Dynamic ult gen is a good place to start if you want players to fight larger groups.
Punishing the zerg for stacking would just make them quit, leaving cyro very empty and boring (what you suggested might be perfect for IC).
Give small scale players the tools, that take a lot of skill, to wipe zergs. Don't auto-wipe zergs which would be boring for everyone.
Give keeps 3 flaggs and adjust the placement. Two inner but one ground floor and one upstairs, 3rd one in the outer area. Would make defending against brainless zergs much easier. Think about it
Zergballing is favoured in various game mechanics.
One is that players have to choose to use certain skills and sets over others in their builds and choosing ones that work well against zergballs will make you very vulnerable.
There isn't anything wrong with having to make choices in your build. On the contrary, that's what makes it interesting and creates diversity. But it would go a long way if more mechanics that can be used in various situations also happened to provide something to fight stacks of players with.
Zergballs on the other hand have plenty of slots and players to run specialized builds.
You can also change mechanics zergballs are using. This is something ZOS has actually been doing several times, for example with the change to Rushed Ceremony requiring you to have the targets in front of you, and they are doing it right now again with Defensive Maneuver. Unfortunately, a very powerful mechanic for zergballs is smarthealing, and that probably isn't going to change, ever.
The scaling things we have, like Detonation, Vicious Death or Master 2-hand can provide some relief, but they aren't going to take away the incentive to stack up in the first place.
edit: typos
Give keeps 3 flaggs and adjust the placement. Two inner but one ground floor and one upstairs, 3rd one in the outer area. Would make defending against brainless zergs much easier. Think about it
An interesting idea!
Vicious Death used to be a anti-zerg tool. Not anymore.
The real problem is that pug think they can beat ballgroups. I find amusing to see them chasing and in the end they die to the blob and complain in zone chat.
Ball groups hate being ignored, and that its very effective.
Curse eater working only in group is even worse than on random players
I wasnt here for some time but i think purge and rapids works only for group members, or am i wrong? If iam, sorry
SaintSubwayy wrote: »Curse eater working only in group is even worse than on random players
I wasnt here for some time but i think purge and rapids works only for group members, or am i wrong? If iam, sorry
so you'd have to choose, run Curseeater in a Group, but get double the dmg from VD procs, or run outside of grps taking normal VD procs.
Another problem is to first of all kill someone in a ballgroup,
Change inevitable detonation (mag det ranged morph, do not remember the axact name) to instant cast, lower singlentarget damage, increase aoe damage.
SaintSubwayy wrote: »or maybe a new set...Glorious Death
When killed by an enemy you explode for X Flamedmg, the DMG is increased by 20% for each enemy in range of 5meter arround your killer up to a Max of 200%.
You die to their VD, they Die to your and your allies death
Just slot this and VD on your own, and they wipe by killing you and 2 other ppl in an instant
SaintSubwayy wrote: »or maybe a new set...Glorious Death
When killed by an enemy you explode for X Flamedmg, the DMG is increased by 20% for each enemy in range of 5meter arround your killer up to a Max of 200%.
You die to their VD, they Die to your and your allies death
Just slot this and VD on your own, and they wipe by killing you and 2 other ppl in an instant
That does exist: It's called the Phoenix/ VD set suicide squad
SaintSubwayy wrote: »
SaintSubwayy wrote: »
Inevitable detonation explodes when purged - thats why its called inevitable.
Zergballing is favoured in various game mechanics.
One is that players have to choose to use certain skills and sets over others in their builds and choosing ones that work well against zergballs will make you very vulnerable.
There isn't anything wrong with having to make choices in your build. On the contrary, that's what makes it interesting and creates diversity. But it would go a long way if more mechanics that can be used in various situations also happened to provide something to fight stacks of players with.
Zergballs on the other hand have plenty of slots and players to run specialized builds.
You can also change mechanics zergballs are using. This is something ZOS has actually been doing several times, for example with the change to Rushed Ceremony requiring you to have the targets in front of you, and they are doing it right now again with Defensive Maneuver. Unfortunately, a very powerful mechanic for zergballs is smarthealing, and that probably isn't going to change, ever.
The scaling things we have, like Detonation, Vicious Death or Master 2-hand can provide some relief, but they aren't going to take away the incentive to stack up in the first place.
edit: typos
Organized groups of many players are always going to have an advantage, that's not really a problem.
The problem was their ability to literally ignore almost all effect that this game has thanks to dedicated purge and rapids spammers. The only exception was negate(as it stopped the spam).
After the change to rapids(and the corresponding loss of snare/root immunity), the balls will suddenly become vulnerable to ground-placed effects with strong snares(like the dragonknight eruption) and spam from AOE roots (like bombard). Now there is something to slow them down, or even split them in two (if you snare the back half of the blob only).
It might be enough to provide counterplay. They will still be strong, but at least i won't have the feeling anymore that i can not affect them no matter what i do.
Give keeps 3 flaggs and adjust the placement. Two inner but one ground floor and one upstairs, 3rd one in the outer area. Would make defending against brainless zergs much easier. Think about it