There is no way to make zergs not the best way, not unless you simply want to scrap the entire cyrodiil PVP/war aspect.
There is no way to make zergs not the best way, not unless you simply want to scrap the entire cyrodiil PVP/war aspect.
Maybe the problem does not lie with ZOS but the players themselves. Use your brain and the tools given to you to devise a method for victory against said Zerg. As they say, where there is a will, there is a way.
sorry if i ask something that may be obvious but:
why they can not add the Character collision?
It would make the PvP more realistic and would be epic to see a wall of tanks in front of the destroyed walls/gates
btw i think one solution could be to improve the AP gain of the small groups and to remove the Purge effect on the siege weapons dots
The AP points gained in small group should be incredibly high and they could make longer the way to rank up
I don't see the problem, as long as it's only in cyrodiil you won't have many problems with it.sorry if i ask something that may be obvious but:
why they can not add the Character collision?
It would make the PvP more realistic and would be epic to see a wall of tanks in front of the destroyed walls/gates
btw i think one solution could be to improve the AP gain of the small groups and to remove the Purge effect on the siege weapons dots
The AP points gained in small group should be incredibly high and they could make longer the way to rank up
For the love of everything holy, please,PLEASE, don't add player collision. The griefing would be brought to a whole new level and this player base (on all three factions) clearly showed they can't be civil when troll camps were in their hay day.
rfennell_ESO wrote: »The solution was inevitable detonation, they included proximity detonation but made it hit harder....
In theory, inevitable could still be the solution. It needs to do more damage, have a reduced cast time... Perhaps make it trigger other inevitable detonations when it goes off and increase their damage. Or even give inevitable detonation a debuff that can't be purged that increases AE damage for x seconds.
Fact is that inevitable detonation doesn't really "break zergs" which was exactly what it was intended for. It pales in the "we have to include a melee version" comparison with proximity.
If they really really want to break zergs... make inevitable detonation act as a silence based on how many targets it hits. I'd say from a very brief silence on one target to a 5 second on 20 or more.
Just throwing things out there... but the main issue is inevitable detonation ended up not being the solution and it's melee-centric morph turned into the new hotness.