DrSlaughtr wrote: »Solo queue always takes forever. Group queue as one person, near instant pop.
Thecompton73 wrote: »Weird right? You'd think 90% of small scale players being damage sponges with 35K+ health while having a few immortal 12 player groups that run around mowing people down on top of a keep for an hour before they get bored and jump out to go somewhere else and do it again would be the recipe for super fun and interesting game play. Especially when added to the excitement that comes from of having 18 days left in a campaign and the winner already being determined.
Thecompton73 wrote: »Weird right? You'd think 90% of small scale players being damage sponges with 35K+ health while having a few immortal 12 player groups that run around mowing people down on top of a keep for an hour before they get bored and jump out to go somewhere else and do it again would be the recipe for super fun and interesting game play. Especially when added to the excitement that comes from of having 18 days left in a campaign and the winner already being determined.
xylena_lazarow wrote: »Players long for the deathmatch queue, forgetting that once you got to high MMR, it would be a nonstop tank heal clown fest where premades stall each other for the full 15 minutes, winner has like 135 points. If the queue wasn't full though, you'd see 20-0 tryhard NBs repeatedly killing the same cp120 guy every match and stuff like that.
Meanwhile, Cyro is just unkillable ball groups and hapless casual zergers chasing them in circles. Incredibly dysfunctional like this for years and years. There should be no surprise that the vast majority of enfranchised players and guilds are long gone. It's not literally dead, but as a "minimum viable product" it is dead in spirit. What a waste.
Sets that they NERF a few months later, wasting our money and time. What a load of bull. Say what you want about Oakensoul and "skill" but that meta was the most fun I've had in this game in years. Looking back now, anything with a resto/snb/ice "defensive back bar" is infinitely more anti-skill than playing a full damage build with only one bar.And this isn't even mentioning any of the new OP sets that they use to force pvpers to buy the expansions.
xylena_lazarow wrote: »Looking back now, anything with a resto/snb/ice "defensive back bar" is infinitely more anti-skill than playing a full damage build with only one bar.
Imagine if a pro sport basically deleted offense, every game is now a defensive stalemate, with half of them ending in 0-0 ties. The league would be bleeding viewers and money and be forced to add some life back to the game immediately. Pro baseball exploded in popularity once the "dead ball era" ended and Babe Ruth started hitting 60 home runs.
They won't because unless they're pug stomping random squishballs, most players basically have two choices:I just wish more players would jump into straight damage bombing and lose sight of this defense meta. It's not fun, not fun to play, not fun to duel against, not fun to play against.
It's perfectly fair to disagree here since certain Oakensoul builds were pretty degenerate, especially the ones that spammed defensive ults. Defensive back bar is the sort of thing that does take skill to set up properly and learn to abuse, but once you do... it degenerates combat by just how many mistakes it will forgive with minimal user input, and how much survivability it stacks on builds that shouldn't have access to that much defense (where Oakensoul wouldn't have the space).There's no way 1-bar builds took more skill than having a defensive backbar.
Thecompton73 wrote: »Weird right? You'd think 90% of small scale players being damage sponges with 35K+ health while having a few immortal 12 player groups that run around mowing people down on top of a keep for an hour before they get bored and jump out to go somewhere else and do it again would be the recipe for super fun and interesting game play. Especially when added to the excitement that comes from of having 18 days left in a campaign and the winner already being determined.
Meanwhile, the skill floor for playing offense is now underground, so you have players quitting because they can't kill anything on their own. And even when you do master your pressure rotation and burst combos, you're still getting brick walled over and over, watching enemy hp bars jump from execute to full over and over... yea stale and sad sums it up.Not everyone is a PvP sweat, and if you get bullied because the skill floor is too low then you just quit the game... The reason why is different for everyone, but stale combat is a major factor. And that's sad because this game has one of the better PVP combat systems I've played.
xylena_lazarow wrote: »Meanwhile, the skill floor for playing offense is now underground, so you have players quitting because they can't kill anything on their own. And even when you do master your pressure rotation and burst combos, you're still getting brick walled over and over, watching enemy hp bars jump from execute to full over and over... yea stale and sad sums it up.Not everyone is a PvP sweat, and if you get bullied because the skill floor is too low then you just quit the game... The reason why is different for everyone, but stale combat is a major factor. And that's sad because this game has one of the better PVP combat systems I've played.
It tells me the game is "fine" in situations like competitive duels where players all run mostly damage and make a good faith effort to end the fight or die, deliberately avoiding stalemate tactics and sets or skills that would enable stalling. I guess it's also sorta fine in Cyro when a large fight has roughly even numbers of randoms on each side, no premades, no heal stacking, and players are playing to kill enemies then take the objective, not passive-aggressively stall it out.Generally if we make a mistake we die because we don't have a 35k health pool to compensate for lack of skill / reactive defense (rolling, blocking, healing, CC'ing, etc). What does that tell me? The "game" is fine
xylena_lazarow wrote: »It tells me the game is "fine" in situations like competitive duels where players all run mostly damage and make a good faith effort to end the fight or die, deliberately avoiding stalemate tactics and sets or skills that would enable stalling.