Anyone who isn't dressed in full heavy armor and stacking the ____ out of health with max resistance dies in less than a second when they are jumped.
VaranisArano wrote: »
Waffennacht wrote: »Players do actually prefer more damage. And quite frankly they would prefer blowing each other up with one shots over long engagements
Waffennacht wrote: »Players do actually prefer more damage. And quite frankly they would prefer blowing each other up with one shots over long engagements
Any proof on that?
I do agree with you and totally disagree with OP. We had less damage before, it only lead to even worse bruiser meta, when bruiser can kill low HP players and low-HP DD cannot kill bruiser. The fights were RIDICULOUS. 4vs4 could go for 2 minutes without a single death. Still can btw.
Thing is, healing is way overpowered in this game. And especially cross-healing. So if we don't have high damage, nothing will ever die. We can try to talk about reducing the damage if we reduced the healing by a good margin. Not before.
exeeter702 wrote: »A 4 man premade does not carry a 8v8 objective based BG nearly as oppressively as they do in 4v4v4 nonsense.
exeeter702 wrote: »I've been saying this for a very long time and I will repeat it here...
BGs should have never been 3 team 4v4v4 affairs. They should have made well designed 8v8 maps with proper objective to heavily incentivise not stacking like every other mmo with successful BGs has done it. Maps should have been made specifically for certain game types instead of these one size fits all hodgepodge maps.
Then they should have limited premades to 4 man groups when queuing and made their matchmaking algorithm intelligent enough to sort players into teams. A 4 man premade does not carry a 8v8 objective based BG nearly as oppressively as they do in 4v4v4 nonsense. So essentially they would have had...
4+4 v 4+4 < highest possible premade BG
4+2+2 v 4+4
3+1 v 4+2+2
Etc
Etc
Etc
You would have had healthy queues, an environment where less experienced players are still able to contribute, experienced players that can actually meaningfully impact the win condition of a match in the face of premade groups. Add to this a reputation vendor that would have allowed you to purchase various motif styles and mount features etc etc for your faction based on the time and commitment put into doing BGs...
That was the formula, that is what would have kept BGs healthy and appealing. Instead we got this 3 team crap that is quite literally anti competitive, and I dont mean that in the pvp esports way, wheeler very obviously wanted to push 4 man 3 team bgs so that they were random enough to be anti competitive and casual because no one likes to lose and know fully that the onus was on them.
exeeter702 wrote: »A 4 man premade does not carry a 8v8 objective based BG nearly as oppressively as they do in 4v4v4 nonsense.
Good premades can repeatedly wipe both team clean if they aren't premades. What makes you think people won't be able to 4vs8, especially if people split to do objectives?
I agree that 2-side BGs would be good thing, but I'd like 2man or 3man.
Goregrinder wrote: »exeeter702 wrote: »I've been saying this for a very long time and I will repeat it here...
BGs should have never been 3 team 4v4v4 affairs. They should have made well designed 8v8 maps with proper objective to heavily incentivise not stacking like every other mmo with successful BGs has done it. Maps should have been made specifically for certain game types instead of these one size fits all hodgepodge maps.
Then they should have limited premades to 4 man groups when queuing and made their matchmaking algorithm intelligent enough to sort players into teams. A 4 man premade does not carry a 8v8 objective based BG nearly as oppressively as they do in 4v4v4 nonsense. So essentially they would have had...
4+4 v 4+4 < highest possible premade BG
4+2+2 v 4+4
3+1 v 4+2+2
Etc
Etc
Etc
You would have had healthy queues, an environment where less experienced players are still able to contribute, experienced players that can actually meaningfully impact the win condition of a match in the face of premade groups. Add to this a reputation vendor that would have allowed you to purchase various motif styles and mount features etc etc for your faction based on the time and commitment put into doing BGs...
That was the formula, that is what would have kept BGs healthy and appealing. Instead we got this 3 team crap that is quite literally anti competitive, and I dont mean that in the pvp esports way, wheeler very obviously wanted to push 4 man 3 team bgs so that they were random enough to be anti competitive and casual because no one likes to lose and know fully that the onus was on them.
Shouldn't people be rewarded for coordinating together by winning? Isn't that the concept behind any competitive team game...the most coordinated team wins?
I hope the developers will take this post seriously. Because I literally see the same few people over and over and over again when I do Battlegrounds. That's not a good sign and shows just how little of your player population is interested in your player vs player. And the reason for this is because the damage is so over-the-top it is comical.
If you want more players to get involved in your Battlegrounds, especially newer ones, you need to tone down the damage on this game. Because it really is just absurd. Anyone who isn't dressed in full heavy armor and stacking the ____ out of health with max resistance dies in less than a second when they are jumped. And no, that is not an exaggeration. You should worry less about "balance" or making sure players cannot 1vX others and more about making your PvP experience enjoyable. Because in the end, I don't care how "balanced" something is. If it's not fun, people aren't going to do it. You could give everyone a move that one shots the other player and just have them run around killing trying to get the first shot in (which is close to what this game's PvP is becoming anyway). It would be perfectly balanced, sure. But would it be fun? Nah. It's becoming a cesspool of "griefers" who are doing PvP for no other purpose than the joy they get out of killing other human players. There is no interesting combat to speak of, just a slaughter that is only going to appeal to a very tiny minority of your player population.
So if you want to make Battlegrounds more popular, I would tone it down. Because you aren't going to appeal to a broader audience with combat like this.
MurderMostFoul wrote: »Anyone who isn't dressed in full heavy armor and stacking the ____ out of health with max resistance dies in less than a second when they are jumped.
Dwindling player base aside, just making everyone do less damage would make PvP, especially battlegrounds, a lot less fun.
The above quoted statement you made is just not true. I only play in medium armor or light armor, and survive just fine. The key to survivability battlegrounds is situational awareness and positioning. If you find yourself dying quickly, it mostly because you're getting outnumbered, or getting bursted with zero defenses ready. Both of those problems can be solved by just being more aware of your surroundings, and using mobility and positioning to your advantage. Sure, you can stack armor and health, but if you're getting outnumbered or caught unaware, all they will do is delay the inevitable and your damage output.
It's already possible to build tanky to the point of being very difficult to kill. Reducing everyone's damage would throw the current semblance of balance entirely out the window.
MurderMostFoul wrote: »Anyone who isn't dressed in full heavy armor and stacking the ____ out of health with max resistance dies in less than a second when they are jumped.
Dwindling player base aside, just making everyone do less damage would make PvP, especially battlegrounds, a lot less fun.
The above quoted statement you made is just not true. I only play in medium armor or light armor, and survive just fine. The key to survivability battlegrounds is situational awareness and positioning. If you find yourself dying quickly, it mostly because you're getting outnumbered, or getting bursted with zero defenses ready. Both of those problems can be solved by just being more aware of your surroundings, and using mobility and positioning to your advantage. Sure, you can stack armor and health, but if you're getting outnumbered or caught unaware, all they will do is delay the inevitable and your damage output.
It's already possible to build tanky to the point of being very difficult to kill. Reducing everyone's damage would throw the current semblance of balance entirely out the window.
I do not agree at all, I should have recorded my test in BGs, I ran all heavy 35k armor (slightly overcap for pen) and 30k HP. Most people melted through my guy even with buffs up and even tried blocking to mitigate some more damage.
Damage in this game is insanely high, it might as well be a FPS in most scenarios. I remember a few years back fights were way more balanced and strategic, about resource management etc.
Well, PvP in this game is enjoyable, but broken, they don't do balance, in my opinion they making OP sets and abilities on purpose. Sometimes it is possible to fully mitigate damage without shields, which should not be possible I think, I don't want to slam my fists against the wall in hope it will break, I want to do damage, and some players are too tanky, plus with high damage, I would prefer they balance sets and such, then we can talk about making changes to damage etc. But then again won't happen, I am still on a break from PvP, going two or so months already, because I am tired of guessing if I meet OP builds or not...
Anyone who isn't dressed in full heavy armor and stacking the ____ out of health with max resistance dies in less than a second when they are jumped.
KingKayanto wrote: »The real reason why lots of players give up on Battlegrounds PvP is because it's legit difficult.... The difference in skill between an experienced player and a new one is like night and day. It's just not a very fun experience for those who just do the dailies...
Vermintide wrote: »Well, frankly I prefer faster combat and I'm glad they don't listen to opinions like OP. Fast, intuitive, action based combat is the reason I'm here, and the reason I haven't really enjoyed the PVP in any other MMO.
The combat in this game flows more like a true fighter, you have to know when to block, dodge, stun, there are windows of opportunity where you can counter and punish, etc... It's great. What lets it down is the lag and some poor attention to class balance/toolkits, but the pace and intensity is the best part about it.
I would agree with the idea there need to be more incentives for BGs and Cyro. Sadly, the problem is that no matter how rewarding they make PVP, some players will only ever see it as rewards they are "locked out" of, instead of seeing a shiny reward for PVP participation and giving it an honest try. They will turn something positive into a negative, because it's "unfair" that they don't get the same thing for running their little raids over and over again.
This is why we cannot have nice things.
exeeter702 wrote: »Goregrinder wrote: »exeeter702 wrote: »I've been saying this for a very long time and I will repeat it here...
BGs should have never been 3 team 4v4v4 affairs. They should have made well designed 8v8 maps with proper objective to heavily incentivise not stacking like every other mmo with successful BGs has done it. Maps should have been made specifically for certain game types instead of these one size fits all hodgepodge maps.
Then they should have limited premades to 4 man groups when queuing and made their matchmaking algorithm intelligent enough to sort players into teams. A 4 man premade does not carry a 8v8 objective based BG nearly as oppressively as they do in 4v4v4 nonsense. So essentially they would have had...
4+4 v 4+4 < highest possible premade BG
4+2+2 v 4+4
3+1 v 4+2+2
Etc
Etc
Etc
You would have had healthy queues, an environment where less experienced players are still able to contribute, experienced players that can actually meaningfully impact the win condition of a match in the face of premade groups. Add to this a reputation vendor that would have allowed you to purchase various motif styles and mount features etc etc for your faction based on the time and commitment put into doing BGs...
That was the formula, that is what would have kept BGs healthy and appealing. Instead we got this 3 team crap that is quite literally anti competitive, and I dont mean that in the pvp esports way, wheeler very obviously wanted to push 4 man 3 team bgs so that they were random enough to be anti competitive and casual because no one likes to lose and know fully that the onus was on them.
Shouldn't people be rewarded for coordinating together by winning? Isn't that the concept behind any competitive team game...the most coordinated team wins?
Yes?
Goregrinder wrote: »exeeter702 wrote: »Goregrinder wrote: »exeeter702 wrote: »I've been saying this for a very long time and I will repeat it here...
BGs should have never been 3 team 4v4v4 affairs. They should have made well designed 8v8 maps with proper objective to heavily incentivise not stacking like every other mmo with successful BGs has done it. Maps should have been made specifically for certain game types instead of these one size fits all hodgepodge maps.
Then they should have limited premades to 4 man groups when queuing and made their matchmaking algorithm intelligent enough to sort players into teams. A 4 man premade does not carry a 8v8 objective based BG nearly as oppressively as they do in 4v4v4 nonsense. So essentially they would have had...
4+4 v 4+4 < highest possible premade BG
4+2+2 v 4+4
3+1 v 4+2+2
Etc
Etc
Etc
You would have had healthy queues, an environment where less experienced players are still able to contribute, experienced players that can actually meaningfully impact the win condition of a match in the face of premade groups. Add to this a reputation vendor that would have allowed you to purchase various motif styles and mount features etc etc for your faction based on the time and commitment put into doing BGs...
That was the formula, that is what would have kept BGs healthy and appealing. Instead we got this 3 team crap that is quite literally anti competitive, and I dont mean that in the pvp esports way, wheeler very obviously wanted to push 4 man 3 team bgs so that they were random enough to be anti competitive and casual because no one likes to lose and know fully that the onus was on them.
Shouldn't people be rewarded for coordinating together by winning? Isn't that the concept behind any competitive team game...the most coordinated team wins?
Yes?
Then I don't know what the issue is here.
exeeter702 wrote: »I've been saying this for a very long time and I will repeat it here...
BGs should have never been 3 team 4v4v4 affairs...