Gorgoroth wrote: ↑
Thu 10 Oct 2019 7:39 PM
May I ask you something?
In your opinion, what is the difference between a 8 man grp roaming - which picks off solo players all the time, like PK for example, but also the random pug 8 man roaming the frontiers doing the exact same thing, vs a stealth team picking off sub optimal grps and smallman teams who cross their path?
The result is the same, or is it not?
Is the difference not only the element of surprise?
If a team runs a meta grp, lets say 2 or 3 Savages with 2 heals and supports, how is this better (or worse) than a stealth team using the element of surprise and killing smaller but also equally big enemy grps?
Im curious what you think.
In a game like this there are two forms of protection from getting ran over. Numbers and stealth. Small mans, groups, zergs all utilize the first for a majority. The smaller the group the greater the risk there is of getting caught by larger numbers and getting killed. 7 classes have the option of stealth. Stealth obviously allows the user to be extremely choosy with their engagements. Solo stealthers are at risk if even one additional person runs up on them when they are engaged on a target. Getting added on often results in needing to vanish, blow IP, SoS, or die. Often times its just die
Stealth groups get to abuse both forms of protection. Let's be honest they are only preying on equal or lesser numbers if they have a pretty sure chance they aren't going to die in the process. The only time they really die or get wiped is when another small man or FG rolls up on them when they are currently engaged. It's completely idiotic they can sit in high traffic areas with essential impunity. The dock system of NF at least alleviates that somewhat. The story was very different in OF.
A solo player has a chance vs a duo to at least kill one or maybe both depending on class and RA availability. Once a third attacker is added to the situation their chances of survival or even killing someone goes to almost zero. They know most solos are no threat and just slaughter them. On this server in particular there are basically ZERO counters to stealth groups except forming up another stealth group. Even then there are realms(Albion) that have such a ridiculously drastic advantage in stealth group vs stealth group fights its laughable.
Thus, stealth groups are literally basest level of game play. They want the protection of both stealth and numbers and gleefully slaughter solos, duos, and most trios with no chance of death depending on the small man composition and stealth group size. They have almost no threats and plenty of escape tools to hedge their chances of even dying in the first place. Then when you do catch these stealth groupers solo. They tend to fold faster than a dollar bill. Which is extremely telling.
The biggest mistake this game/server made was no counter to groups of 3+ stealthers camping in a small area. Permastealth is easily one of the most broken mechanics any game can possibly implement without some sort of deterrent or hard counter. How many people do you think quit in OF when they could not get past their own Mile Gate due to stealth groups? I'd wager a lot. It's extremely aggravating to die to a stealth group and extremely difficult to do something about them. A solo stealth is extremely easy to counter however. The buddy system or just playing a strong solo class is all you need to basically be ignored or rob a solo stealth of a ton of kill opportunities. Most small mans, FGs, and Zergs aren't going to waste time hunting a stealth group. Again, unless they happen to get rolled up on when killing some poor bastard no one is going to do anything about them.THAT
is the difference.
When the kids try to solo