Melee + Heaers in OPR are ruining OPR

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.

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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.
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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.

As a mage. I would rather fight the melee and healers. Its much more fun than getting killed from range before you can ever engage. because of all the heals the fights on point were very epic last night.

I disagree ga is not op and could even be seen as slightly underwhelming. The other weapons not filling the same roll should change with GS being introduced. Spear and rapier are both ranged secondaries. Sns is sns, and hatchet is used as a bruiser build manily for its survivability but is not as popular as hammer due to its lack of utility beyond not dieing. For these reason they are not as good as ga/wh in clump fights.

Ga/wh cant do everything it can barely 1v1, it can’t do anything solo, it can’t chase as well as other combos, and it can’t 1vx u less you get lucky. The only real thing it is good at is clump fights and even then you are going to need a group to back you up. A healer so you don’t get obliterated, an ig to keep them in the gravs/clump, and some kind of damage support(another bruiser, vg, bb, fs) to make sure the clump gets wiped. Its very team reliant and that why you see them in mostlt in premades and more people using micro comms in war.

For the reason people play light is becuase they are forced to, disgened to, or realize it just better. Healers are forced into light or suffer the conciquinces, dex was desigined to be in light, and mage+bb realize its just better even if they could go med. The dodge has a lot of mobility plus more damage and thier weapon combos typically have some kind of self defense so it not that risky or at least worth whatever risk there is.

So what’s the solution?

The way I see it:

Melee is the best at countering melee (specifically bruisers) and standing on point

Ranged counters ranged because they can just run from melee and stand outside the point and pew pew.

Healers make everyone stronger, but have the best synergy with bruisers. I would say the void gauntlet counters healers the best (at least that’s how it feels when I debuff people in teamfight with my VG and they die instantly). Spear is a decent healer counter. Can solo kill or force them to kite. Some blunderbuss setups or hatchet setups are scary as well. Ultimately though you need to have a similar amount of healers on your team as the enemy team to stay competitive.

I wonder if just shifting the scoring calculation in OPR to reward standing on point and being a melee or healer is enough to balance things. People want a high score and more would play whatever setups get a better score, right?

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No one wants to duel ranged outside of ww, or really duel outside of using the same worn-out meta builds because they run archaic dueling rules like no potions or healing with a lifestaff.

So the ranged players just run and kite. Magic users do the same thing. Sometimes it’s fun to watch melees, but there’s no recovering if they mess up unless the other guy messes up worse.

Duels aren’t a factor of skill, because in a real duel, people aren’t restricted by what they can use, so the cheap methods people use to win duels don’t generally work in realistic battles.

Duels are just an epeen contest.

They exist, called Healers. :rofl:

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Thank you for your service. I haven’t gone into OPR as a group since feb when the last of my friends quit, but I always find myself being healed at the crucial moment. There’s always that MVP healer that holds things down.

If other solo players are finding it hard to get healed they need to play smarter and realise that they will most probably find free healers closer to points and concentrated fights. Playing well also gives the healer confidence in spending their heals on you. If you are doing something that looks stupid and getting no results they will not save you.
Using your own regen strategically plays a big role too. It could give you that extra survivability needed to reach the SG/healer’s FoV.

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Yep, I splash my team when they need it for 6k+, and while I’ll use DE on allies if they’re low, I do pull up everyone’s health and watch; if someone is below 70% I always try to top them off.

Yall taking a look at all these posts?

@Aenwyn @Luxendra @Wolfes @Shadow_Fox @TrevzorFTW

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