Tier 1-3 Scenarios are the most enjoyable content
Posted: Tue Jun 23, 2026 11:32 pm
Thanks to the new matchmaking system, scenarios in T1-3 feel now fairly balanced and enjoyable in general. Both sides have tanking/healing, and combined with the rather low gear gap between players, and the absence of premades stomping pugs, this ends up in matches that feel fair and playable most of the time
However this enjoyment is gone as soon as reaching rank 40, where the experience mostly is a bunch of zergs farming one side at respawn. I have several characters that are well geared (rr70+), I barely play them nowadays. Over these last weeks, all I have been doing is create new characters and do a bunch of scenarios with them.
I have 0 interest in enduring T4 RvR, with a midtier character it is impossible to contribute in it in any meaningful way because of the gear gap, and even if you are fully geared, there isn't much to do beside enduring mindless blobfest with two buttons pressing, WH/WE ganking parties, or half afk pvdoor.
In tier 1 and midtier, because the sets available are limited, as well as the amount of Renown points to buy passives, it is not really possible to achieve deftard builds that are unkillable, or super high burst builds that delete their target in a few seconds. While in midtier characters are not overwhelming in their power, which results in more interesting match-ups, T4 grants too much power through high level equipment, the most noticeable and annoying example being the infamous regen builds, that have been ruining the experience on this sever for years.
As such, I'd like to suggest the following :
- Tier 1 and Midtier scenarios should grant lower experience points, so that players that are really interested in participating in T4 at some point, can gradually through this balanced environment build their Renown Rank and their pile of War Crests
- Midtier should have its own RvR Lakes, so that midtier players can do RvR alongside their scenarios to experience and enjoy these two components of the game. Basically, all T2 and T3 maps would be available just for them, since these maps are too small anyway to be playable with full T2-4 mass of players, this problem being mostly noticeable in zones like Troll Country or High Pass
Usually, this idea is countered by the argument that the amount of players is insufficient on the server to allow for this split, however my counter-argument to this would be that considering how unfair is the experience for midtier players in RvR, it is fair to assume that a certain amount of new players simply quit the game upon noticing how they are forced to face overly geared characters, and how long it will take for them to reach their level of power, preventing an increase in playerbase ; also, this level of power being so high, when a character is fully geared, there is no risk involved, and as such no excitement, into beating midtier players or fresh rank 40 players in Conqueror's Ward, making T4 RvR a dull experience anyway for people who endured the gearing process, which most likely further drive players away from the game
- These two suggestions do not exactly fix the issues that are inherent to T4 (blob, and overwhelming power) ; since a rebalance of equipment is currently being worked on, my guess is that its priority should be to lower the difference between sets for fresh 40 (Conqueror's Ward) and sets for fully geared characters, by lowering the power provided by higher sets, in order to maintain as much as possible that feeling you get in T1-3 of fair fights, where nobody is completely worthless, and nobody is steamrolling others.
Regarding blob, the Interbellum project server has had the idea of giving to each spec zerg bursters abilities, which are rather weak against one warband and less, but become more and more efficient the larger it gets above one warband, example : an arrow shot in front of you that deals low damage at first, pierce through targets, and deal more and more damage for each target it hits on its way, up to 96 enemies. Giving similar abilities to all classes at rank 40 would most likely greatly help at breaking blobs in T4
However this enjoyment is gone as soon as reaching rank 40, where the experience mostly is a bunch of zergs farming one side at respawn. I have several characters that are well geared (rr70+), I barely play them nowadays. Over these last weeks, all I have been doing is create new characters and do a bunch of scenarios with them.
I have 0 interest in enduring T4 RvR, with a midtier character it is impossible to contribute in it in any meaningful way because of the gear gap, and even if you are fully geared, there isn't much to do beside enduring mindless blobfest with two buttons pressing, WH/WE ganking parties, or half afk pvdoor.
In tier 1 and midtier, because the sets available are limited, as well as the amount of Renown points to buy passives, it is not really possible to achieve deftard builds that are unkillable, or super high burst builds that delete their target in a few seconds. While in midtier characters are not overwhelming in their power, which results in more interesting match-ups, T4 grants too much power through high level equipment, the most noticeable and annoying example being the infamous regen builds, that have been ruining the experience on this sever for years.
As such, I'd like to suggest the following :
- Tier 1 and Midtier scenarios should grant lower experience points, so that players that are really interested in participating in T4 at some point, can gradually through this balanced environment build their Renown Rank and their pile of War Crests
- Midtier should have its own RvR Lakes, so that midtier players can do RvR alongside their scenarios to experience and enjoy these two components of the game. Basically, all T2 and T3 maps would be available just for them, since these maps are too small anyway to be playable with full T2-4 mass of players, this problem being mostly noticeable in zones like Troll Country or High Pass
Usually, this idea is countered by the argument that the amount of players is insufficient on the server to allow for this split, however my counter-argument to this would be that considering how unfair is the experience for midtier players in RvR, it is fair to assume that a certain amount of new players simply quit the game upon noticing how they are forced to face overly geared characters, and how long it will take for them to reach their level of power, preventing an increase in playerbase ; also, this level of power being so high, when a character is fully geared, there is no risk involved, and as such no excitement, into beating midtier players or fresh rank 40 players in Conqueror's Ward, making T4 RvR a dull experience anyway for people who endured the gearing process, which most likely further drive players away from the game
- These two suggestions do not exactly fix the issues that are inherent to T4 (blob, and overwhelming power) ; since a rebalance of equipment is currently being worked on, my guess is that its priority should be to lower the difference between sets for fresh 40 (Conqueror's Ward) and sets for fully geared characters, by lowering the power provided by higher sets, in order to maintain as much as possible that feeling you get in T1-3 of fair fights, where nobody is completely worthless, and nobody is steamrolling others.
Regarding blob, the Interbellum project server has had the idea of giving to each spec zerg bursters abilities, which are rather weak against one warband and less, but become more and more efficient the larger it gets above one warband, example : an arrow shot in front of you that deals low damage at first, pierce through targets, and deal more and more damage for each target it hits on its way, up to 96 enemies. Giving similar abilities to all classes at rank 40 would most likely greatly help at breaking blobs in T4