On Cities Starvation, Population Disparity and Classes Balance
Posted: Sat Dec 26, 2020 2:53 pm
This post is based only on my personal perception of the game, and I'm actually hoping to be wrong.
I play mostly during EU primetime and since September I'm playing with my guild on Destru side, even thought we are long time Order players.
I believe there's a thread that binds the current Cities instances starvation, the population disparity and the percieved classes imbalance between Order and Distru.
While I log on my Destru chars I can easily find a group for either SC or ORvR but often SCs don't pop or we can't find any others roamers in the lakes. It's difficult to find challenging fights and usually our opponents are either soloers or blobs of dps AMs/Engies/rSWs. From my point of view, the lakes lacks in Order's roaming parties and actually, the few time I log on Order, I can't find any party to roam/SC with. I noticed that on Distru seems easier to find a group outside of your own Guild/Allience. This difficulty on Order side, IMHO, is due to the abbundace of rdps. Indeed stacking rdps is a very effective strategy in ORvR: assisting each other grant to kill the target before it can reach melee range and so, being a real menace. On the other hand, rdps don't perform so well in SCs because of the even number of opponents and because of the SCs mechanics itself, i.e. capture and defend the flag. Rdps require to be often on the move, while melees have less problem staying stationary. Thus, the low number of Order player in the queues, and so the low pop rate of SCs on Distru.
Beside the number of players, Cities are SCs to all effects and so ranged classes, on Order as on Distru, have many difficulties finding proper parties/WBs, which lead in the lower winning rate for Order and on a high level of City desertion-rate/disinterest. Which leads to the problem of City instance starvation on Distru.
Basicly I think that the reason why Order perform so well in ORvR is the same that makes Order so weak in Cities/SCs: too many rdps.
I can't tell the reasons behinde the huge disparty in Order/Distru rdps numbers. IMHO Order suffers of a problem of inner imbalance, i.e. there are Order's classes, either mdps or rdps, that outshine the others Order's mdps/rdps. Thus leading the outshined classes to not be played.
As I said before this is only my personal opinion and I'm not sure to be observing a real phenomenon, or just a perceived one. If you don't agree on my analysis please comment below and explain me why. I'm realy curious about your opinions.
Just, please, retain yourself from commenting things like "Distru win more city because Mara > Melee Engie, because Mara has ability X while Melee Engie have the lame Y ability".
If I wanted to read some drama I would have hopened yet another Salyer vs Choppa post.
P.S. I'm not saying that this is a player based issue, on contrary I think that this problem should be adressed by the Devs by finding the right balance between ORvR potential and city potential of each class.
I play mostly during EU primetime and since September I'm playing with my guild on Destru side, even thought we are long time Order players.
I believe there's a thread that binds the current Cities instances starvation, the population disparity and the percieved classes imbalance between Order and Distru.
While I log on my Destru chars I can easily find a group for either SC or ORvR but often SCs don't pop or we can't find any others roamers in the lakes. It's difficult to find challenging fights and usually our opponents are either soloers or blobs of dps AMs/Engies/rSWs. From my point of view, the lakes lacks in Order's roaming parties and actually, the few time I log on Order, I can't find any party to roam/SC with. I noticed that on Distru seems easier to find a group outside of your own Guild/Allience. This difficulty on Order side, IMHO, is due to the abbundace of rdps. Indeed stacking rdps is a very effective strategy in ORvR: assisting each other grant to kill the target before it can reach melee range and so, being a real menace. On the other hand, rdps don't perform so well in SCs because of the even number of opponents and because of the SCs mechanics itself, i.e. capture and defend the flag. Rdps require to be often on the move, while melees have less problem staying stationary. Thus, the low number of Order player in the queues, and so the low pop rate of SCs on Distru.
Beside the number of players, Cities are SCs to all effects and so ranged classes, on Order as on Distru, have many difficulties finding proper parties/WBs, which lead in the lower winning rate for Order and on a high level of City desertion-rate/disinterest. Which leads to the problem of City instance starvation on Distru.
Basicly I think that the reason why Order perform so well in ORvR is the same that makes Order so weak in Cities/SCs: too many rdps.
I can't tell the reasons behinde the huge disparty in Order/Distru rdps numbers. IMHO Order suffers of a problem of inner imbalance, i.e. there are Order's classes, either mdps or rdps, that outshine the others Order's mdps/rdps. Thus leading the outshined classes to not be played.
As I said before this is only my personal opinion and I'm not sure to be observing a real phenomenon, or just a perceived one. If you don't agree on my analysis please comment below and explain me why. I'm realy curious about your opinions.
Just, please, retain yourself from commenting things like "Distru win more city because Mara > Melee Engie, because Mara has ability X while Melee Engie have the lame Y ability".
If I wanted to read some drama I would have hopened yet another Salyer vs Choppa post.
P.S. I'm not saying that this is a player based issue, on contrary I think that this problem should be adressed by the Devs by finding the right balance between ORvR potential and city potential of each class.