Breaking up zergs has long been a ZOS goal, but their solution has always been to offer more powerful abilities, like the destro ultimate. This is problematic for obvious reasons - if I'm in a Zerg, the Zerg can heal through a solo players destro ultimate, but if I'm a solo player I have no hope of surviving a 10+ group casting these same skills.
So here's an idea for discussion - combat Zergs by making them weaker. The proposed new mechanic would use the keep grounds to count the number of players for any one team who are currently present. Then, for every 10 players on grounds for a team that does NOT currently own the keep, every player on that team loses 8% weapon and spell damage and 5% resistance, stacking multiple times as the Zerg grows.
Examples:
A. AD assaults Aleissa while under EP control. There are 22 AD players on grounds and 12 EP players. The debuff stacks twice, so each AD player would lose 16% weapon and spell damage and 10% resistance. EP owns the keep, so no debuffs.
B. EP assaults Ash while controlled by DC.There are 32 EP players on grounds, 20 DC defenders and 11 AD randoms. EP players would lose 24% damage and 15% resistance. AD players would lose 8% dps and 5% resistance. D.C. Players would be unaffected.
Pros:
Could encourage zergs to break up since larger groups would become increasingly squishy.
Could extend keep captures, which go too fast and don't offer enough opportunity for defense.
Could encourage more keep battles at any given time, making for a more vibrant campaign.
Cons
Debuff system could make for weird gameplay immediately after keep flip, depending on how that worked.
A player's dps and defense would become more variable, which could be frustrating.
You'd have instances where a reasonable force (~15) were taking a keep and taking fire, then another group of 15 wander onto grounds to help and you're all debuffed and possibly wiped. This would be hilarious to watch...but yeah...it'd be a concern.
For the vote and discussion, let's assume this system is technically possible (it might not be). And let's discuss the overall concept, not my random debuff numbers. How much is applied and how many times it stacks would require testing and analysis. Obviously the goal would be a significant penalty for zerging so that the pain is felt, but not so much that assault is impossible.
Edited by davey1107 on May 13, 2017 5:59PM
Zerg breaking idea #37 31 votes
Yes this is worth exploring
No this does not seem feasible