This would actually be awesome, because that's a lower percentage of healers in the comp, and opens the door to split up for multiple coordinated objectives, instead of the usual stack and spam meta.TequilaFire wrote: »So we would just form multiple groups of 4 synchronized by guild voice chat or Discord each with a healer. lol
xylena_lazarow wrote: »Taking on larger numbers is not a problem, endless lag-inducing roof stalemates are the problem. It would be better if the ballgroup won so decisively as to make "farming" randoms impossible, they just die and concede.I think they are pretty much saying that no matter what the design is, an organized group can take on much larger groups of unorganized players.
Groups can stack enough healing to trivially outheal most siege, while Snow Treaders ensure they never ever get stuck in any threatening AoEs and can flat ignore most things randoms throw at them, like Bombard, Time Stop, Caltrops, etc.
This large scale meta is extremely stagnant, devoid of counterplay on both sides of such engagements. Give coordinated groups more stuff to coordinate, like siege operators behind their bombers, or splitting the group to hit multiple targets at once. Give us a better large scale meta than stacking as much healing and AoE burst as possible.
_adhyffbjjjf12 wrote: »Hi, Obviously its pie in the sky, but was an interesting challenge. thoughts?
Problem statement
Ball groups are undesirable for gameplay and performance reasons.
A counter to Ballgroups should not be an effective strategy for the ballgroup itself.
The counter to Ballgroups should not force players into a single build.
The counter to the Ballgroup should not affect small groups or single players.
Solution:
A new Siege weapon called 'Lightning tower'
Lightning Towers may only be planted defensively in land owned by the tower owner and take 3 seconds to plant with no interruptions.
Lightning Towers aoe range may not overlap
The lightning tower triggers when more that 5 enemy players are within range X
When triggered the tower will instantly pull all once and apply X% of non mitigatable damage that scales from 5 enemy up. While 5 or more enemy are in range the tower will pulse every X seconds. a group of 10 or more will take lethal damage if they absorb more than 2 pulses
Lightening towers have health and can only destroyed by hand at close range