Couldn't agree more. The difference in the previous update between a bad and a good creep raid leader was huge. There was no way of having even a slight possibility to fight equally if the leader didn't know when to push and when not to, and if people didn't follow RAT 100% of the time.
Originally Posted by searingskitso
On the other hand, even a poor raid leader on freep side could get easy wins, even with freeps just spamming attacks on what ever they wanted to.
The simple fact was, that freeps could still win with a keep-full of NPC:s on them against a creep raid, creeps did not have that luxury. They still try this, as adjusting to new tactics and strategies takes time.
One very important thing to note is, that creeps required (not just needed) 2 healers in every group to be viable, where freeps could go with one Captain in each group and still pull it out. Also creeps had to learn to move, because being concentrated on meant death almost with 100% surety.
The playing field is now more even, and what determines if a side wins has more to do with player skill. Creeps are easier to learn because of their limited amount of different skills and builds. With the same amount of learning, a freep doesn't come even close to it's full potential. I'm not saying creeps are good and freeps are bad players, but that both sides can be great with enough dedication. There are more than enough examples of this.
TL;DR: The good and amazing freeps still win like before (and this will be especially true when they get their gear set up), the average and bad get killed eventually (still not in seconds like Reavers did before RoR, and still do if at low rank without Audacity. Actually all low rank creeps did...). And this is how it should be. Same goes the other way around.
Bravery calls my name, in the sound of the wind in the night. My sword will drink blood, and I will fight, yes I will fight, in the Dawn of Battle!
- Manowar, Dawn of Battle