IDEAS FOR RYZOM


Increase the rotation of OPs to add content

What I was originally stating but not very clearly is that all factions should have high level launchers
I got your point and i don't argue the fact that, when numbers on battlefield are even or close to it, launchers provide huge advantage. They are indeed a force multiplier and you can beat 100 with 50, if you got a lot of them. But at some point it's not enough to overcome massive heals. Besides, "train for launcher ASAP" is not a tactic and neither training ele magic or 2H melee. Getting levels and gear it's preparation for PvP. But when it comes to actual battle there isn't much tactic in use of big guns. Shoot guards if you can get in range, shoot mages if you can't. That's all. I won't call it a tactic.

And how "get as much launchers as possible" is differ from "pile in as much 250's as you can". It's the same, but instead of brute force you have to bring as much force multipliers as you can. It's not a tactic, it's extensive use of some OP'd feature. Nothing stops bigger side from using this multiplier even more extensively. In the end we'll get 100 launchers vs 50 launchers. Guess which side is going to win?
I don't mind talking about the worth of enchants. If you have a team who every time in between using a skill, fire an enchant they can effectively double their power. This can turn 50 people into 100. Looks like a much fairer fight then.
Enchants can be resisted, they drain HP and sap, that means more work for your healers and if you don't have enough of them... Well, we are back to the numbers factor. Whatever you do with enchants, you can't beat the importance of sheer DPS or healing, can you? If everyone from Side B in my example (50 people) cast an offensive enchant, say stun spell, and all the enchants land... They have disabled 50 opponents at best. Doesn't matter, there is 50 more that will either crush them, while they hold the links, or heal up the stunned. Again, numbers win. If Side B casts elemental enchants, that increase their DPS for a bit, but not much. Casting high damage enchants will drain them a lot, surely it's better they'd cast "real" spells and swing their weapons instead, isn't it?

Nevermind. Lets say Side B somehow managed to crush Side A, thanks to Super Secret tactics. To trigger Defense stage at relevant OP they have to win 6 or 7 rounds. That's 30 and 35 minutes respectively. IIRC, the longest runs between respawn points and Outposts are about 10 minutes tops. Make it 15 minutes. Side A still got 15-20 minutes, plenty of time to respawn, heal up and come back to crush Side B. Surely their awesome Super Secret tactic will help them to kick out bigger force for second time in a row? Not to mention that for now Side B gotta deal with NPC as well?..

My point is - due to OP battles design smaller force can't beat bigger force. Of course, there are exceptions. Half of bigger force is low level characters, getting killed with one nuke, or they all wear choice gear, or half of them went AFK, or they scatter around every freaking time, picked out one by one, or something else. But you can't beat competent bigger team with smaller team, can you? Even if the bigger team is clueless, you can win against them for how many times? Two, three, ten?.. Surely, bigger force won't get smarter a bit and come to defeat smaller force? 

Now, i don't care what faction win or lose atm. However i do care about mass PvP getting boring for every side. Bigger team comes for a battle - they roflstomp opponents in first round and then all they have to do is killing NPC. Smaller team gets wiped every time, and eventually people start quitting and don't come at all. But again - turning OP battles into WoW battlegrounds isn't an option.
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