The current greater RvR outline on Phoenix is getting rather predictable, where numbers and realm rank/abilities play a larger role than skill and dedication.
Usually which ever zerg, has the greater numbers, will win 9/10 fights inside a tower or keep. It is all about how much Static Tempests, TWF and not least - GTAOE you can put down. The later mentioned is basicly ruining most tower fights already before the doors are down, since there is not much safe space in there during siege, and when the doors finally go down, healers will be out of power or close to, from healing the GTAOE, catapult and other damage sources that goes through the tower.
But even more obvious is the current meta of "numbers wins", when it comes to open field zerg fights. The smaller zerg will usually begin the extending rather quickly. But as soon as any turn to inflict counter damage to the advancing enemy, tons of them will be flying in on speed 6, trembling all over the smaller or weakened zerg, making any chance of a counter attack, regrouping or last stance completeliy impossible. Its currently a turbo-snowball effect, where the winning side will be decided within 10-20 seconds of the zergs engaging, and from then on, its all about cleaning up RP's.
But also the meta around the 8 man groups, running in to the zergs - both the small guild zergs and larger realm BG zergs, the outcome is usually very predictable. No matter what they do, tons of enemies will come flying in over your guard with speed 6 and quickly overwhelm them. Which to some degree is ok, but looking at the history of DAOC, a smaller number of dedicated players have usually been able to take on large parties of unorganized players. I believe that the current amount of high realm ranks amoungst litterally everyone playing, from doing "passive" RvR content ( Keep takes ), has ruined this balance.
Its time to consider introducing som functions and effects from ToA (Trials of Atlantis).
There is much more to be discussed internally, this is just basic ideas for a layout to change the current predictable and stale meta. There is room for a better RvR action dynamic, and more skill based/decision based results, rather than just numbers and amount of GTAOE/TWF/ST you can put down. An 8man would be able to decide if they want to engage - or keep engaging - larger numbers, by extending them with speed warps. And the smaller zergs would stand a better chance of defending vs. a larger zerg. It would be a win/win for both zerg players and 8-man players.
Usually which ever zerg, has the greater numbers, will win 9/10 fights inside a tower or keep. It is all about how much Static Tempests, TWF and not least - GTAOE you can put down. The later mentioned is basicly ruining most tower fights already before the doors are down, since there is not much safe space in there during siege, and when the doors finally go down, healers will be out of power or close to, from healing the GTAOE, catapult and other damage sources that goes through the tower.
But even more obvious is the current meta of "numbers wins", when it comes to open field zerg fights. The smaller zerg will usually begin the extending rather quickly. But as soon as any turn to inflict counter damage to the advancing enemy, tons of them will be flying in on speed 6, trembling all over the smaller or weakened zerg, making any chance of a counter attack, regrouping or last stance completeliy impossible. Its currently a turbo-snowball effect, where the winning side will be decided within 10-20 seconds of the zergs engaging, and from then on, its all about cleaning up RP's.
But also the meta around the 8 man groups, running in to the zergs - both the small guild zergs and larger realm BG zergs, the outcome is usually very predictable. No matter what they do, tons of enemies will come flying in over your guard with speed 6 and quickly overwhelm them. Which to some degree is ok, but looking at the history of DAOC, a smaller number of dedicated players have usually been able to take on large parties of unorganized players. I believe that the current amount of high realm ranks amoungst litterally everyone playing, from doing "passive" RvR content ( Keep takes ), has ruined this balance.
Its time to consider introducing som functions and effects from ToA (Trials of Atlantis).
- Masterlevels - Introduce the respective ML lines in their full, with class restrictions. Speed warp, Font of Power, Group cure disease - these abilities and many others, would completely change dynamic of all RvR, but especially Zerg vs Zerg and 8man vs X. It would at all times give the smaller party a chance of getting away in the open - or providing them enough sustainability and output to stand a better chance in siege. It would make new group dynamics and open up for many new different playstyles.
- Masterlevel encounter/credit - Phoenix has a good following for PVE content, but the original Masterlevel raids will surely result in terrible state. It has to be maximum group based encounters, with a much shorter duration, and also has to be purchasable by credits with BP/Feathers ( Another sink! )
- Artifacts, revamped - Instead of having the original Artifact encounters in ToA, you should consider adding artifacts as drops in the Masterlevel instance/PVE content and/or as BP/Feather sink. No scrolls needed, but it should be levelled up during RvR, also pushing an agenda where you enter RvR with lesser means, to achieve something. Linking together PVE and RVR with Risk/reward. The ToA stats/bonuses should NOT be implemented. But the uses from artifacts would be a great addition, and completely change the RvR meta, for both 8man and zerg action. An example would be Egg of Youth inside towers, penality rezzing up to 8 targets. Or Traitors dagger in 8man, giving oppertunity to proc-summoning an attacking and interupting spirit.
There is much more to be discussed internally, this is just basic ideas for a layout to change the current predictable and stale meta. There is room for a better RvR action dynamic, and more skill based/decision based results, rather than just numbers and amount of GTAOE/TWF/ST you can put down. An 8man would be able to decide if they want to engage - or keep engaging - larger numbers, by extending them with speed warps. And the smaller zergs would stand a better chance of defending vs. a larger zerg. It would be a win/win for both zerg players and 8-man players.