The 6-man vs Warband issue with AAO
Posted: Thu Oct 25, 2018 4:53 pm
In NA Prime, the faction balance has become overwhelmingly Destruction heavy. There are many factors to this; Order lack of viable warband specs for classes, lack of warband utility, etc.
The response Order has taken has been to play in small 6-man groups, independently fighting and kiting the Destru Warbands as they can. I, myself, will normally only run in these 6-man groups so I have first-hand knowledge of why chasing AAO and Conqs is more advantageous in smallman.
The issue:
Several 6-mans in a zone will harass the enemy and get decent rewards for doing so, but will never prevent a zone lock or put up a great keep defense against a larger force. Zones fall like dominoes for the larger faction while the AAO underdogs scrap for kills in 6-mans or half-hearted PuG warbands full of lowbies suckling at the teet of BO renown ticks.
There are several advantages to running a 6-man under AAO conditions.
1. SC Que: 6-mans can que for SCs while roaming for kills. If I join a warband, I cannot ques for SCs. SCs are the one place the underdog faction can find an even fight with a clear objective(s). Taking away the ability for a party to que for SCs in a warband takes away the opportunity for some "fair" fights while playing against an overwhelming force. Sometimes you need a break from Black Crag - shocking, I know.
2. Conqueror Medallions: In a 6-man, we set up as optimal group as we can and I have a 1 in 6 chance (or better if running with players passing on Conq Meds because they no longer need) of winning Conq Medallions on Kills. If I join a Pug WB, I have no control over who is in my party and may end up with less Conq Meds. As a salvager, Conq Medallions are still a viable source of both income and Talis to help my guild, Alliance members, etc.
In a 6-man we end up losing the zone, but the rewards are greater. In WB, we end up losing the zone and the rewards are less. So why bother with the WB?
I submit that if we could incentivise the 6-man groups to form warbands and coordinate their efforts, we may defend the zone and perhaps even take the enemy keep with AAO. But why bother if the rewards system tells me to stay in a 6-man?
Suggestion:
As the title suggests, the underdog faction needs an incentive to forgo the advantages of 6-man with AAO by lessening the drawbacks of WB with AAO.
Conditions that must be met:
1. Faction Must have AAO
2. Players must be in a Warband
3. Warband must have minimum of 12 players
Bonuses:
When WB has 12 players:
1. Parties are allowed to que SCs
2. AAO additive bonus of 3%
* Additional additive 3% for each additional full party
* 6% with 18 Players in WB
* 9% with 24 players in WB
3. Increased Conq Medallion Drop rate
* Additional additive 3% chance for Conq Med drop on kill with 12 players
* 6% additive chance for Conq Med drop on kill with 18 Players in WB
* 9% additive chance for Conq Med drop on kill with 24 Players in WB
Making these small additive changes to warband play will not solve the issues Order has in terms of warband viability at this time; however, it will provide an incentive for the outnumbered players to weigh the benefits of starting/joining a warband vs playing in a 6-man. You effectively take the objections away by allowing for SC ques, providing a small RR bonus, and a better chance of getting Conq Medallions. We would need the ability to join a warband as a 6-man, like on live, as well as party que in warband.
As a side benefit, those PuG players who actually need RR and Conqs badly, will benefit more, and bring the gear/RR up for the underdog realm at an ever-so-slightly higher rate; allowing them to be more competitive over time.
While not a true fix for the ORvR issues today, these changes to the underdog realm will remove the obstacles preventing the 6-man teams from committing to Warband play for ORvR, and help solidify the underdog realm in defense.
The response Order has taken has been to play in small 6-man groups, independently fighting and kiting the Destru Warbands as they can. I, myself, will normally only run in these 6-man groups so I have first-hand knowledge of why chasing AAO and Conqs is more advantageous in smallman.
The issue:
Several 6-mans in a zone will harass the enemy and get decent rewards for doing so, but will never prevent a zone lock or put up a great keep defense against a larger force. Zones fall like dominoes for the larger faction while the AAO underdogs scrap for kills in 6-mans or half-hearted PuG warbands full of lowbies suckling at the teet of BO renown ticks.
There are several advantages to running a 6-man under AAO conditions.
1. SC Que: 6-mans can que for SCs while roaming for kills. If I join a warband, I cannot ques for SCs. SCs are the one place the underdog faction can find an even fight with a clear objective(s). Taking away the ability for a party to que for SCs in a warband takes away the opportunity for some "fair" fights while playing against an overwhelming force. Sometimes you need a break from Black Crag - shocking, I know.
2. Conqueror Medallions: In a 6-man, we set up as optimal group as we can and I have a 1 in 6 chance (or better if running with players passing on Conq Meds because they no longer need) of winning Conq Medallions on Kills. If I join a Pug WB, I have no control over who is in my party and may end up with less Conq Meds. As a salvager, Conq Medallions are still a viable source of both income and Talis to help my guild, Alliance members, etc.
In a 6-man we end up losing the zone, but the rewards are greater. In WB, we end up losing the zone and the rewards are less. So why bother with the WB?
I submit that if we could incentivise the 6-man groups to form warbands and coordinate their efforts, we may defend the zone and perhaps even take the enemy keep with AAO. But why bother if the rewards system tells me to stay in a 6-man?
Suggestion:
As the title suggests, the underdog faction needs an incentive to forgo the advantages of 6-man with AAO by lessening the drawbacks of WB with AAO.
Conditions that must be met:
1. Faction Must have AAO
2. Players must be in a Warband
3. Warband must have minimum of 12 players
Bonuses:
When WB has 12 players:
1. Parties are allowed to que SCs
2. AAO additive bonus of 3%
* Additional additive 3% for each additional full party
* 6% with 18 Players in WB
* 9% with 24 players in WB
3. Increased Conq Medallion Drop rate
* Additional additive 3% chance for Conq Med drop on kill with 12 players
* 6% additive chance for Conq Med drop on kill with 18 Players in WB
* 9% additive chance for Conq Med drop on kill with 24 Players in WB
Making these small additive changes to warband play will not solve the issues Order has in terms of warband viability at this time; however, it will provide an incentive for the outnumbered players to weigh the benefits of starting/joining a warband vs playing in a 6-man. You effectively take the objections away by allowing for SC ques, providing a small RR bonus, and a better chance of getting Conq Medallions. We would need the ability to join a warband as a 6-man, like on live, as well as party que in warband.
As a side benefit, those PuG players who actually need RR and Conqs badly, will benefit more, and bring the gear/RR up for the underdog realm at an ever-so-slightly higher rate; allowing them to be more competitive over time.
While not a true fix for the ORvR issues today, these changes to the underdog realm will remove the obstacles preventing the 6-man teams from committing to Warband play for ORvR, and help solidify the underdog realm in defense.