Current RvR design is a reason of zerging
Posted: Fri Oct 25, 2019 1:57 pm
Hello, guys. I just want to help and gonna speak briefly as its possible. This topic is not about aoe cap changes though ill tell you smth about it. Ill state true facts from Warhammer Online RvR history, its gonna be exciting and useful info, i promise.
Why rvr is zergy and how it was solved earlier.
Its zergy not mostly cause of people mentality but present RVR design. Just think about it and remember when back in 2016-17 there were timers on BOs, conditions to access keep siege and lock the zone only after some time of controlling all objectives. That system was motivating people to control different BOs and locations in the zone. It was forcing people not only to split up but also coordinate very hard. Even 6men were involved to RVR succesfully, scouting BOs, killing roamers who were trying to check them.
There were warband vs warband fights near and on different BOs and small scale even cause BOs were really important. You barely could control all BOs at once if you`re travelling around map like a big zerg, which meant no zone control -> no lock -> no rewards. Yeah, there always were guilds who tried to make big blob but at least there were some options where to fight and against whom. ATM people barely notice such thing on battlefield, cause nothing forces people to spread around the zone. BOs are not mandatory to control all the time -> No impact on zerg amount.
Why aoe cap increase is not a solution to decrease zerg?
Cause of cap increase you buff damage output roughly (zerg`s damage aswell so fights are just faster), gimping healing output of combat unit (24men) cause aoe group heal is still 6 targets, gimping tanks role to absorb aoe hit cap, forcing people to spread out and not stack HTL (which is mandatory atm cause of classic dps classes meta). OR just use some warband for meatshield and another one to apply your damage. Adorable combat tactics yeah? But this is how it works atm.
Why spreading out is not effective?
To spread out effectively you need space in the zone, you need options to cleanse or avoid CC and snares, roots and atm there are no such options, you cant cleanse snares (lots of dots on the targets when fight comes, aoe cleansing is totaly random, costs GCD when you was need just to spam a groupheal). Also keep in mind colission and zone design with funnels, bridges, choke points, stones and other small stuff).
There are no speed buffs in the game to disengage effectively like a warband or "remove collision" buffs. So if people drop snares on you in large scale fights, you must fight.
Blobbing is not an issue till its too large comparing to another blob. Its formation. Its all about game design, abilities design and "absorbing hits by your tanks design", guard ranges. You need to stack your damage at spot effectively to kill things, this is completely ok and always was like that. You need to stick to your tanks or dps to tanks for not getting caught. Its a proper formation in that game according to abilities mechanic. HTL range, guard range, aoe damaging abilities range, group heal range.
So!
Amount of people blobbing is an issue and to solve this i suggest to implement component from old RVR system with timers on BOs, mandatory control of BOs to attack keep and for instance 15 mins BOs control timer to lock the zone. Just like it was before some years ago.
Something on the battlefield should motivate people to split in organised units. And it was already working much better then now, if you remember.
Now you just take 4 rdps, 2 healers, dump m4s from range, having fun using other wb like a meatshield.
Spreading out like a warband is not possible in zergy fights, so why should any guild wb take a role of meatshield? Is it funny proper gameplay? Not sure about it.
Old combat system was not very casual, but more "controlling objectives" based, which were bringing more small scale and variety to RvR. Its a fact. What if just take that part from old system and add it to present RvR?
You need to solve abilities balance and amount of members in 1 party/wb issue to balance everything around larger hit cap, or just bring back a tool which was working fine already earlier to make game more interesting.
Thanks!
Why rvr is zergy and how it was solved earlier.
Its zergy not mostly cause of people mentality but present RVR design. Just think about it and remember when back in 2016-17 there were timers on BOs, conditions to access keep siege and lock the zone only after some time of controlling all objectives. That system was motivating people to control different BOs and locations in the zone. It was forcing people not only to split up but also coordinate very hard. Even 6men were involved to RVR succesfully, scouting BOs, killing roamers who were trying to check them.
There were warband vs warband fights near and on different BOs and small scale even cause BOs were really important. You barely could control all BOs at once if you`re travelling around map like a big zerg, which meant no zone control -> no lock -> no rewards. Yeah, there always were guilds who tried to make big blob but at least there were some options where to fight and against whom. ATM people barely notice such thing on battlefield, cause nothing forces people to spread around the zone. BOs are not mandatory to control all the time -> No impact on zerg amount.
Why aoe cap increase is not a solution to decrease zerg?
Cause of cap increase you buff damage output roughly (zerg`s damage aswell so fights are just faster), gimping healing output of combat unit (24men) cause aoe group heal is still 6 targets, gimping tanks role to absorb aoe hit cap, forcing people to spread out and not stack HTL (which is mandatory atm cause of classic dps classes meta). OR just use some warband for meatshield and another one to apply your damage. Adorable combat tactics yeah? But this is how it works atm.
Why spreading out is not effective?
To spread out effectively you need space in the zone, you need options to cleanse or avoid CC and snares, roots and atm there are no such options, you cant cleanse snares (lots of dots on the targets when fight comes, aoe cleansing is totaly random, costs GCD when you was need just to spam a groupheal). Also keep in mind colission and zone design with funnels, bridges, choke points, stones and other small stuff).
There are no speed buffs in the game to disengage effectively like a warband or "remove collision" buffs. So if people drop snares on you in large scale fights, you must fight.
Blobbing is not an issue till its too large comparing to another blob. Its formation. Its all about game design, abilities design and "absorbing hits by your tanks design", guard ranges. You need to stack your damage at spot effectively to kill things, this is completely ok and always was like that. You need to stick to your tanks or dps to tanks for not getting caught. Its a proper formation in that game according to abilities mechanic. HTL range, guard range, aoe damaging abilities range, group heal range.
So!
Amount of people blobbing is an issue and to solve this i suggest to implement component from old RVR system with timers on BOs, mandatory control of BOs to attack keep and for instance 15 mins BOs control timer to lock the zone. Just like it was before some years ago.
Something on the battlefield should motivate people to split in organised units. And it was already working much better then now, if you remember.
Now you just take 4 rdps, 2 healers, dump m4s from range, having fun using other wb like a meatshield.
Spreading out like a warband is not possible in zergy fights, so why should any guild wb take a role of meatshield? Is it funny proper gameplay? Not sure about it.
Old combat system was not very casual, but more "controlling objectives" based, which were bringing more small scale and variety to RvR. Its a fact. What if just take that part from old system and add it to present RvR?
You need to solve abilities balance and amount of members in 1 party/wb issue to balance everything around larger hit cap, or just bring back a tool which was working fine already earlier to make game more interesting.
Thanks!