vortexman11 wrote: »You know what the real fix to zerging was? In 1.5 when a group of 8-12 people could ultimate bomb a group of 24-30 with a well placed negate. That nice little dynamic ultimate gain system made this possible. 1.6 made it nearly impossible or at least harder to wipe a group of more than 24 people unless you yourself outnumber them.
Nerfing purge simply makes small groups suffer
Buffing siege makes small groups suffer
Any ability that multiplies its damage to a point where it will instantly wipe out large groups is insane
When I look at 30 people stacked on a flag all I do is think back to the endless bat swarmers that would of either killed those 30 people or forced them to spread out. A build that gets stronger based on the amount of people around it is necessary whether you all like it or not, it IS the zerg buster. But hey! You guys like this version of the game better!
Oh yeah umm, bring back ground oils, and make them cheaper for EP again
SmalltalkJava wrote: »It's a war, why would you want to remove zergs? RP your special forces if you want, but don't cry against large scale warfare.
I'm all fine for certain changes, but it really seems like most people want their few people to be more effective than a larger, better organized group of players. Will never happen. Such guilds and players will always adapt, min max, and continue to be effective.
Or they'll wuit, like TYSM, but I think you get the idea.
vortexman11 wrote: »GorraShatan wrote: »
You know how you prevent impulse bats from being effective? By spreading out. You know how to stop an AoE speced DK from being effective? By spreading out. You know how you stop a streak and negate spamming sorc from being effective? By spreading out. You know how you stop a blazing shield bats spamming templar from being effective? By spreading out. You know how you stop a NightBlade sap tank spamming bats from being effective? By spreading out.
The dynamic ultimate gain system allowed for those who fought outnumbered to gain ultimate at an increased rate, thus causing zergs to spread out. When an impulse bat spammer isn't surrounded by players they don't receive heals, they don't do damage, they don't gain ultimate.
Whether you all liked it or not, the real zerg buster was the dynamic ultimate gain system. Thats what stopped 40 people from gathering on a flag and force flipping it, the fact that one person could simply spam bats in them and not die. As crazy as you think it is, this is what stopped the zergs.
I'm all fine for certain changes, but it really seems like most people want their few people to be more effective than a larger, better organized group of players. Will never happen. Such guilds and players will always adapt, min max, and continue to be effective.
Or they'll wuit, like TYSM, but I think you get the idea.
I would prefer that organization, skill, and placement play a larger role in battles compared to simply bringing 50 guys. Just my opinion, even though I told particularly believe this was directed at me haha..
Valen_Byte wrote: »So sick of the word 'zerg'
Do you know anything about military tactics?
Ever heard of Normandy? War is not fought in small groups. Its illogical. It takes numbers to win a war. Its human nature to fight with as many allies as possible.
No matter what they do to try to spread people out, will not work. You cant fight instinct.
Edit: spelling
God_flakes wrote: »Calltrops are currently very under powered. I am a glass cannon and can wall easily walk over them and heal. They're pointless right now.
IxSTALKERxI wrote: »I would like to see a much higher diminishing return in AP gain for large groups.
Joy_Division wrote: »
Joy_Division wrote: »
Or hide it behind other synergies.
Not to mention that likely has the empower buff (20% dmg) on a very high weapon damage build or spell damage.
Joy_Division wrote: »
Or hide it behind other synergies.
Not to mention that likely has the empower buff (20% dmg) on a very high weapon damage build or spell damage.