Yes, I know it’s a bit of a shocker, but I actually had a fun time for a few hours last week in Tier 4 ORvR. It’s very hard to quantify what was different, but I think it comes down to a couple of fights, which were as close to being even as we are going to get in Warhammer, outside of a scenario of course.
I was running with ye old guild group , which consisted of a slayer, warrior priest, archmage, runepriest and 2 engineers. I think the only thing I would definitely say at this point, is that having 2 healers + a hybrid healer was a real bonus. In fact having 3 healers was a life saver at times. People can flat line so fast in this game, that it can’t be healthy.
We actually fought off/routed higher numbers twice in a evening, which for a game that is all about numbers, was quite a pleasant surprise. We were a bit rusty compared to the old DAOC days, but for me, it’s probably the closest we have come to recreating that experience. I hope that evening will be a launch pad for more evenings of a similar quality, but that’s going to be a challenge in Warhammer.
What doesn’t help is the inconsistency of the end game experience. I think that’s why people just choose to avoid it (I will avoid my FPS moan). It comes down to numbers. To many foe and you are overwhelmed, to few and you end up chasing some poor sod half way across the game world for a few pitiful rps.
I don’t really think there is a lot that can be done about it, bar breaking up the battlefields to force zergs to be split up to cover the tier. The domination mode has succeeded to a degree, however with the numbers that can play the game, this still means that your foe can cover all the bases and still put forth more people than you can handle.
It’s going to require some skillful manoveuring from Mythic, to add additional objectives to the tiers, creating a more sophisticated mouse trap, without scaring off the mouse. Educating the players better will help as well.