ummm, maybe you should try Pac Man.
UltimaJoe777 wrote: »Alright ya'll this whole complaining about zergs thing is really getting ridiculous. I understand how you feel from a PvP perspective but you need to realize just what large-scale PvP actually stands for in this game.
1. Cyrodiil is under siege from all 3 alliances which means it is war. War means armies, armies means zerging. Zerging is just a silly gamer code for legions of players working together, and in a war setting it is perfectly valid.
Large battles are nice. Being almost doomed if you re not in a 20+ group is not.
The choice is not between "put an end to zergs" and "don't touch anything". Many of the tweaks proposed by "anti-zergs" posters, if implemented wisely, could give more chance to organized smaller groups without forbidding large ones.
ladyonthemoon wrote: »What is a zerg?
Joy_Division wrote: »Wait.
If we are going to say AoE caps are not fair because they give ball groups the benefit of artificial free damage mitigation, it would be hypocritical to just come back and give these groups an artificial disadvantage of automatic damage reduction.
Whatever happened to skill should win? Does that only apply when the game mechanics artificially support how people prefer to play?
Instead, there's no downside to the zerg blob. And if you're not in one you're at a severe disadvantage. Half the time I go to keeps to help defend you can see there's a zergblob inside just because of all the AOE. Zergs are going to happen in any game, but here they're more like locusts that sweep in and overwhelm without a proper counter.I hear what you are saying, but I believe there should be a penalty for stacking that many people in a small area. I do not have a problem with 24 man groups, I want to hurt the groups that stack 24 people in a six meter radius of each other. You should get an artificial disadvantage for that imo.

Instead, there's no downside to the zerg blob. And if you're not in one you're at a severe disadvantage. Half the time I go to keeps to help defend you can see there's a zergblob inside just because of all the AOE. Zergs are going to happen in any game, but here they're more like locusts that sweep in and overwhelm without a proper counter.I hear what you are saying, but I believe there should be a penalty for stacking that many people in a small area. I do not have a problem with 24 man groups, I want to hurt the groups that stack 24 people in a six meter radius of each other. You should get an artificial disadvantage for that imo.
When there's so much PVP AOE that the outside of the keep looks like a tomato ...
This particular zerg is ridiculously organized, and they all throw down AOEs at the exact same time. I've seen them run into keeps, drop AOEs, and just DOT half the room to death. But there's little to no defense against it, really. Not unless you can counter-AOE first. Siege and oil can be near worthless now. It does half the damage it used to, and can just be purged or cloaked away.The concentration of circles just shows how "organized" the zerg is
That picture sums up PvP, but imagine if steel tornado had red circles...
Joy_Division wrote: »Wait.
If we are going to say AoE caps are not fair because they give ball groups the benefit of artificial free damage mitigation, it would be hypocritical to just come back and give these groups an artificial disadvantage of automatic damage reduction.
Whatever happened to skill should win? Does that only apply when the game mechanics artificially support how people prefer to play?
I hear what you are saying, but I believe there should be a penalty for stacking that many people in a small area. I do not have a problem with 24 man groups, I want to hurt the groups that stack 24 people in a six meter radius of each other. You should get an artificial disadvantage for that imo.
Instead, there's no downside to the zerg blob. And if you're not in one you're at a severe disadvantage. Half the time I go to keeps to help defend you can see there's a zergblob inside just because of all the AOE. Zergs are going to happen in any game, but here they're more like locusts that sweep in and overwhelm without a proper counter.I hear what you are saying, but I believe there should be a penalty for stacking that many people in a small area. I do not have a problem with 24 man groups, I want to hurt the groups that stack 24 people in a six meter radius of each other. You should get an artificial disadvantage for that imo.
When there's so much PVP AOE that the outside of the keep looks like a tomato ...
Instead, there's no downside to the zerg blob. And if you're not in one you're at a severe disadvantage. Half the time I go to keeps to help defend you can see there's a zergblob inside just because of all the AOE. Zergs are going to happen in any game, but here they're more like locusts that sweep in and overwhelm without a proper counter.I hear what you are saying, but I believe there should be a penalty for stacking that many people in a small area. I do not have a problem with 24 man groups, I want to hurt the groups that stack 24 people in a six meter radius of each other. You should get an artificial disadvantage for that imo.
When there's so much PVP AOE that the outside of the keep looks like a tomato ...
I don't think they should reduce the group size. People should be able to run in 24 man groups, I like the idea of large scale PvP.
What I don't like is the game mechanics that make running in large groups stronger. Large groups are already strong because of their numbers and they don't need game mechanics to contribute to that.
Here are a few things that I think would help solve this issue:
1)Invert the AoE cap If you can manage to hit more than 6 players with one skill, then every player after six takes additional damage. (Might have to reduce the range of steel tornado slightly)
2) Increase multipliers Increase the bonus damage cap of Proxy det to 15 players, and include one for inevitable det as well.
3) Reduce Number of targets for certain abilities Purge and rapids should not hit 24 people
4) Change Lightning Ballista Make it so that they do more damage based on number of targets hit, but do pitiful damage if hitting one player.
5) Reduce effectiveness of using the same move Want to spam the same AoE over and over again like the mindless zerg monkey you are? Pay the price. I think using one abilitiy in between should be good enough to reset the nerf.
Let me know what you think!

Thank you... I quote:"Nowadays term zerg is used in mmo games to describe force consisted of large group of lower level players (often with only basic equipment) who use numbers rather then strategy to defeat the enemy, therefore requiring no skill. This tactics is commonly known as zerging"
Dynamic Ulties - Remove aoe cap. LETS GO!
RDMyers65b14_ESO wrote: »Keep in mind that ESO zergs are not the lower level players but usually they are stacking emps and former emps with those who are Alliance level 30+ and upwards. So, the zerg is so much higher ranked than the average player. I have seen a zerg with multiple active Emps due to guesting and jumping to the group leader.