NightbladeMechanics wrote: »Remove aoe caps, and place more meaningful PvP objectives all around the map. We need to remove rewards for stacking and create positive incentives for spreading, not negative incentives for stacking.
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Also buff Zerg killing abilities such as Magicka Detonation. Increase the damage buff per enemy hit and reduce the cast time.
It’s AoE Caps that will always force stacking to be the superior way to play. Stacking is naturally not the best idea since you are susceptible to bombers and lots of AoE attacks hitting lots of players in your group, but it definitely becomes the #1 “strat” when you gain near invulnerability via AoE Caps for doing it.
DivineFirstYOLO wrote: »Hello,
one idea on how to prevent people from zerging/stacking one alliance on one spot - what if players would get a debuff if they stay near each other?
First thought:
Let's say players of the same alliance have an invisible circle around them with a 10m radius.
If player's circle overlap you get a debuff depending on how many circles overlap.
Second thought:
Let's say 1-6 players are one unit - they don't get any negative effects, no debuff if their circles overlap.
Now let's say there is one more player - a 7th player near that group and all their circles overlap - now all of them would get
a HP debuff for example, all of them would have 1% less max health.
Let's say there is player #8 around there too - well, all of them would have 2% less max health.
9th player - 3% less max health and so on ...
The debuff should be exponential so that bigger groups suffer more - the more circles overlap, the less HP players would have.
Chosen figures are just examples, ZOS would have to adjust them, also health debuff is just one option - you could take other debuffs like dealing less damage, less healing, etc.
What do all fellow non zerglings think about this idea? Would that work and would it be a good idea? How could we change the idea to make it more suitable?
Give some constructive criticism please - it's about time we stop 80 men zergs.
If the majority doesn't like the idea at all, I will delete this post so ZOS doesn't see it
You know, it'd be quite easy for ZOS to really discourage stacking/zerging with skill design.
There is currently only one skill that scales based on how many other players are nearby: Magicka Detonation.
What we need is more skills like Detonation, ones available to stamina builds too (side note: maybe this would also reduce the amount of gap closer->rev slice spamming Xv1 builds as well?).
For instance, I think ZOS missed a great opportunity with the Wardens' Growing Swarm morph - they should've made that morph keep spreading infinitely until players split up.
Bottom line is: one anti-zerg ability in the game isn't nearly enough.
Zbigb4life wrote: »Why do you play a MMO if you only wanna 1v1. Go play COD then...
The idea of changing the amount of AP you get for pvdooring a keep is very appealing, with that they should also change the amount of AP for a defensive tick... Many times a few of us will defend against many for like a 1k tick... The reason we are so few is because the other bigger groups would rather just wait and pvdoor it for the o tick the little 1k tick not worth the ride.
In short, adjust the amount of o and d tick you get based on your factions numbers at said keep, you bring 40 guys to pvdoor give like 500ap.
DivineFirstYOLO wrote: »Let me define again - for those people that can't read and for the trolls - what i understand under the term "zerging":
Fing 80 people coming to one keep and hunting 12 people (my group - nope, i don't do 1on1) - i have no problems with other 12 men groups, no problem with 24 men groups, but 80 people on the same spot to leech an 6k tick is ridiculous.
@Zbigb4lifeZbigb4life wrote: »Why do you play a MMO if you only wanna 1v1. Go play COD then...
Why do post on this thread if you don't have anything useful to say? so far all the other people brought good ideas.