Melee + Heaers in OPR are ruining OPR

I said something as much the other day. The rankings need heavy review.

Straight stat pad damage to get max points is probably the biggest reason for what we are seeing today. Aside from any kind of class imbalances. It’s very easy to collect your points at ranged and call it a day.

3 Likes

Oh stop. All opr is right now is a bunch of range tiptoeing around the point poking each other because they don’t want to lose their mortal empowerment stacks.

But a bigger issue is the scoring + the games tendency to put premades all on the same team.

OPR? Point-Centric?

Joking aside, range can help with point, just nobody does it. Time your aoe to work with gravs or clumps of people like Mages do with their oblivions and you’ll actually contribute to helping the point because your addition if damage to the cluml cojld be the difference in winning that fight or not. Also if you don’t have anyone actively killing healers, stop padding a clump that doesn’t die and make killing that clump easier by finding and using your burst damage to kill that healer.

Thats how it was meant to be anyway. People just sit outside mindlessly shooting at whatevers red.

1 Like

Oh I like that, this thread will be spicy grabs popcorn

1 Like

Melee healer zergs are the heart and soul of opr. All other (non vg/ig) builds should be forced to queue in a seperate bowpr game mode.

now we had it all, muskets ruins opr, bows ruin opr, mages ruin opr, melees ruin opr healers ruin opr.

just remove opr i guess :joy:

I love all the ranged hate. I will agree that the perks can make range deadly for light and to a lesser extent medium. But this is a melee meta, every single game of OPR is a zerg of mostly melee’s with some ranged (mostly FS and Bow). The main issue with OPR is balance and performance, and I’m not sure this game can fix that.

Be bruiser and die 15 times in loss.

Be range and die 2 times in a loss.

Almost like risk reward is a thing.

Given this is the guy that plays 100 focus lifestaff bow his being a troll is long confirmed.

1 Like

in fact, I clearly don’t want to see only players like me. you need a balance of classes and also players who play the objective. currently there are only ranged players and no one is trying to play objective.

There’s been some nice actual discussion about the state of the game, not just what’s annoying to face.

That said ranged are super annoying to fight and part of the problem is that you don’t have to kill them, they don’t stand on the point and if they did bruisers instantly destroy them.

That’s what it so annoying is the effort you have to put in to kill a ranged player who just runs and hits you the entire time while you chase.

So that just leaves you to staying behind cover or with your healers killing anyone who comes onto the point.

What’s the solution? If you buff ranged so they can be on the point they (in my opinion) become too strong.

Maybe making sure OPR has a minimum number of front line + healers for each team? Which would also then restrict the number of ranged ā€œnon-pointā€ players.

I think nerfing some Zerg mechanics could also/or be good. Make single target heals somehow more important than AOE so that clumping up has much less benefit (maybe shifting some healing off of sacred and into single target options). It’s harder to single target as opposed to aoe is my thoughts.

Maybe having ranged do maximum damage at closer range and scaling to less at further range would encourage them to come closer?

I’m sure there are other productive ideas people have? I’m sure y’all will hate mine because, forums right?

They can, but that would put them in melee range with a range weapon. Not a good choice

This is why there are 3 outposts on the map.
If you can’t fight in middle go flank their home outpost.

I really want them to add easily obtainable haste potions to OPR, so that I can move faster around the map and play more strategically - SOLVED

No what seems to be killing opr for you is pre made groups. Theyre running more healers and maybe more melee. Ags fault they didnt think about players intentionally stacking one team.

Oh so bows and all ranged in general that are staying outside fort are ā€˜forced’ to stay there not because they play with the Mortal Empowerment and are afraid to fight and lose theyr precious stacks

Range behave the way they do now even before mortal empowerment was a thing.

I think it’s the GA+WH that’s op. As of now, pretty much any other melee combinations are just called ā€œassassinā€ type builds, and most use light armor because they can’t hold a candle to what the GA/WH provides. On a level playing field (everyone on the same skill level, same armor weight class, baseline gear resil+perk, and provided with the same number of healers), the GA/WH combination will just run over any zerg of other melee combinations. Some melee combinations also do not perform well in some circumstances (e.g., some types of dungeons), but a GA/WH works well in almost anything. The GA/WH is not even a set class. It’s only called the bruiser build because it’s the only weapon combination that can bruise without feeling like throwing.

On another note, the main reason why other builds (including range) play light armor and default to run and gun tactics is because any other armor weight gives them a serious disadvantage. If they get close, they die really fast. If they put more armor, they won’t have enough damage to compete on equal grounds. They are forced into a playstyle where it looks like all they do is run. Something definitely needs to be looked at.

1 Like

OPR is unenjoyable almost by design. There are so many obstacles in the way of a good match:

  1. Random composition. The matchmaker just throws 32 warm bodies together without regard for what weapons they are using. This results in teams having too few or too many of everything.
  2. Unbalanced teams. There’s no MMR system, so one team usually steamrolls the other. Usually the one with the stronger premade consisting of a Healer, 2 Mages, and 2 Bruisers.
  3. Desync/latency. Even if by some miracle you end up with symmetrical composition and balanced teams, the game since the last patch has been a horrendous, buggy, and laggy mess. It’s basically as bad as it was before the last major update.
1 Like

That.

Comps aside I did notice quite a lot of desync in OPR lately and fights that consist of more than 10 people feel clunky. At least Arenas seem to be somewhat okay in that regard.

Another reason melee feels so awkward is because against another melee… You just trade blows. Range just feels better. They removed stagger from melee attacks and destroyed the entire archetype, tbh.