Update 11:40 CET: The 1.0.6 patch is now Live on all European servers. We’ve also applied some recent and vital changes to the RvR Zone Control system. These changes will reduce the amount of time necessary to capture a Tier 4 zone as well as place more emphasis on open field RvR.
Battlefield Objectives and Keep contributions have been increased.
PvE contribution has been decreased.
Prior Zone control contribution has been decreased.
The amount of Scenario Victory Points to take a zone has been decreased.
Reading this fix/patch-notes leaves me with mixed feelings.
I’ll start with good points I see in this:
- ORvR is more a focus, just like Marc Jacobs said. ORvR can be the most fun in WAR. More battle for Keeps and BO’s is good.
- The need for PQ-grind just to take over the zone is getting less which is good as this is just experienced as a grind.
- Scenarios don’t contribute so much so that the enemy side has to engage in ORvR and it’s not possible to evade confrontation.
Bad points..and some of them are really bad..:
- Zerg-fest behavior is enhanced. Zergs are most of the time no fun.
- Pop-Imbalance is more of an issue. This is a heavy downside as it is no fun to get steamrolled just because the enemy has more players. Quantity over quality is no good motto in a game.
As I said earlier today.. The server I am playing on has already destruction over-pop and they just steamroll over any resistance just because they are more. With this..let’s call it tactic.. they took over one T4 zone (even with the past victory points count which is really slow) with no possibility for order to defend effectively. This will get worse because it will be easier for them to take over zones and the capital city..
Looking at the victory point model .. it’s either a stalemate because pop is balanced and there is no great strategy involved in this kind of end-game (because the skills and teamplay even out) or it get’s steamrolling-zerg-fest which also doesn’t involve any strategic knowledge. Oh..I forgot one option.. of-prime time/while the enemy is sleeping takeovers.. All three are kinda..boring. Is this a design flaw I wasn’t aware of?
If the population is balanced/even this approach with ORvR (i.e. Keeps and BO’s) being the main contribution to winning the zone might lead to dynamic fights over them.. but atm I think this will lead (at least on Huss) to getting farmed as an order-char in many ways.. and getting thrown out of the city. Being helpless all the time because the enemy force is most of the time at least three times as big as yours. Though you have to respect the organisation Destruction brings up as they really quickly form the warbands.. It’s kinda frustrating being not able to do anything.
Actually the roleplayer in me thinks that mass-pop is a nice thing for Destruction. Especially Greenskins do zerg-stuff .. but this is no rpg where the average greenskin is dumb as he’s controlled by a more or less clever player (this is something both sides share and therefore it is something that evens out. I just took the Greenskins because the chars tend to be more dumb than the player controlling it.. but sometimes I think it’s not sooo different. On the other hand I see a what-so-clever High-elf who should play a Greenskin …you know what I mean ;) ).. So as one side is outnumbering the other side this can’t be balanced with intelligence .. It all boils down to just comparing population which is … -your suggestion?-
mine is: working as intended, frustrating, boring, … ?