Rune_Relic wrote: »Had a similar idea.
Proximity based Stamina/Magicka degen.
Closer you are to someone the faster your resoucre drain.
I think of it as voluntary CD rather than compulsory CD.
Sure you can all stand in the same spot.
But you'll be a sitting duck with no resource in a couple of ticks.
Doesnt mean you cant ball up.
But you'll have to be bloody stupid or need a very very good reason to do it.
Plus its less liable to griefing then hard CD where you can be physically blocked.
Rune_Relic wrote: »Had a similar idea.
Proximity based Stamina/Magicka degen.
Closer you are to someone the faster your resoucre drain.
I think of it as voluntary CD rather than compulsory CD.
Sure you can all stand in the same spot.
But you'll be a sitting duck with no resource in a couple of ticks.
Doesnt mean you cant ball up.
But you'll have to be bloody stupid or need a very very good reason to do it.
Plus its less liable to griefing then hard CD where you can be physically blocked.
I don't quite see how to justfy that, though and I think that's important. I'm not out to kill the zerg no matter how.
I would like to see the struggle in Cyrodiil resemble war more and that does not mean getting rid of zergs but making sure they behave like armies: powerful, but not very manoeuverable or fast. Even if you wouldn't call 50 men an army in real life, in Cyrodiil they are, and should behave accordingly. A speed debuf is not a "how to kill the zerg" measure, but a proposed way of getting large masses of players to behave more like an army and less like a swarm of locusts. Collision and friendly fire would help, but as that's probably too demanding, a speed debuff is a better alternative. It kind of surprised me to learn movement speed is already modified by terrain. Might not the same mechanism operating on a dynamic player density map work?
Anyway it is quite speculative and I am above all sceptical about the community's reaction to such a measure, given how badly people react to anything that slows them down/prevents speed buffing.
ruze84b14_ESO wrote: »Rune_Relic wrote: »The whole idea of trying to disrupt zergs/large groups by making it possible for small groups or individuals to do serious damage against them in a straight fight is just utterly stupid (and that doesn't just apply to the vid, but also to prox det / VD and other over-powered AoE's). You're never going to get a well balanced game that way.
A player density based penalty (think up to 50%) to movement speed however would make quite a bit of sense, to compensate for the lack of collision and friendly fire.
Had a similar idea.
Proximity based Stamina/Magicka degen.
Closer you are to someone the faster your resoucre drain.
I think of it as voluntary CD rather than compulsory CD.
Sure you can all stand in the same spot.
But you'll be a sitting duck with no resource in a couple of ticks.
Doesnt mean you cant ball up.
But you'll have to be bloody stupid or need a very very good reason to do it.
Plus its less liable to griefing then hard CD where you can be physically blocked.
No, the movement speed penalty is better. You do not want your resources being drained just because there are a lot of you on the wall defending the keep, while the attackers get to spread out across the ground.
That's why the resource drain would be a bad thing to implement.
For Cyrodiil, this is outstanding! And falls in a rational way, as moving large groups of people safely is a logistical nightmare!
It has to be significant. Noticable. This doesn't make the small group stronger or kill better, but it does make it less viable to form in the largest group possible to rush from place to place.
I like this idea a lot.
Rune_Relic wrote: »Rune_Relic wrote: »The whole idea of trying to disrupt zergs/large groups by making it possible for small groups or individuals to do serious damage against them in a straight fight is just utterly stupid (and that doesn't just apply to the vid, but also to prox det / VD and other over-powered AoE's). You're never going to get a well balanced game that way.
A player density based penalty (think up to 50%) to movement speed however would make quite a bit of sense, to compensate for the lack of collision and friendly fire.
Had a similar idea.
Proximity based Stamina/Magicka degen.
Closer you are to someone the faster your resoucre drain.
I think of it as voluntary CD rather than compulsory CD.
Sure you can all stand in the same spot.
But you'll be a sitting duck with no resource in a couple of ticks.
Doesnt mean you cant ball up.
But you'll have to be bloody stupid or need a very very good reason to do it.
Plus its less liable to griefing then hard CD where you can be physically blocked.
No, the movement speed penalty is better. You do not want your resources being drained just because there are a lot of you on the wall defending the keep, while the attackers get to spread out across the ground.
That's why the resource drain would be a bad thing to implement.
And how do you escape from each other quickly if you are magnetised by a snare ?
How does that force you apart when theres plenty of situation when you are quite happy to be stationary and clumped spamming mutual buffs and heals ?
Like inside a resource tower AP farming.
New mist form, removes all snares and wahtever the crap effects are on you, and gives immumiti, the new way to escape from zergballs!!! Mag templar/MagDK will be stronku AF
condumitru wrote: »New mist form, removes all snares and wahtever the crap effects are on you, and gives immumiti, the new way to escape from zergballs!!! Mag templar/MagDK will be stronku AF
The mightyforker is correct though - many will be forced to run mist to stand a chance. But let's not forget what a surge of vamps in cyro would buff indirectly