So, why does this simply never happen? It's a real shame. Combat these days is absolutely about things like stacking multiple destructions behind sensitivity or equally annoying things like soulless rubs behind cement socks. There's just absolutely no skill involved so therefore, let's discuss the problem and determine the why this is currently an issue.
It's like, right now, the arena queue. I've been sitting on it for -days- - Before the last wargames, it was two entire weeks of nothing happening.
So, let's have at it and see if we can work out methods to resolve the issue.
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There are some who will, but at this point it is mostly challenging the people who like it. Throwing around "Duel?" or "You are a person I still need to kill, come to Faethorn" to someone who does not really want to is unlikely to result in anything.
To find people, you could possibly try leveraging sparwho; encourage people who are interested to join it, and instead of using the arena go off to a secluded place and have it out. Fighting "for real" might make that mechanic a bit more appealing.
Like, 1 on 1 vrs a Celestian, it's annoying to have to run over and over when you get heretic/infidel cast on you. That's why it deters some folks. Ectoplasm over and over being the Nihilists main form of balancelock can get annoying too, sap is lame, bard dodge is just lol, Sd and their twists are another story..
If you have the combat sense to avoid your opponent's end-game, you will never die. The next step is then to perform your own end-game before they can avoid it. You do this by hiding your progress, spamming blackout, or relying on their lack of the same combat sense you use to avoid their tactic.
This is why the meta is speed or vapours. Although the only vapours worth a damn is mugwump hexen, which is speed anyway. Speed wins. You do it before your opponent sees the red alarms telling them to haul their ass out of your firing sights. If you can do that, you get win your 1v1. If you can't, then you will never kill your opponent.
Is this bad? Not neccesarily. This can be argued as the matured stage of a complex combat system, where anyone participating in 1v1 is presumed to have the means, and the knowledge, to pull off their "cheese" be it ecto spamming or timing a double sleep hex throw with pooka and sleepcloud. The winner is the one who can trick the opponent to not avoiding your cheese before you pull it off.
What IS bad, however, is that some of the avoiding of tactics is tied too intrinsically to the archetype or guild. For example, if you want to avoid getting killed by a warrior, you pay a very very close eye on your wounds, and learn to run to catch up on healing applications... or you choose to be an acrobat (monk for bonus advantages) and just laugh at them trying to tendon you. If you want to avoid getting killed by a monk, you need to scrutinize their style and train your combat sense to the point where you can almost instinctively sense when they are at 5mo... or you choose to be a wiccan and run until your pooka is ready for your one-keybind-sleeplock. That there are guilds and archetypes that are so clearly tailored to have an advantage in avoiding or countering other guilds and archetypes mean that 1v1 combat is less about actually playing mind games and tricking your opponent, and more about choosing your opponent in the first place.
Exacerbating that is the burst style, which is universally seen as the hardest to counter. Set up your burst, wait for the timer to tick down, and hit your button at the same time as the echo pops up. You've got a win. Monks and wiccans work on this principle. The idea is that there is a lag time to the burst resolving, the time needed to set it up, during which they are vulnerable. It's a noble idea, but not really applicable because monks have hindering as part of their buildup (Tahtetso being the most egregrious with this) while wiccans can just run until their set up is ready. Guardians sort of work on the same principle, but they are coded differently, with less mana burst, but more of an affliction burst. Celestines have inquisition, and Nihilists have the crucifix balance lock. If they pull it off, you're royally screwed. It's easier to counter these two than wiccans, though.
General cheese tactics, like pfift-aurics or blackout-soulless, or meteor-destro, aren't really a big deal. They can be countered if you know what you're doing.
Avenging Angel?
There's a lot of Rock/Paper/Scissors mechanics to it, and other people are just as selective in who they fight as who you choose.
The divine voice of Avechna, the Avenger reverberates powerfully, "Congratulations, Morkarion, you are the Bringer of Death indeed."
You see Estarra the Eternal shout, "Morkarion is no more! Mourn the mortal! But welcome True Ascendant Karlach, of the Realm of Death!
It just seems frustrating is all. Nothing gets learned with the current setup. It's 95% down to whoever has the greatest number of people which really needs addressing.
Like I say, the overhaul will very likely resolve a lot of issues, (along with introducing new ones, no doubt) but in the meantime...?
tl/dr: Nerf inquisition, crux/ecto, sap, outlier dodging and outlier damage. Introduce damage weighting per group numbers.
Yeah, Silv. It -can- happen and it's rather nice when it does, but let's face it, it's just a real rarity these days and certainly only happens in extremely rare circumstances, i.e. there being such few numbers around on each side. All too often, we are seeing situations where a small skilled group (Thinking the likes of Aky, Thoros & Ollie here) do their raid thing. At times, sure, there's a win, but when there is not, said small group turns from three into half a dozen straight away. Power in numbers, if you will. While, yes, this is an entirely different problem that could be addressed differently, it does serve only to assert just how much of an impact a few extra largely unskilled people can be when they join the fray to do nothing more than autobash people to death.
Like I say, though... That's another issue and one that again, I suspect the overhaul will address. Regardless, the core issue remains where the 'victor' is constantly determined by factors that are extremely difficult to mitigate.
Awhile back, you jumped me on water, I stood there, threw a shot note at you and then Sondayga and Aerys showed up and I left.
I was willing to fight you 1v1, but it seems you weren't willing to. This is just one of many examples I can throw out regarding you and your willingness to 1v1.
If you want more 1v1, stop bringing groups when people are stepping up. As far as I can tell, you don't really want to 1v1 unless you know 100%, you'll win easy.
Ignoring my comments doesn't make them untrue, it just ignores probably the biggest issue with stated topic. Why should people try to 1v1 you when you just call your friends in each time?
There are several people extremely guilty of doing this, and notorious smacktalkers at the same time.
Soon as they're in trouble they call for help.
The divine voice of Avechna, the Avenger reverberates powerfully, "Congratulations, Morkarion, you are the Bringer of Death indeed."
You see Estarra the Eternal shout, "Morkarion is no more! Mourn the mortal! But welcome True Ascendant Karlach, of the Realm of Death!
I have pointed out FACTS about you that is an overlying issue about 1v1
You don't seem to want to 1v1. There have been opportunities, but you bring friends, every time in my experience. This is a fact.
Be the change you want to see in the world and all that
Neat!
It's just one of those things that very few people know about and even fewer actually use.
For those unfamiliar with it here, as per the suggestion by Xenthos, here's how things look. (It's actually pretty neat compared to the other games).
% of
your Combat Combat
Name might Rank Rating Guild
----------------------------------------------------
Caerlyr 100 --- --- Cantors
I always respond to 1 vs 1 combat, in fact, I prefer it. When I raid by myself, I bait, sometimes it works and most of the time it does not. 7 vs 1? I leave, not because I don't want to get curb stomped, but because it's just not fun and there is no point if I'm not enjoying it. Sure, you deal with several accusations of being a coward, but common sense is a rare thing these days.
Duels? Never outright rejected one without an OOC reason that prevented me from commiting time. Well, unless you bring other people to jump me.. in a duel you requested.. which -someone- did to me recently and is the reason for half the irony in this thread.
The problem is personality. You either enjoy 1 vs 1 or you don't. Will the re-balancing solve the issue? Some of it, sure. But people who like group combat and people who don't like a chance of dying are always going to jump you with 3-4 of their friends. Do I hardly ever get a 1 v 1 with serens because they don't like ectoplasm? Or could it be because their only goal is to stomp my face in and their enjoyment comes from the direct result (Me dying) and not the battle or the accomplishment of doing it by themselves? I think it's the latter myself.
Point being, this will always be a problem. It will never likely be resolved. Just get used to zergs for they are never going away so long as it's ridiculously easy to kill someone in under 5 seconds with more than 3 people.
"But paradise is locked and bolted...
We must make a journey around the world
to see if a back door has perhaps been left open."
-Heinrich Von Kleist, "On the Puppet Theater"
"But paradise is locked and bolted...
We must make a journey around the world
to see if a back door has perhaps been left open."
-Heinrich Von Kleist, "On the Puppet Theater"