AhPook_Is_Here wrote: »I think if they just removed healing from the game it would fix most of the problems. 1st healing stacks in large groups giving them a huge defensive advantage over small groups, and 2nd DPS also stacks in the same Venn diagram. Since nobody wants to entertain collision which is the only way to create a tactical disadvantage to standing inside each other, removing healing will make it so small groups can surround large groups and while overlapping the large groups circles of inclusion, have minimal exposure in the large groups circle.
You don't have to remove healing in PVE, just in PVP or nerf it down 75%+ more from where it is at now.
AhPook_Is_Here wrote: »I think if they just removed healing from the game it would fix most of the problems. 1st healing stacks in large groups giving them a huge defensive advantage over small groups, and 2nd DPS also stacks in the same Venn diagram. Since nobody wants to entertain collision which is the only way to create a tactical disadvantage to standing inside each other, removing healing will make it so small groups can surround large groups and while overlapping the large groups circles of inclusion, have minimal exposure in the large groups circle.
You don't have to remove healing in PVE, just in PVP or nerf it down 75%+ more from where it is at now.
How about they just restore resource management?
There is a way to wipe them. Pull those sweeper mobs into their zergs. Make sure you tag them, the players, and then watch as your Tel'var counter goes up.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
DisgracefulMind wrote: »There is a way to wipe them. Pull those sweeper mobs into their zergs. Make sure you tag them, the players, and then watch as your Tel'var counter goes up.
During the special event in the middle of the Sewers, my friends were run over by a huge AD zerg right when the bonus boss spawned. I stayed alive, we rezzed everyone, at the very end, when he does his huge explosion, we tagged all the AD, watched them all get one-shot, then cleared the rest who didn't. So many Tel-Var stones, and the sweet, sweet revenge
Think problem with IC is that even a 10-12 man group is going to be a zerg, due to the size and design of the maps. Than you have all these guilds, used to running traditional PvP raids for their members and it's causing complete chaos in sewers and districts.
But in their defence, what are they suppose to do? Kill of all guild activities, retire and tell everyone to bugger of into 3-man teams or go solo?
I dont know how to fix it. Because it's clearly not a case of needing some mechanics to break up 50+ man blobs at this point. It's rather just a normal raid here and there, not fitting in. Obviously trying to find other raids and big numbers to fight, because that's what larger group wants to do. But all they end up doing is running over solo'ers and small teams for like 1 stone each. It's annoying and boring for everyone.
I think it will sort itself out tho. Mainly because of how boring and unrewarding it becomes when you invite to many players in your IC group.
Boredom will kill the zergs more efficiently than anything ZoS can do mechanic-wise. Give it a little time and people will thin out, blob-less, and return to the overworld. I'm a consummate practitioner of large group play, but in the IC there's no place for it, so I'm just all alone most of the time. I'll rejoin the fold when big group action swings back up top out of sheer boredom.
Boredom will kill the zergs more efficiently than anything ZoS can do mechanic-wise. Give it a little time and people will thin out, blob-less, and return to the overworld. I'm a consummate practitioner of large group play, but in the IC there's no place for it, so I'm just all alone most of the time. I'll rejoin the fold when big group action swings back up top out of sheer boredom.
Or when everyone gets their gear. The race to get to vr16 is driving the zerging.
Advice would be to join that zerg, get the gear quickly and return back to solo play.
Boredom will kill the zergs more efficiently than anything ZoS can do mechanic-wise. Give it a little time and people will thin out, blob-less, and return to the overworld. I'm a consummate practitioner of large group play, but in the IC there's no place for it, so I'm just all alone most of the time. I'll rejoin the fold when big group action swings back up top out of sheer boredom.
Or when everyone gets their gear. The race to get to vr16 is driving the zerging.
Advice would be to join that zerg, get the gear quickly and return back to solo play.
Considering everyone thats intending to do at least a 5 piece crafted set is gonna need about 700-900 mats per suit/toon.... yeah the zergs aint going anywhere anytime soon.
Or, the content could be gated like it was designed to be.
Or, the content could be gated like it was designed to be.
If it was gated, there would still be zergs, but only with 2 factions instead of 3 since it's unlikely that one alliance would be able to hold off both enemies from reclaiming their own keep for any reasonable length of time.
There's also the fact that for most people once they go into IC for the night, they will stay there whether their faction retains access or not.
I think that for every player that contributes to your death, your % lost stones should scale down. This means that the more players you were fighting, the less stones you will lose.
Just a thought.