If you have played in an organized raid-group for PvP, you have probably noticed that two abilities are critical to their dominance:
- Purge. Purge spam eliminates a lot of problems, especially siege damage
- Retreating Maneuver. This makes the raid mobile and immune to all snares
If you think through tweaks to either of these, most proposed changes simply result in more people loading the skill (e.g., "make it cost more," "limit it to X targets," or "give it a cooldown.").
A change that simply makes everyone load the same skill is not a good change.
Here's what might work:
Remove all the snare-based effects from Maneuver, and treat heals as attacks that end the buff. Change it so that morph costs less, or also provides Minor Expedition for 6 seconds, etc, but remove the snare clear and immunity effects.
What happens then? Zergs become slow. Many players have speed boosts, but not every spec can manage them, particularly if they must be recast constantly. Zergs will either be limited to the pace of their slowest members, or they'll end up spread out. A slow zerg kills only the inattentive. A dispersed zerg can be picked apart. Think wolves surrounding a bear.
The coordinated group of 12 or 24 would still achieve far more than smaller groups or solos. In PvP, nothing ultimately beats organized, optimized guild groups on Teamspeak. However, they would no longer be lightning-fast killing machines, vulnerable only to similar groups.
I don't know whether this is a desirable result. 'Zerg' connotes unskilled play, and organized raids represent
very skilled play. It's just not the same skillset as dueling. If ZOS does decide, however, to break up large groups -- and I think the changes to siege and the addition of Detonation indicate they might -- this might be the best way to do it without breaking anything else.
Just a thought. What have I got wrong?
Snit AD Sorc
Ratbag AD Warden Tank
Goblins AD Stamblade