Judas Helviaryn wrote: »As much as I hate how the district capture mechanics have incentivized zerg and ball-group play in the IC, this would just be a band-aid solution to the overall issue that is the aforementioned groups of generally lesser experienced players facerolling even the toughest non-trial content in the game.
Until they remove the district flags and change the tel-var loss rate back to 90%, or ideally 100%, I'll be content with killing their stragglers at every single door until they run and hide back in the sewers, or overworld in Cyrodiil.
As said by ZOS on ESO Live once.
Limiting group size doesn't solve the issue, because groups B & C can just follow group A and then you have a 12 player group.
The only difference it would make would be who gets buffs.
I can't even wrap my head around what that is meant to achieve. No matter. It is incompatible with cloaking NB gameplay, thus a complete non-runner.They should add a malus, in the " Active Effects " once we enter Imperial city ( Sewers & Districts):
If there is 3 ally or more in a X meters area around you, Your and their telvars attract each other, a link is created between them ( maybe they could copy the " guard " skill animation, but the bond could be blue/dark and pretty transparent).
If you are killed or if an ally is killed, all the ally who were bond to you or the ally, lost 25% of their telvar, However, the one who died still lost 50% of his telvars.