@DeanTheCat Thanks for the inspiration

In the beginning people were creating rapid ult generating builds and spamming ultis for 1vX damage AoE.
With the removal of rapid ult gen, ult spamming became a thing of the past along with the 1-shot 1vX ability.
General AoE then became more and more powerful and spammed in its stead.
It has come full circle to the point of people demanding that normal AoE replaces those 1 shot ultimates of the past.
With the weakened AoE vs Ultimate in the field, grouping up to mitigate damage had become a viable and indeed only option for survival.
People opted for the AoE with greatest impact and lowest cost overall meaning PVP aoe with highest caps were favoured,
along with raising the number of people that could be hit when grouped up when 1.6 dropped.
All of which eventually led to more players being hit every second and people surving those hits longer and longer.
The result was an ever more catastrophic collapse on server/network performance that simply couldnt meet the demands of all the player updates swamping the system.
Campaign sizes were reduced repeatedly.
Lag became ever worse as players found ways to hit more targets at once and groups found better ways to withstand the damage.
Here is a 3 step solution to Zerballs and lag.
1. Reduce every single
AoE caps down to 4 group players...be it buff/debuff heal/damage PvP/PvE.
This will/should end all lag instantly.
This is designed to cater to the mainstay 4v4 group play and PvE dungeon runs.
This will ensure your team mates gets valuable heals and buffs rather than outsiders leech them.
This cuts away a large chunk of the selectable players reducing load through code savings.
This ensures the 4 player group hit by AoE damage can heal those 4 players at the same time.
2. Make ultimate what they were designed to be by making them 3 power versions for each class with a
24 player (PvP max Group) AoE cap with no falloff.
a.
6-shot kill unbuffable unstoppable 17% damage ultimate that take 1 minutes to charge or an equivalent ult cost (equivalent to 6 AoEs per minute load @ 4 player AoE cap).
b.
4-shot kill unbuffable unstoppable 25% damage ultimate that take 4 minutes to charge or an equivalent ult cost (equivalent to 1.5 AoEs per minute load @ 4 player AoE cap).
c.
2-shot kill unbuffable unstoppable 50% damage ultimate that take 9 minutes to charge or an equivalent ult cost (equivalent to less than 1 AoE per minute load @ 4 player AoE cap).
This will give 2 player groups the opportunity to take down a 24 man Zerg Ball with a
coordinated 1-shot once every 9 minutes.
This will give 4 player groups the opportunity to take down a 24 man Zerg Ball with a
coordinated 1-shot once every 4 minutes.
This will give 6 player groups the opportunity to take down a 24 man Zerg Ball with a
coordinated 1-shot once every 1 minutes.
This uses time based control to reduce the avarage number of players hit rather than players hit using an AoE cap (max players hit / second).
This eliminates class/build synergy bias issues with ult generation.
This reduces any chance of lag as the occurrences are so rare.
This means single players cant one shot anything....but still do a heavy chunk of damage.
{NB there is a chance burst load could cause lag if everyone on flag/breech/ball all drop ultis at the exact same time..
..but it shoud be short lived as they take so long to charge afterward..unlike general AoE that can be spammed}
3. Now that the burst traffic issue is removed
by cutting the load by upto 93% through reduction of the amount of hittable players scaling at any time..
a.
Restore campaign population to higher than its original value (ie. when it was 6 player caps or considerably more for PvP AoE).
b.
Reduce campaigns to no more than 2 so that 3 buff servers cant exist and "force" faction combat rather than allow dead servers.
c. Keep 1 seperate 0cp nonvet campaign for new players to get upto speed in PvP combat.
TL;DR
If there must be a 1 shot button:
1. Make it available to everyone equally.
2. Dont make it spammable.
3. The unstoppable damage done and charging time of these Ultimates should be debated by the playerbase.
4. Ultimates cease to become pretty special effects or multiple effects and focus on doing the proper job of ultimate damage.
WARNING: Anything that empowers a player, empowers a zergball more. The only saving grace here is that they can be wiped.