[Suggestions] QoL improvments to 6v6 scenarios
Posted: Sat Feb 16, 2019 12:42 pm
I think these changes would greatly improve the quality of life for the competitive community on this server.
1. Remove guards from 6v6 scenarios
At the moment melee setups have a big disadvantage against range setups. This is because a range setup always has the option to reset the fight at will by kiting to guards. Without guards all setup match-ups become playable as teams can still kite in a circle (in Lost Temple of Isha which should always be the standard 6v6 scenario) if they want to but guards no longer provide an unfair advantage.
Another big downside of having guards is when fighting near a warcamp punting enemies becomes very risky as you generally want to avoid punting someone in to guards. When someone dies to guards any serious group will stop the fight and allow the opponents to reset. Playing this way wastes a lot of time and lets people reset cooldowns for free.
If you think that the spawn area needs to be protected you could surround it with a shield wall like the one in Saphery. This would also prevent healers from healing from inside the warcamp slope without having to come down.
1. Add renown trainers to warcamp area
When queuing up against groups that have much higher average renown rank it becomes very important to spec renown efficiently. If, for example, I have a lot of renown points allocated in Deft Defender and we queue up against a group with no BW those renown points are essentially wasted. Adding a renown trainer would give lowbie groups a little more flexibility when fighting high RR groups.
3. Add auto-resolve if someone crashes out of a 6v6 scenario (with no rewards and no quitter)
It takes considerable time to organize fights. If someone crashes while loading in to a 6v6 scenario or during a fight groups are forced to fight in open rvr which is not optimal. Scenarios (without guards) provide a nice sterile environment to fight other groups in a 15 minute format with the benefit of seeing a scoreboard and receiving renown and medallions.
Not getting a quitter debuff if someone crashed would allow groups to requeue right away and not getting any rewards when a scenario auto resolves is a perfectly reasonable trade-off.
1. Remove guards from 6v6 scenarios
At the moment melee setups have a big disadvantage against range setups. This is because a range setup always has the option to reset the fight at will by kiting to guards. Without guards all setup match-ups become playable as teams can still kite in a circle (in Lost Temple of Isha which should always be the standard 6v6 scenario) if they want to but guards no longer provide an unfair advantage.
Another big downside of having guards is when fighting near a warcamp punting enemies becomes very risky as you generally want to avoid punting someone in to guards. When someone dies to guards any serious group will stop the fight and allow the opponents to reset. Playing this way wastes a lot of time and lets people reset cooldowns for free.
If you think that the spawn area needs to be protected you could surround it with a shield wall like the one in Saphery. This would also prevent healers from healing from inside the warcamp slope without having to come down.
1. Add renown trainers to warcamp area
When queuing up against groups that have much higher average renown rank it becomes very important to spec renown efficiently. If, for example, I have a lot of renown points allocated in Deft Defender and we queue up against a group with no BW those renown points are essentially wasted. Adding a renown trainer would give lowbie groups a little more flexibility when fighting high RR groups.
3. Add auto-resolve if someone crashes out of a 6v6 scenario (with no rewards and no quitter)
It takes considerable time to organize fights. If someone crashes while loading in to a 6v6 scenario or during a fight groups are forced to fight in open rvr which is not optimal. Scenarios (without guards) provide a nice sterile environment to fight other groups in a 15 minute format with the benefit of seeing a scoreboard and receiving renown and medallions.
Not getting a quitter debuff if someone crashed would allow groups to requeue right away and not getting any rewards when a scenario auto resolves is a perfectly reasonable trade-off.