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Should ZERG buster skills exist?

  • lonewolf26
    lonewolf26
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    No (explain)
    For two reasons.

    One person should not be able to take out a reasonably choreographed army. There was strength in numbers, but now every glass canon in your group is a living bomb.

    The zergs themselves are using these sets and skills to decimate smaller groups giving them more tools in their arsenal.
  • Edziu
    Edziu
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    Yes (explain)
    some ye, some no, but more yes

    - but this should be few players wiping zerg, not only 1 #%$%# nb
    - this shout working ONLY agains hight amount of players when now iths also work very good on 1vs1 what is the hell the dumbest thing in this game. 1 idiot geard for aoe zerg bust have no any problems to kill with it only 1 person...for only 1 person this should damaging for less than half this damage as is now.
    - make proxy det damage max to 5k with crit and max cp against 1 player, make it around 10k dmg with crit to minimum 10 players in range and will be fine
    - vicioust is pretty fine...deto is just fcked with combos on only 1 target
  • bloodenragedb14_ESO
    bloodenragedb14_ESO
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    No (explain)
    skills? no

    i think the only thing that should bust a zerg is a siege weapon that is anti-personnel
  • GaldorP
    GaldorP
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    Yes (explain)
    I think they need to exist as a temporary counter-measure for the zergball meta, BUT they should be useless when they hit less than 5 targets (so in any situation where they don't hit a zergball).

    The long-term fix should be removing AoE caps and adding better capture, travel and respawn mechanics, in my opinion, though (see the base capture and deployment mechanics of Planetside 2 as an example of how it could be done).
    Edited by GaldorP on April 4, 2016 8:04PM
  • AddictionX
    AddictionX
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    No (explain)
    When you create capture the flag type of game the fundamental thing is to stack the flag.

    So.... Force people to take more flags.

    All 3 resources must be taken within 15 seconds of each other for the keep to be siege. Players will be notified as soon as a resource lights up. Otherwise the siege should deteriorate at an stacking accelerated rate and do minimal damage to the walls but normal damage to players.

    Put flags on the four corners of the keep all of them must have a certain amount of players on them minimum of 6 players on them standing for the flag to flip. However if there is more than 6 players at any given flag it will turn at a increasingly slow rate by 300 percent only if an enemy player not assigned to the flag is attacks a player with in the confines of the flag. If defenders of the said flag cannot sneak if not being attacked in the vicinity of the flag. If the attacking player decides to run or LOS away from the flag the flag turns more quickly for the enemy troops taking over the keep.

    If the number of players exceed 24 on any given flag the flag will not turn and remain a contest till all enemy players are done. If the number of player exceed 24 on any given flag siege becomes 300 percent more effective, and wall repairs 300 percent more effective for the defenders. If there are more than 24 defenders on any given flag the same will happen for the enemy attacking the keep. If there are more than 24 enemy or defenders fighting for a keep all of the opposing factions resources and keep walls become vulnerable by 1/2 of their original hit point value.

    Flag will not turn or continue to flip unless there are no enemy players there to contest the defenders of the flag. Sneaking enemy players do not count and the flag will continue to turn. Once all of the flags are flipped 6 players must stay to defend it but no more than 6 and no less.

    Same with the resources that have been taken over, otherwise they will have no npc's to guard it and wait for npc reinforcements on a counter beginning from the closest controlled keep a standard time depending on which outpost/resource successfully taken. For example taking the nearest farm from a owned keep will aid soliders in being healthy therefore arriving with more hp(a significant ammount x4 otherwise they will be as weak as wolfs), the quarry will aid with the npc armor/weapon damage, the lumbermill will aid with logistics and will shorten the time it takes for npc reinforcements to spawn.

    leaving it open will result in the opposing faction to turn it more quickly and if they regain ownership of an unprotected resource transit will be opened even if the keep is flagged momentarily for a minimum of 1 minute.
    Edited by AddictionX on April 4, 2016 9:04PM
  • Mojmir
    Mojmir
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    Yes (explain)
    except they get turned into zerg benefits
  • Anti_Virus
    Anti_Virus
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    lonewolf26 wrote: »
    For two reasons.

    One person should not be able to take out a reasonably choreographed army. There was strength in numbers, but now every glass canon in your group is a living bomb.

    The zergs themselves are using these sets and skills to decimate smaller groups giving them more tools in their arsenal.

    I can see it now, in the future all Magick builds regardless if group composition will slot proxy det on all 10 slots including the ultimate and blow each other up. Same for stam builds when they implement a stam 'zerg buster'.
    Power Wealth And Influence.
  • alainjbrennanb16_ESO
    alainjbrennanb16_ESO
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    No (explain)
    no simpley because zergs are using them so u are getting hit with 5 vious death etc personally i think mistake where made with ap being left as is, instead lowering the amount of ap you get if in a zerg would have had a better effect
    Main character dk - Vanikifar whitestrike
  • L2Pissue
    L2Pissue
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    Yes (explain)
    Zerg busters:
    1) Magicka Detonation
    2) Inevitable Detonation
    Zerg promoter:
    1) Proximity Detonation
    2) AoE Caps
    3) Barrier
    4)whatever
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