1. Zergs are an awful strategy and easy to wipe out because of the mindless mentality behind it. Have wiped massive zergs while in a raid of 24 just because we had players who were on Team Speak and could communicate and work as Military force
Krentar_RNX wrote: »
1. Zergs are an awful strategy and easy to wipe out because of the mindless mentality behind it. Have wiped massive zergs while in a raid of 24 just because we had players who were on Team Speak and could communicate and work as Military force
No *** ! you are a zerg on your own spamming 3 barriers, purge, pulsar, rapid, and imo.
Teamspeak and Military Force, my ***
1. Zergs are an awful strategy and easy to wipe out because of the mindless mentality behind it. Have wiped massive zergs while in a raid of 24 just because we had players who were on Team Speak and could communicate and work as Military force to combat other players. Not just spam spells.Halrloprillalar wrote: »This is not a thread about bugs.
1. Aoe caps causing zergballs. A whole thread about it here. Basically, the current meta is 'follow the leader, press 1-2 buttons, win game' is stale and unfun for many people.
2. Home vs. guesting, and pvp buffs. Firstly, pvp buffs should only apply in pvp, having them for pve is silly - and I say this despite knowingly using first round AB/DB for my leveling buffs. It encourages guester zergs from unicolor campaigns to destroy real, contested campaigns due to buffs and the former emperor nonsense. There should only be buffs from the current campaign, or no guesting.
3. Emperor trading/former emperor buffs. The former buffs are small but significant enough that a whole raid of FEs will be more effective in both pvp and pve. Former emp should be only available in the campaign it was obtained, IMO. Other solutions possible, thread can be found here and here and others
4. Forward camps. Supply lines and map coverage currently mean nothing when you can suicide port to any place on the map with a camp. Also, having random people use up your camps (which are pricey) and not replace them is frustrating, especially if those people have no concept of what it is you are trying to accomplish. It also allows cross faction trolls/spies to interfere by abusing the overlap radius. More can be found in the main thread here
5. The rewards/AP/gear system. This is getting some changes to it, which is nice, but the 'send you random bag of nonsense' for every chunk of AP method is really inconvenient for many people, as can be seen here
In short, it is exploiting the aoe target cap by stacking as many players on top of each other to get a passive chance of dodging that increases with the numbers: (members - 6) / members x 100
As part of a group of 20, you would get 70% chances of avoiding an attack.
In short, it is exploiting the aoe target cap by stacking as many players on top of each other to get a passive chance of dodging that increases with the numbers: (members - 6) / members x 100
As part of a group of 20, you would get 70% chances of avoiding an attack.
They stack to take advantage of how group mechanics in this game works. Pretty much every group mechanic in this game requires you to be stacked or nearly stacked. Synergies, healing, buffs, purges, etc. all require you to stand close.
If it was just about dodging your AOE's they would simply spread out and as a member of a 20 person group they would have a 95% of avoiding your attack.
@frosth.darkomenb16_ESO
Lmao nope I didn't misunderstand a thing. I compeltely understand that strategy he was talking about and so does everyone else, theres no need for you to point it out. Second the reason why I responded was because he flat out said that my group I run with was a Zerg because that was this strategy
we use, and nothing like a military force because of this and teamspeak has *** to do with why we can do well.
I just stated back that we don't run in that kind of way by as you put it "zerg balling/ blobbing" together and also pointed out that I never once said anything about that ever using that strategy. Therefore, he misunderstood what I said and so did youNow we wasted everyone's time reading this pointless argument trying to clarify for you and him what I said. Lets move on...
In short, it is exploiting the aoe target cap by stacking as many players on top of each other to get a passive chance of dodging that increases with the numbers: (members - 6) / members x 100
As part of a group of 20, you would get 70% chances of avoiding an attack.
They stack to take advantage of how group mechanics in this game works. Pretty much every group mechanic in this game requires you to be stacked or nearly stacked. Synergies, healing, buffs, purges, etc. all require you to stand close.
If it was just about dodging your AOE's they would simply spread out and as a member of a 20 person group they would have a 95% of avoiding your attack.
In short, it is exploiting the aoe target cap by stacking as many players on top of each other to get a passive chance of dodging that increases with the numbers: (members - 6) / members x 100
As part of a group of 20, you would get 70% chances of avoiding an attack.
They stack to take advantage of how group mechanics in this game works. Pretty much every group mechanic in this game requires you to be stacked or nearly stacked. Synergies, healing, buffs, purges, etc. all require you to stand close.
If it was just about dodging your AOE's they would simply spread out and as a member of a 20 person group they would have a 95% of avoiding your attack.
yes, and yes.
But do you seriously not see that having to decide when to stack (for group buffs) and when to spread out (for avoiding AoEs) makes for a better game, then one where you simply stack always, because it is always the best move?