vortexman11 wrote: »Put that unstable wall bug back in game. Problem solved.
vortexman11 wrote: »Ability cost of ALL AoE abilities based on number of targets they hit (I doubt Zo$ could code this without adding more lag)
If you don't have enough resources, you either cannot cast it (waste of slot, force you to spread out).
OR
You cast on the number you do have resources for.
IN WHAT WAY DOES THIS STOP ZERGING? AGAIN someone gives an idea that hinders smaller groups. So because its 5 v 20 all the abilities of the 5 people should cost more? Seriously?
This would help zergs, because they have more numbers to cast more skills.
vortexman11 wrote: »Ability cost of ALL AoE abilities based on number of targets they hit (I doubt Zo$ could code this without adding more lag)
If you don't have enough resources, you either cannot cast it (waste of slot, force you to spread out).
OR
You cast on the number you do have resources for.
IN WHAT WAY DOES THIS STOP ZERGING? AGAIN someone gives an idea that hinders smaller groups. So because its 5 v 20 all the abilities of the 5 people should cost more? Seriously?
This would help zergs, because they have more numbers to cast more skills.
Sure, there would have to be a different between heals/purge and dps.
If the zerg could not purge the entire group in 1 low cost spell, it might help.
Make it so that purging triggers inevitable detonation.
DanTeales_Inferno wrote: »
Leave purge alone. Adding cast time or cool downs or cost isn't going to bust the zerg, it'll just force it to increase it's size to maintain purge being up as much as it is now. The only way to bust a zerg is with your own zerg.....may the best error biggest zerg win
Leave purge alone. Adding cast time or cool downs or cost isn't going to bust the zerg, it'll just force it to increase it's size to maintain purge being up as much as it is now. The only way to bust a zerg is with your own zerg.....may the best error biggest zerg win
EP-NA-Thornblade.
Trayyacakes wrote: »Numbers will always have the advantage. They have more heals, more damage, more ultimates, and still, to a lesser extent than 1.5, receive DR from AOE by grouping, but if you just:
1. Bring back dynamic ult (yes the ult gain will be insane with no AOE caps, but that is the point. 24 people stacked need incentive to spread out.)
2. Drop the cost of Standard back down to 200, drop nova to 200 as well because it should have never cost more than a standard.
3. Make the Oil Cata snare unpurgeable.
4. revert negate back to 1.5 status. Possibly even allow negate to remove barrier, but I don't think it would be necessary.
You have just given a small group a way to compete. The small group still has less heals, less damage, and less dr, but has more ultimate gain. They have a way to reduce the zergs healing that can't be purged via Standard. Standard also provides much needed area denial. Also with the lower cost on the ability there could possibly be less meteors flying everywhere. Oil catapults will slow down the zerg balls helping you control them a little bit. Lastly pre 1.5 negates, enough said.
I don't think purge or barrier need to be nerfed. I don't think there needs to be an "anti zerg skill."
Dealing with disorganized pugs zerging should be doable with an organized 8 man.
The 24 man zerg balls should not be able to be owned by a lesser number of pugs, However 8 highly skilled players who use terrain, choke points, surprise and superior tactics should have a chance to split them up and take them out. The trick to dealing with the zerg ball is separating them. Everyone knows group specs are awful in smaller scale fights. I believe the 4 things I mentioned above will give small groups the opportunity to wipe these groups. It should not be easy, and every 8man shouldn't be able to do it, but it should be very possible. Right now it isn't.
Most of the ideas in these threads don't work for mechanical reasons. People always think they have the simple solution, but they don't look past the use and mechanics of that one thing. You have look at how the change effects everything. e.g. classes, other abilities, gameplay, balance, PVE
Without purge, what choices do some classes have to get rid of detrimental effects? Does a solo player want to spend half or three quarters of their magik pool to get rid of an effect? how bout with a cooldown? Groups would still have a huge advantage with a purge rotation. Try rotating an ability in a pug or running around solo. How would it affect siege damage? How would it affect every other ability with a duration? Putting a cast time on an ability that is meant to get rid of life threatening ailments just doesn't work. You could dead by the time you get it off. In a lot of situations, it wouldnt even be worth trying to purge siege. Purge the last tick and eat the first two along with the initial hit?
More reasons and stuff here.
Trayyacakes wrote: »Numbers will always have the advantage. They have more heals, more damage, more ultimates, and still, to a lesser extent than 1.5, receive DR from AOE by grouping, but if you just:
1. Bring back dynamic ult (yes the ult gain will be insane with no AOE caps, but that is the point. 24 people stacked need incentive to spread out.)
2. Drop the cost of Standard back down to 200, drop nova to 200 as well because it should have never cost more than a standard.
3. Make the Oil Cata snare unpurgeable.
4. revert negate back to 1.5 status. Possibly even allow negate to remove barrier, but I don't think it would be necessary.
You have just given a small group a way to compete. The small group still has less heals, less damage, and less dr, but has more ultimate gain. They have a way to reduce the zergs healing that can't be purged via Standard. Standard also provides much needed area denial. Also with the lower cost on the ability there could possibly be less meteors flying everywhere. Oil catapults will slow down the zerg balls helping you control them a little bit. Lastly pre 1.5 negates, enough said.
I don't think purge or barrier need to be nerfed. I don't think there needs to be an "anti zerg skill."
Dealing with disorganized pugs zerging should be doable with an organized 8 man.
The 24 man zerg balls should not be able to be owned by a lesser number of pugs, However 8 highly skilled players who use terrain, choke points, surprise and superior tactics should have a chance to split them up and take them out. The trick to dealing with the zerg ball is separating them. Everyone knows group specs are awful in smaller scale fights. I believe the 4 things I mentioned above will give small groups the opportunity to wipe these groups. It should not be easy, and every 8man shouldn't be able to do it, but it should be very possible. Right now it isn't.
Trayyacakes wrote: »Numbers will always have the advantage. They have more heals, more damage, more ultimates, and still, to a lesser extent than 1.5, receive DR from AOE by grouping, but if you just:
1. Bring back dynamic ult (yes the ult gain will be insane with no AOE caps, but that is the point. 24 people stacked need incentive to spread out.)
2. Drop the cost of Standard back down to 200, drop nova to 200 as well because it should have never cost more than a standard.
3. Make the Oil Cata snare unpurgeable.
4. revert negate back to 1.5 status. Possibly even allow negate to remove barrier, but I don't think it would be necessary.
You have just given a small group a way to compete. The small group still has less heals, less damage, and less dr, but has more ultimate gain. They have a way to reduce the zergs healing that can't be purged via Standard. Standard also provides much needed area denial. Also with the lower cost on the ability there could possibly be less meteors flying everywhere. Oil catapults will slow down the zerg balls helping you control them a little bit. Lastly pre 1.5 negates, enough said.
I don't think purge or barrier need to be nerfed. I don't think there needs to be an "anti zerg skill."
Dealing with disorganized pugs zerging should be doable with an organized 8 man.
The 24 man zerg balls should not be able to be owned by a lesser number of pugs, However 8 highly skilled players who use terrain, choke points, surprise and superior tactics should have a chance to split them up and take them out. The trick to dealing with the zerg ball is separating them. Everyone knows group specs are awful in smaller scale fights. I believe the 4 things I mentioned above will give small groups the opportunity to wipe these groups. It should not be easy, and every 8man shouldn't be able to do it, but it should be very possible. Right now it isn't.
Trayyacakes wrote: »Numbers will always have the advantage. They have more heals, more damage, more ultimates, and still, to a lesser extent than 1.5, receive DR from AOE by grouping, but if you just:
1. Bring back dynamic ult (yes the ult gain will be insane with no AOE caps, but that is the point. 24 people stacked need incentive to spread out.)
2. Drop the cost of Standard back down to 200, drop nova to 200 as well because it should have never cost more than a standard.
3. Make the Oil Cata snare unpurgeable.
4. revert negate back to 1.5 status. Possibly even allow negate to remove barrier, but I don't think it would be necessary.
You have just given a small group a way to compete. The small group still has less heals, less damage, and less dr, but has more ultimate gain. They have a way to reduce the zergs healing that can't be purged via Standard. Standard also provides much needed area denial. Also with the lower cost on the ability there could possibly be less meteors flying everywhere. Oil catapults will slow down the zerg balls helping you control them a little bit. Lastly pre 1.5 negates, enough said.
I don't think purge or barrier need to be nerfed. I don't think there needs to be an "anti zerg skill."
Dealing with disorganized pugs zerging should be doable with an organized 8 man.
The 24 man zerg balls should not be able to be owned by a lesser number of pugs, However 8 highly skilled players who use terrain, choke points, surprise and superior tactics should have a chance to split them up and take them out. The trick to dealing with the zerg ball is separating them. Everyone knows group specs are awful in smaller scale fights. I believe the 4 things I mentioned above will give small groups the opportunity to wipe these groups. It should not be easy, and every 8man shouldn't be able to do it, but it should be very possible. Right now it isn't.
What happens when the zerg comes in, drops a nova and standard on you, and negates your standard? Wait...we're back to negate wars aren't we? Or do you just want to drop standards every three seconds if people are stacked?
The problem of Zerg is they move fast, nothing can stop them from moving, especially inside a keep.
The damage increase of Siege is trying to stop Zerg, but as they're running too fast inside a keep, siege is not a good solution. Magicka detonation is suicide if your casting it to a Zerg because of the cast time.
My suggestion is to introduce a trap, which explode when more than 5 enemy step on it at the same time and instantly kill them, and the trap can last more a long time (1-2 minutes).
Unfortunately, I don't have a solution for you. I just know that this is a group oriented game and you stick with your group or you're probably dead. If people don't stack, I don't know how they're getting into a breach and taking a keep. It sounds like it would probably encourage more zerging. Would you send in your first group of six to face the defenders, wait a couple of seconds and send another? Would you bring even more people to open multiple breaches? Chances are, "zergs" would just adapt and find a new way to combat the new mechanics, if they were an issue at all.
I kept hearing from people that 1.6 was going to be smaller fights, more single target. People just adapted.