People who play very close to each other in a raid have many advantages: they can have support, heal, buff, and they can deal a huge amount of damage all around them.
This is due to the fact that this game proposes a large palette of PBAOE spells. These PBAOE spells are very powerful, both for a defensive or offensive stance, and as long as you keep moving as a pack there is no reason for a raid not to use or even abuse of these spells. The resulting meta-game is very poor, and quite boring in the long run.
I would have expected a panel of techniques meant to force a stacking raid to split. But unfortunately none of them is currently efficient or even viable.
Let's take an example: the negate magic ultimate. In theory, this is a great anti-zerg ability, that can be used to counter a raid of people stacking pulsar within a short zone. But in practice, if you action immovable while being in a negate zone, then you can cast your spells again.
Does it work as intended? I don't know. But negate magic, dark talons, etc... can be too easily countered, resulting in a situation where there is nothing to counter a mass of people stacking together.
And as a zerg of 100+ people can easily TP from anywhere on the map to any forward camp (just go to the closest enemy camp and get killed by the guards), it can easily defend the most important keeps without having to spread all over the map.
Hence my suggestions:
- Limit the range of respawn for the forward camps to their zone of action
- Add a 5 pieces of heavy armor requirement for immovable
- Immovable shall not be able to counter the negate magic zone
- Add some anti-zerg techniques to the game, mainly CC techniques. People shall be strong when they stack together, but when stacking they should take huge risks.
- Add friend / foe collision.