So we all know that since zergs like to chase 1-4 people from Daggerfall to Ebonheart, with 40+ people. Its stupid, but they do it. They have LOADS of damage because.. well... lots of people.
Proposing and idea to help us solo players / small scallers, and so that solo/small scale wont die off, as it slowly is.
In game mechanic is, 5+ people is considered a LARGE group. Whether you agree or not, it is. So, i was figuring, -1% damage done for every player past 4 players (Cyro only). So if youre in a 24 man group, everyone in it will lose a total of 20% damage done. To me, this seems fair, as you got literally 23 other people to rely on for damage. Imho, this will start to revive solo and small scale play.
I understand people might say "Then people just wont start grouping" and then thats fine, if they cant group, itll be easier to lose the zerg, since the zerglings wont see a crown to follow.
And sure, the small scallers that run the 5-6 man groups will get a reduction, but itll only be 1-2% which is nothing.
This is to affect the zergs, while also benefiting small scallers. Also promoting small scale, as rewarding them with no damage reduction if they run in a group of 4 or less.
Let me know of your thoughts on this.
Edit; Better title
So we all know that since zergs like to chase 1-4 people from Daggerfall to Ebonheart, with 40+ people. Its stupid, but they do it. They have LOADS of damage because.. well... lots of people.
Proposing and idea to help us solo players / small scallers, and so that solo/small scale wont die off, as it slowly is.
In game mechanic is, 5+ people is considered a LARGE group. Whether you agree or not, it is. So, i was figuring, -1% damage done for every player past 4 players (Cyro only). So if youre in a 24 man group, everyone in it will lose a total of 20% damage done. To me, this seems fair, as you got literally 23 other people to rely on for damage. Imho, this will start to revive solo and small scale play.
I understand people might say "Then people just wont start grouping" and then thats fine, if they cant group, itll be easier to lose the zerg, since the zerglings wont see a crown to follow.
And sure, the small scallers that run the 5-6 man groups will get a reduction, but itll only be 1-2% which is nothing.
This is to affect the zergs, while also benefiting small scallers. Also promoting small scale, as rewarding them with no damage reduction if they run in a group of 4 or less.
Let me know of your thoughts on this.
Edit; Better title
No guild group I know of would chase smalscalers in the way you describe it, not worth the AP. The only time you may be hunted by a guildgroup is if you are stupid enough to attack someone in the guildgroup. On the other hand if you attack a zerg were most even arent grouped yes then you may be hunted over the map. To sum up your proposals dont work.
I don't think they need to full handicap groups to encourage other forms of play. However, they need to remove some of the free buffs that groups get just because they are groups.
Certain sets that are too strong, but aren't worth running on normal builds because they are so niche, shieldbreaker, sloads etc, need changing
AoE effect cap: There is still a cap on effects given by AoE abilities, ususally 6, for example shooting star's ult return, talons/encase's root, draw essences's mag return, proxy has a different cap, of 10, but if you are against that many it should not have a cap at all.
Smart healing: No, this shoudn't exist. It makes large survival too easy, getting free heals, mutagens and wards from people who aren't thinking. You should have to target people for this in PvP. No matter the size. If you have a flood of teammates in front of you and it goes to the wrong one, too bad.
So we all know that since zergs like to chase 1-4 people from Daggerfall to Ebonheart, with 40+ people. Its stupid, but they do it. They have LOADS of damage because.. well... lots of people.
Proposing and idea to help us solo players / small scallers, and so that solo/small scale wont die off, as it slowly is.
In game mechanic is, 5+ people is considered a LARGE group. Whether you agree or not, it is. So, i was figuring, -1% damage done for every player past 4 players (Cyro only). So if youre in a 24 man group, everyone in it will lose a total of 20% damage done. To me, this seems fair, as you got literally 23 other people to rely on for damage. Imho, this will start to revive solo and small scale play.
I understand people might say "Then people just wont start grouping" and then thats fine, if they cant group, itll be easier to lose the zerg, since the zerglings wont see a crown to follow.
And sure, the small scallers that run the 5-6 man groups will get a reduction, but itll only be 1-2% which is nothing.
This is to affect the zergs, while also benefiting small scallers. Also promoting small scale, as rewarding them with no damage reduction if they run in a group of 4 or less.
Let me know of your thoughts on this.
Edit; Better title
No guild group I know of would chase smalscalers in the way you describe it, not worth the AP. The only time you may be hunted by a guildgroup is if you are stupid enough to attack someone in the guildgroup. On the other hand if you attack a zerg were most even arent grouped yes then you may be hunted over the map. To sum up your proposals dont work.
There needs to be a smaller healing cap on the zerg/AOE heals like healing springs, vigor, remembrance, and most importantly, earthgore. Cap each one at 6 people total getting healed. IIRC there is something like that already in place for most heals anyway.
AOE caps mean we can hit the Zergs all at once so they don’t mitigate damage by being togeter. We just need to make them lose their limitless healing through stacking.
Honestly I think the siege changes will help with this. It’ll empower the unorganized Zergs but hurt the organized Zergs.
So we all know that since zergs like to chase 1-4 people from Daggerfall to Ebonheart, with 40+ people. Its stupid, but they do it. They have LOADS of damage because.. well... lots of people.
Proposing and idea to help us solo players / small scallers, and so that solo/small scale wont die off, as it slowly is.
In game mechanic is, 5+ people is considered a LARGE group. Whether you agree or not, it is. So, i was figuring, -1% damage done for every player past 4 players (Cyro only). So if youre in a 24 man group, everyone in it will lose a total of 20% damage done. To me, this seems fair, as you got literally 23 other people to rely on for damage. Imho, this will start to revive solo and small scale play.
I understand people might say "Then people just wont start grouping" and then thats fine, if they cant group, itll be easier to lose the zerg, since the zerglings wont see a crown to follow.
And sure, the small scallers that run the 5-6 man groups will get a reduction, but itll only be 1-2% which is nothing.
This is to affect the zergs, while also benefiting small scallers. Also promoting small scale, as rewarding them with no damage reduction if they run in a group of 4 or less.
Let me know of your thoughts on this.
Edit; Better title
I don't think they need to full handicap groups to encourage other forms of play. However, they need to remove some of the free buffs that groups get just because they are groups.
Certain sets that are too strong, but aren't worth running on normal builds because they are so niche, shieldbreaker, sloads etc, need changing
AoE effect cap: There is still a cap on effects given by AoE abilities, ususally 6, for example shooting star's ult return, talons/encase's root, draw essences's mag return, proxy has a different cap, of 10, but if you are against that many it should not have a cap at all.
Smart healing: No, this shoudn't exist. It makes large survival too easy, getting free heals, mutagens and wards from people who aren't thinking. You should have to target people for this in PvP. No matter the size. If you have a flood of teammates in front of you and it goes to the wrong one, too bad.So we all know that since zergs like to chase 1-4 people from Daggerfall to Ebonheart, with 40+ people. Its stupid, but they do it. They have LOADS of damage because.. well... lots of people.
Proposing and idea to help us solo players / small scallers, and so that solo/small scale wont die off, as it slowly is.
In game mechanic is, 5+ people is considered a LARGE group. Whether you agree or not, it is. So, i was figuring, -1% damage done for every player past 4 players (Cyro only). So if youre in a 24 man group, everyone in it will lose a total of 20% damage done. To me, this seems fair, as you got literally 23 other people to rely on for damage. Imho, this will start to revive solo and small scale play.
I understand people might say "Then people just wont start grouping" and then thats fine, if they cant group, itll be easier to lose the zerg, since the zerglings wont see a crown to follow.
And sure, the small scallers that run the 5-6 man groups will get a reduction, but itll only be 1-2% which is nothing.
This is to affect the zergs, while also benefiting small scallers. Also promoting small scale, as rewarding them with no damage reduction if they run in a group of 4 or less.
Let me know of your thoughts on this.
Edit; Better title
No guild group I know of would chase smalscalers in the way you describe it, not worth the AP. The only time you may be hunted by a guildgroup is if you are stupid enough to attack someone in the guildgroup. On the other hand if you attack a zerg were most even arent grouped yes then you may be hunted over the map. To sum up your proposals dont work.
Let me give you some examples of guilds on PC NA that will 40v1 a single player from Daggerfall to Ebonheart...
TD, Queens Ram, Kush, Vae Victic, BOD, DD, EPHS, IL... must i continue to name guilds off?
I don't think they need to full handicap groups to encourage other forms of play. However, they need to remove some of the free buffs that groups get just because they are groups.
Certain sets that are too strong, but aren't worth running on normal builds because they are so niche, shieldbreaker, sloads etc, need changing
AoE effect cap: There is still a cap on effects given by AoE abilities, ususally 6, for example shooting star's ult return, talons/encase's root, draw essences's mag return, proxy has a different cap, of 10, but if you are against that many it should not have a cap at all.
Smart healing: No, this shoudn't exist. It makes large survival too easy, getting free heals, mutagens and wards from people who aren't thinking. You should have to target people for this in PvP. No matter the size. If you have a flood of teammates in front of you and it goes to the wrong one, too bad.So we all know that since zergs like to chase 1-4 people from Daggerfall to Ebonheart, with 40+ people. Its stupid, but they do it. They have LOADS of damage because.. well... lots of people.
Proposing and idea to help us solo players / small scallers, and so that solo/small scale wont die off, as it slowly is.
In game mechanic is, 5+ people is considered a LARGE group. Whether you agree or not, it is. So, i was figuring, -1% damage done for every player past 4 players (Cyro only). So if youre in a 24 man group, everyone in it will lose a total of 20% damage done. To me, this seems fair, as you got literally 23 other people to rely on for damage. Imho, this will start to revive solo and small scale play.
I understand people might say "Then people just wont start grouping" and then thats fine, if they cant group, itll be easier to lose the zerg, since the zerglings wont see a crown to follow.
And sure, the small scallers that run the 5-6 man groups will get a reduction, but itll only be 1-2% which is nothing.
This is to affect the zergs, while also benefiting small scallers. Also promoting small scale, as rewarding them with no damage reduction if they run in a group of 4 or less.
Let me know of your thoughts on this.
Edit; Better title
No guild group I know of would chase smalscalers in the way you describe it, not worth the AP. The only time you may be hunted by a guildgroup is if you are stupid enough to attack someone in the guildgroup. On the other hand if you attack a zerg were most even arent grouped yes then you may be hunted over the map. To sum up your proposals dont work.
Let me give you some examples of guilds on PC NA that will 40v1 a single player from Daggerfall to Ebonheart...
TD, Queens Ram, Kush, Vae Victic, BOD, DD, EPHS, IL... must i continue to name guilds off?
I don't get what the 'small-scalers' actually want.. in my experience, they don't fight each other - so are they there to fight large groups? Seems not - hence the complaints of being chased by them.
So are they there to zerg down soloers/randoms/ungrouped as they appear one by one? Well, that's my experience.
No, these guys need nothing. Outnumbered - complain, Outnumbering - fine.
So we all know that since zergs like to chase 1-4 people from Daggerfall to Ebonheart, with 40+ people. Its stupid, but they do it. They have LOADS of damage because.. well... lots of people.
Proposing and idea to help us solo players / small scallers, and so that solo/small scale wont die off, as it slowly is.
In game mechanic is, 5+ people is considered a LARGE group. Whether you agree or not, it is. So, i was figuring, -1% damage done for every player past 4 players (Cyro only). So if youre in a 24 man group, everyone in it will lose a total of 20% damage done. To me, this seems fair, as you got literally 23 other people to rely on for damage. Imho, this will start to revive solo and small scale play.
I understand people might say "Then people just wont start grouping" and then thats fine, if they cant group, itll be easier to lose the zerg, since the zerglings wont see a crown to follow.
And sure, the small scallers that run the 5-6 man groups will get a reduction, but itll only be 1-2% which is nothing.
This is to affect the zergs, while also benefiting small scallers. Also promoting small scale, as rewarding them with no damage reduction if they run in a group of 4 or less.
Let me know of your thoughts on this.
Edit; Better title
No guild group I know of would chase smalscalers in the way you describe it, not worth the AP. The only time you may be hunted by a guildgroup is if you are stupid enough to attack someone in the guildgroup. On the other hand if you attack a zerg were most even arent grouped yes then you may be hunted over the map. To sum up your proposals dont work.
Well i didn't know you don't even know what you and your group do any day or any other DC guild for that matter.
Same for EP and AD guilds, i haven't encountered one single guild that didn't went full tryhard at least once a week when i met them.
VaranisArano wrote: »I don't think they need to full handicap groups to encourage other forms of play. However, they need to remove some of the free buffs that groups get just because they are groups.
Certain sets that are too strong, but aren't worth running on normal builds because they are so niche, shieldbreaker, sloads etc, need changing
AoE effect cap: There is still a cap on effects given by AoE abilities, ususally 6, for example shooting star's ult return, talons/encase's root, draw essences's mag return, proxy has a different cap, of 10, but if you are against that many it should not have a cap at all.
Smart healing: No, this shoudn't exist. It makes large survival too easy, getting free heals, mutagens and wards from people who aren't thinking. You should have to target people for this in PvP. No matter the size. If you have a flood of teammates in front of you and it goes to the wrong one, too bad.So we all know that since zergs like to chase 1-4 people from Daggerfall to Ebonheart, with 40+ people. Its stupid, but they do it. They have LOADS of damage because.. well... lots of people.
Proposing and idea to help us solo players / small scallers, and so that solo/small scale wont die off, as it slowly is.
In game mechanic is, 5+ people is considered a LARGE group. Whether you agree or not, it is. So, i was figuring, -1% damage done for every player past 4 players (Cyro only). So if youre in a 24 man group, everyone in it will lose a total of 20% damage done. To me, this seems fair, as you got literally 23 other people to rely on for damage. Imho, this will start to revive solo and small scale play.
I understand people might say "Then people just wont start grouping" and then thats fine, if they cant group, itll be easier to lose the zerg, since the zerglings wont see a crown to follow.
And sure, the small scallers that run the 5-6 man groups will get a reduction, but itll only be 1-2% which is nothing.
This is to affect the zergs, while also benefiting small scallers. Also promoting small scale, as rewarding them with no damage reduction if they run in a group of 4 or less.
Let me know of your thoughts on this.
Edit; Better title
No guild group I know of would chase smalscalers in the way you describe it, not worth the AP. The only time you may be hunted by a guildgroup is if you are stupid enough to attack someone in the guildgroup. On the other hand if you attack a zerg were most even arent grouped yes then you may be hunted over the map. To sum up your proposals dont work.
Let me give you some examples of guilds on PC NA that will 40v1 a single player from Daggerfall to Ebonheart...
TD, Queens Ram, Kush, Vae Victic, BOD, DD, EPHS, IL... must i continue to name guilds off?
Is that one player getting zerged down some random newbie or random PVPer innocently minding their own business?
Or is that one player someone who attacked those guild's players or who has a history with that guild's leaders?
I can't speak for all those guild's you named, but I know which one I see happen more often. 1 player isn't worth much AP, so most raids I know won't stop to kill 1 random player innocently minding their own business. When a full raid does stop, hunt, and chase a single player, there's usually a reason for it beyond merely killing 1 random player in their path, like that player tried to "gank and run" one of the guild's members
VaranisArano wrote: »I don't think they need to full handicap groups to encourage other forms of play. However, they need to remove some of the free buffs that groups get just because they are groups.
Certain sets that are too strong, but aren't worth running on normal builds because they are so niche, shieldbreaker, sloads etc, need changing
AoE effect cap: There is still a cap on effects given by AoE abilities, ususally 6, for example shooting star's ult return, talons/encase's root, draw essences's mag return, proxy has a different cap, of 10, but if you are against that many it should not have a cap at all.
Smart healing: No, this shoudn't exist. It makes large survival too easy, getting free heals, mutagens and wards from people who aren't thinking. You should have to target people for this in PvP. No matter the size. If you have a flood of teammates in front of you and it goes to the wrong one, too bad.So we all know that since zergs like to chase 1-4 people from Daggerfall to Ebonheart, with 40+ people. Its stupid, but they do it. They have LOADS of damage because.. well... lots of people.
Proposing and idea to help us solo players / small scallers, and so that solo/small scale wont die off, as it slowly is.
In game mechanic is, 5+ people is considered a LARGE group. Whether you agree or not, it is. So, i was figuring, -1% damage done for every player past 4 players (Cyro only). So if youre in a 24 man group, everyone in it will lose a total of 20% damage done. To me, this seems fair, as you got literally 23 other people to rely on for damage. Imho, this will start to revive solo and small scale play.
I understand people might say "Then people just wont start grouping" and then thats fine, if they cant group, itll be easier to lose the zerg, since the zerglings wont see a crown to follow.
And sure, the small scallers that run the 5-6 man groups will get a reduction, but itll only be 1-2% which is nothing.
This is to affect the zergs, while also benefiting small scallers. Also promoting small scale, as rewarding them with no damage reduction if they run in a group of 4 or less.
Let me know of your thoughts on this.
Edit; Better title
No guild group I know of would chase smalscalers in the way you describe it, not worth the AP. The only time you may be hunted by a guildgroup is if you are stupid enough to attack someone in the guildgroup. On the other hand if you attack a zerg were most even arent grouped yes then you may be hunted over the map. To sum up your proposals dont work.
Let me give you some examples of guilds on PC NA that will 40v1 a single player from Daggerfall to Ebonheart...
TD, Queens Ram, Kush, Vae Victic, BOD, DD, EPHS, IL... must i continue to name guilds off?
Is that one player getting zerged down some random newbie or random PVPer innocently minding their own business?
Or is that one player someone who attacked those guild's players or who has a history with that guild's leaders?
I can't speak for all those guild's you named, but I know which one I see happen more often. 1 player isn't worth much AP, so most raids I know won't stop to kill 1 random player innocently minding their own business. When a full raid does stop, hunt, and chase a single player, there's usually a reason for it beyond merely killing 1 random player in their path, like that player tried to "gank and run" one of the guild's members
All of those guilds will chase no matter what.
But chasing isn’t the point of this forum, we love being chased, makes it even funnier when they chase us for 10 mins, sometimes on mount too only to wipe and get sweeped.
The whole point of this post is to give out ideas, or start to... to help promote small scale PvP, and to help bring back some of the old players that quite.
Reducing the damage by 1% for every player past 4, is an idea, and it won’t affect zergs much.. hell, lag doesn’t affect zergs because they have a whole wagon of others to rely on.. and if ZOS isn’t capable of fixing the lag in PvP, then there needs to be some form of way to reduce the dmg, or healing taken / done in zergs, since Zerg can cast an easy 20+ skills on one dude in the amount of time it takes for the one dude to even have the animation of his skill to begin
Lol no, cyro is based on big grps, want too run small scale? Do a BG...
This is coming from someone who solos, small groups and zergs
The 1vx/small group mentality is just as unhealthy as people claim zergs are. That type of community becomes very toxic and very cliqueish just look at shor pc na. That campaign was policed hard by its regulars, shaming players and guilds who played in ways they didn't approve of. How is shor now? Dead.
Cyro needs zergs to keep new players and casual players interested. 1vX and small group players need to drop the idea that they should be able to kill large groups just because they are better than the individual players in said group. You shouldn't be able to kill 20 players with your group of four just because your build is min maxed. Youre gonna need to change the way you fight, use the enviroment more. Which leads me to my other point, games been out for a while groups have gotten better and stick together more. It's alot harder to kite and string the zerg out.
And finally to all the 1vx players out there. Stop complaining about being zerged down. You want to fight out numbered...post videos claiming 1vx greatness when you win...and cry zerg when you lose. I'm sorry but you can't have your cake and eat it too.
thankyourat wrote: »This is coming from someone who solos, small groups and zergs
The 1vx/small group mentality is just as unhealthy as people claim zergs are. That type of community becomes very toxic and very cliqueish just look at shor pc na. That campaign was policed hard by its regulars, shaming players and guilds who played in ways they didn't approve of. How is shor now? Dead.
Cyro needs zergs to keep new players and casual players interested. 1vX and small group players need to drop the idea that they should be able to kill large groups just because they are better than the individual players in said group. You shouldn't be able to kill 20 players with your group of four just because your build is min maxed. Youre gonna need to change the way you fight, use the enviroment more. Which leads me to my other point, games been out for a while groups have gotten better and stick together more. It's alot harder to kite and string the zerg out.
And finally to all the 1vx players out there. Stop complaining about being zerged down. You want to fight out numbered...post videos claiming 1vx greatness when you win...and cry zerg when you lose. I'm sorry but you can't have your cake and eat it too.
I think a lot of the solo players are more mad at the game mechanics than the actual zerg itself and sometimes we just misplace blame. I will rarely get angry if I'm out numbered and lose a good fight were I can fight back and have control over my character. I do however sometimes get upset when I fight a group and they are constantly rooting and snaring me to the point where I can't even reposition. Alot of Xv1ers are realizing that if they just root and range you that it's hard for the solo player to fight back. This makes gameplay for solo players not satisfying at times. I don't mind being zerged down but I hate not being able to move and that's what happens most of the time when you are zerged down