It’s going to be bad next patch. Great swords and healers are going to steam roll any other composition, especially if heavy armor becomes meta again due to the light/medium armor changes.
Bows and muskets are popular currently because you can use it solo and have some fun. They are not particularly strong by themselves, and they certainly do not win OPR or wars. They are only powerful in certain players hands and there is realistically only a handful of good bow and musket players per server.
Playing two different games, clearly. I don’t recall seeing a single heavy armor bruiser build in days. They’re all light armor builds that slapped a greataxe and contribute to absolutely nothing.
You know how you win OPR? Ice Gauntlets and Dex builds. In a relatively balanced OPR nothing on capture points will die due to healers being immortal thanks to rapiers and light armor rolls, so the next best thing is to settle for zoning people with Ices and ganking people coming out of spawns with Spear/Rapiers.
“Bruisers ruining OPR”, meanwhile i’m out here abusing the shit out of light armor spear and 1vXing people because I just need to press Sweep + Perforate to deal over 12k damage to someone in 300con full heavy and so is something like 70% of the PvP population. Lmao
I’m fine with Bruisers + Healers comp if there was a way to shutdown healers. Unfortunately there isn’t, a single SG will prevent their Bruisers from dying. If only there was a counter to SG.
No bruisers in your squad ? Well GG and go on you can always wuit and rematchmakin. Dunno why people struggle. About makin swuads before OPR Hmmm I dont get it its not hard to find 5 ppl. I have my company but if nobody is up I create it on my own Party if full after 1 chat.
If a gamemode only supports two viable builds then the gamemode itself is a failure. The idea of further incentivizing the most viable builds in a game mode is the exact opposite of what should be done. We need game modes that support variety and diversity in playstyles and builds, but that first requires game balance somewhere in the realm of reasonable.
I wouldnt say that other builds aren’t supported. It’s just you have to think of it like other similar type games. OPR game mode is a moba. You NEED to have a good team composition in moba style games.
For new world this “good team composition” is 50%+ front line with mostly healers and some ranged supporting them. a PVE kid or two and some back cappers to disrupt enemy pve.
It’s OK to have bruisers/healers be stronger than others and also to be required in greater quantity for fun OPR matches. The issue we have is that scoring does not accurately mirror this. Reward bruisers and healers at a greater ratio than ranged damage dealers and OPR quality might rise again. Or maybe just like longer more enjoyable teamfights. I don’t need it to be perfect just better than it is now.
It’s zerg pvp. Bruisers and healers win every time. That’s just the nature of the game mode. You can look at other large scale pvp games like gw2 and eso and it’s the same thing.
I frequently switch to healing and find me adding to the side that has too many healers of being the one healer in a field of dexers running about like the spice girls. I’ve also healed for 150k hit points and got 700 points for my trouble. Points should come from objectives not exploitable mechanics.
Like nullifying oblivion to remove the fortify? Or rend stacks? What about side stepping the circle to lure them outside the sg? Or disease to weaken the healing.
Disease, rend, and oblivion do not, COMBINED, even come close to countering sacred ground. Go try it with someone if you can. The healing bonuses available outdo all negatives you can apply.
Light armor alone is 30% bonus. Blessed is another 20% bonus. 150 FOC is another 20% bonus. That’s 70% to heal bonus. These are natural bonus active at all times. This does not include Fortify at all.
Disease maxes out at 24%. Rend at 30%. Assuming you can get the disease and rend on them at the same time, you can almost get them to the normal healing output.