Problem
- WvW can quickly devolve into a numbers game—if the enemy force has superior numbers, they will usually win.
- Although this makes sense logically, it isn’t very fun to be on the outnumbered side, and it makes individual player effort feel less significant.
- It’s also less conducive to player-created WvW “roles” or a real individual meta to develop outside of small skirmishes.
Requirements
- Any new mechanics should give outnumbered groups a fighting chance against zerg, and make zergs work harder to deal with small threats.
- This mechanic shouldn’t make zerging impossible or even really discourage it. A coordinated zerg should still be able to defeat a group they outnumber.
- The mechanic should not affect fights between equal groups of players. 1v1 and Zerg vs. Zerg fights where the player counts are the same should behave as they do now—they are already fair.
- The effect should impact player vs. player fights only and focus on the use of profession skills. Siege is already tactically interesting and fair, and should behave as it does now.
Suggested Mechanic: Aura of the Mists: Add a global buff/debuff to all players in WvW with the following features:
- Aura of the Mists grants +50% bonus damage against other players.
- Aura of the Mists reduces damage received from other players’ attacks by 50%.
- When within X Yards of an allied player, the benefit of Aura of the Mists is reduced by 1% for each allied player in range.
- Aura of the Mists only affects direct damage dealt and received from player skills, and not from siege, fall damage, NPCs, or any other damage sources.
Examples: Here are some examples to clarify how the mechanic might work. There are some combat scenarios based on these examples in the second post.
- If you are alone with no allies in range, Aura of the Mists will grant the full +50%/-50% bonus.
- If you are near 20 allied players, Aura of the Mists will grant +30% bonus damage vs. other players and 30% damage reduction from other players.
- If you are near 50 or more allied players, the Aura of the Mists buff will be totally negated—you will get no +Damage or +Damage Reduction bonus.
Impact & Commentary
- Sample Numbers:The numbers above are just an example and will be need to be improved with playtesting.
- New Roles: Solo players and small groups will be able to build for new WvW roles—a stealth class might build an Assassin aiming at picking off stragglers in a Zerg just on the edge of the aura. A tanky class with lots of disengagement options like Engineer might make a Harass build to break up a zerg, making them easier pickings for an Assassin or delaying their approach to the objective.
- More Zerg Strategy: Zergs will remain effective based on numbers alone, but will need to be more careful. They will need to travel closer together and keep an eye out for small groups or solo players harassing them. Very coordinated Zergs might decide losing the buff is not worth having so many players in one place and may try to keep multiple groups split up just outside of range of the Aura.
- New World Abilities: New world ability lines could be added that play on this buff. A small group ability line could increase the threshold of nearby players before the buff reduction triggers—useless and unnoticeable in a big zerg, but beneficial to a small group. A solo ability line could increase the damage or damage reduction bonus, but only when alone.
- Calculation Rate: Calculating the buff could be computationally expensive if done in realtime, so it might have to operate on “ticks” like many Pet abilities. Even if it’s a relatively short (5 seconds) or long (~15-20 seconds) “tick” coordinated players will learn to work around this and it will increase the overall skill cap in WvW.
TL; DR: Add a new mechanic that impacts damage dealt between small & large groups in WvW to encourage more solo & small group play. Reduce the dominance of zergs without making them unviable.