In keeping with the above formats, here are two things that need to happen that may help the situation :
1) bring the purge bug back
I know we all thought it was game breaking and annoying as hell, but now that there are literally zero viable ways to compete with groups significantly larger than yours, that bug needs to be brought back and made a legit feature. It gives smaller groups a chance to spread out the larger groups. It would also give wall of elements an actual use again after being nerfed into oblivion like tons of other stuff.
2) bring back dynamic ultimate gain
Yea yea, I know ultimates were a little out of hand up until 1.6. But all it needed was tweaking, we didn't need the awkward unrewarding system we have now. Stronger ultimate gain was what helped outnumbered groups compete with the big zergs.
Basically the point is, we need to stop buffing the large numbers and help the smaller groups deal with them. Then we might see a little less morphing from keep to keep with a 100 player swarm. But probably not.
Small objectives don't exist only so many times you can get a group to take a resource before it gets boring or you get zerged to oblivion, morrowind and backI don't think it is impossible to fight against a tightly grouped ball of players. The tools are already available, it just requires good timing and opportunity. That being said, I think folks who enjoy small group play should stick to small group objectives, taking on a zerg would probably get frustrating. But if you are a patient, well coordinated group, you can certainly have an impact on a larger group.
There's an incredibly simple, but controversial, solution to the lag: Implement friendly fire. Once you have friendly fire, no more zergballs. Period. Paragraph.
New assault skill line skill, replacing Guard ('cause no one uses that anyway): Calamity
"Inflicts an un-purgeable disease that deals 5000 poison damage over 15 seconds and reduces healing received by 15%. Every friendly player next to an affected player also gets affected by Calamity, and the effect is refreshed on both players. Damage and healing reduction are increased by 10%* for every player affected upon refresh".
50 guys affected? That's a 30.000 poison damage and 90% healing reduction.
* Note that the % healing reduction is itself increased by a %, and not by points: 10% increase of 15% is 16.5%.
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Ok, that'll never happen, but... Just thinking about it
There's an incredibly simple, but controversial, solution to the lag: Implement friendly fire. Once you have friendly fire, no more zergballs. Period. Paragraph.
There's an incredibly simple, but controversial, solution to the lag: Implement friendly fire. Once you have friendly fire, no more zergballs. Period. Paragraph.
_adhyffbjjjf12 wrote: »1. Remove aoe damage skills and effects. It's only useful when Zerg balling and it's poor game play anyway. This means Zerg balls can't roll around 1 shotting small groups so allows small groups to remain viable. This also Massively reduces processing on server.
_adhyffbjjjf12 wrote: »2. Create a Zerg buster siege (e.g cannon). The key difference is that it has a very fast projectile and hits for a very high amount - say 40k. To counteract this lethality, it's hit rate increases based on how many people it hits, so if it hits 1 person it has say a 0% chance to hit, if it hits 15 it has a 100% chance to hit.
_adhyffbjjjf12 wrote: »To the point above re hitting a group of 12 at a flag with a powerful fast siege weapon, turn it on it's head and ask why is a siege weapon is so weak that people feel safe to simply huddle on a flag knowing siege won't destroy them. Siege takes time to setup and fire, a group should fear siege and not simply stand about whistling and spamming shields. Far far more realistic and fun gameplay is that siege weapons should be lethal and treated with respect, ensure the are is clear, quickly pounce on surge, then stand about at a flag doing nothing in an active battleground. Who in earth would think the former is more exciting?
To the point above about zerging, Zerging/unbalanced fights can be intense fun, the point was about Zerg balling/follow my leader. Another example, a group if about 30 spent 2 hours the other night running in a right circle around a farm fighting a small group of perhaps 10 who gad no chance, no tactics available. What's worse the Zerg group made no attempt to attack the keep, that's pretty damaging gameplay.