is to be expected on this server, and that ultimately lead to the servers decline.
Ultimately i play this game for fun, and there is no fun involved in being herded from zone to zone to feed hordes of order. I love playing destro (although some of the PUG stupdity mentality gets on my nerves) but theres only so much being farmed before you end up re-rolling white lion. I believe the surge in WL's confirms this.
QQ over.
-Bul
Successful RVR Tactics - How they are starting to kill the game
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Re: Successful RVR Tactics - How they are starting to kill the game
It will always be like this until there is another 3 faction game.
Re: Successful RVR Tactics - How they are starting to kill the game
hmm well while order might been having a good run atm, this does seem a bit like one of those "the grass is always greener on the other side" like the guy in a thread a couple of days ago thinking that ORDER actually win most if not all of their pug scenarios (Lol)
also White Lions is a non-issue in zergfare, I rarely/don't see many White lions in pug warbands.
But they are mostly roaming the lakes for easy kills, I can give you that, as I understand they are frustrating to play against sometimes especially as a squishy.
So they are completely out of the window when it comes to which side is currently steamrolling the other in RVR.
also White Lions is a non-issue in zergfare, I rarely/don't see many White lions in pug warbands.
But they are mostly roaming the lakes for easy kills, I can give you that, as I understand they are frustrating to play against sometimes especially as a squishy.
So they are completely out of the window when it comes to which side is currently steamrolling the other in RVR.
Re: Successful RVR Tactics - How they are starting to kill the game
Sc are balanced. 6vs6 etc itd
Re: Successful RVR Tactics - How they are starting to kill the game
Most of the time i agree this game is largely balanced. SC's boil down to random luck and premades.
The issue is simply that whoever is leading order (at least on occasion) seems to know how to use the numbers to utterly cuck Destro in the lakes.
Oh and white lions, the utility is ridiculous. They can leap during punts, remote control knockdown and have the ability to burst like a MoFo. That kind of balance is the balance every class wants.
It's also the fact WL's turn into F1 cars when they lose or chase.
The issue is simply that whoever is leading order (at least on occasion) seems to know how to use the numbers to utterly cuck Destro in the lakes.
Oh and white lions, the utility is ridiculous. They can leap during punts, remote control knockdown and have the ability to burst like a MoFo. That kind of balance is the balance every class wants.
It's also the fact WL's turn into F1 cars when they lose or chase.
Re: Successful RVR Tactics - How they are starting to kill the game
One of the major problems I see is that morale bombing (designed to be used by organised groups to wipe larger numbers and thereby countering the zerg) has become so much the meta that its now being used by the zerg.
The result of this is two massive blobs fighting each other as the simplest way to kill anyone is to dump masses and masses of AoE on top of each other.
The fix? Who knows! (Hopefully the devs...)
Remove damaging morales? An option but becomes harder for small organised groups to wipe bigger numbers...
Limit on the number of Razes you can get hit by at once? Effective - no longer any point 8 or 10 tanks dumping morale at once, might split the zerg up, but likely impossible to code without client control...
Make AoE do less damage the more people it hits? Likely to cause more zerging than less, also likely impossible without client control.
Make AoE do more damage the more people it hits? Possible solution? But not without client control.
Other options?? Trouble is you need something that is effective against big numbers, without that something becoming more effective when simply used by more people at the same time. Tricky...
The result of this is two massive blobs fighting each other as the simplest way to kill anyone is to dump masses and masses of AoE on top of each other.
The fix? Who knows! (Hopefully the devs...)
Remove damaging morales? An option but becomes harder for small organised groups to wipe bigger numbers...
Limit on the number of Razes you can get hit by at once? Effective - no longer any point 8 or 10 tanks dumping morale at once, might split the zerg up, but likely impossible to code without client control...
Make AoE do less damage the more people it hits? Likely to cause more zerging than less, also likely impossible without client control.
Make AoE do more damage the more people it hits? Possible solution? But not without client control.
Other options?? Trouble is you need something that is effective against big numbers, without that something becoming more effective when simply used by more people at the same time. Tricky...
- Unstoppable1776
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Re: Successful RVR Tactics - How they are starting to kill the game
You are just jadeded. It sounds like a L2p, L2 group issue. If you think a WL is that OP go roll one. We will hunt you down. The more order the better for my guild. All the renown and medallions we want.

Re: Successful RVR Tactics - How they are starting to kill the game
As Im exclusive order player I will tell you that, I enjoyed times when destro was on the run and order had aao, these were difficult times but you really need strong will to cope with facing zerg all the time (2-3 months ago order was getting steamrolled on daily basis). Many people rerolled to destro that times, and it wasn't about hype in some class (as some state aSW and WLs population is skyrocketing now), it was just that destro was better organised and people wanted to win.
Right now order is suffering surge in player numbers thanks to god knows what, we rarely have aao, rarely get opposition, it's one big zerg (come on, full 4 warbands in T3 empire today...), as a 66RR tank I walk away with 5-6k renown for whole zone lock if I'm lucky, usually killing lord gives 1k renown, about 2k renown for zone lock and the rest comes from kills which usually grant me 1-2 renown per kill considering my high RR (that's what happens when 40+ ppl damage one guy simultaneously...)
It isn't fun for anyone if one side overwhelms the other :/
Right now order is suffering surge in player numbers thanks to god knows what, we rarely have aao, rarely get opposition, it's one big zerg (come on, full 4 warbands in T3 empire today...), as a 66RR tank I walk away with 5-6k renown for whole zone lock if I'm lucky, usually killing lord gives 1k renown, about 2k renown for zone lock and the rest comes from kills which usually grant me 1-2 renown per kill considering my high RR (that's what happens when 40+ ppl damage one guy simultaneously...)
It isn't fun for anyone if one side overwhelms the other :/
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Re: Successful RVR Tactics - How they are starting to kill the game
Mostly what Szejoza said. 2 months ago order was in the same situation. Constant 100 aao disorganization etc. I wonder more what happen with destro population. Is xrealming so intensive to cause current problem and what is the reason of such shift?
any way destro still has TUP and Occara wb so might successively face order zerg
any way destro still has TUP and Occara wb so might successively face order zerg
Last edited by Charon on Tue Mar 20, 2018 8:44 pm, edited 1 time in total.
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Re: Successful RVR Tactics - How they are starting to kill the game
From my experience, no they can't leap during punts.Buling wrote:
Oh and white lions, the utility is ridiculous. They can leap during punts, remote control knockdown and have the ability to burst like a MoFo. That kind of balance is the balance every class wants.
It's also the fact WL's turn into F1 cars when they lose or chase.
Knock down is tied to pet. Pros and cons.
WL DOES have burst, that's true. They do not have sustained damage, though.
I do believe Marauders can remove root and become F1 cars for 7 seconds as well. They can also be as tanky and offer insanely more utility than WL.
WL is great is small scale, but in large scale, they're useless. Guardian spec is neutered the moment the lion dies and is unable to contribute 'anything' for 15s.
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