WvW anti-blobbing idea

WvW anti-blobbing idea

in Suggestions

Posted by: Aieo.2815

Aieo.2815

One of the main reasons why blobbing has been so successful in T1 is because of scouts and the ability to counter threats in a speedy fashion. So why not deprive blobbing of such merriment?

Introducing a set of debuffs call ’’’Stockout’’’ or ’’’Over-encumbered’’’.

When an amount of players within set range is met, the players within question will receive the following debuffs.

-movement speed
+cooldown on skills
x supply cost

This will not only limit map presence, but also cripple building siege capabilities. I believe this will discourage blobbing and disperse players to different parts of the map. The amount of players, map range limit, and debuff values will be determined by the developer.

I personally prefer 20 – 25 zerg limit.

Sea of Sorrows > Jade Quarry > Sea of Sorrows
Effing rallybot

WvW anti-blobbing idea

in Suggestions

Posted by: CreativeAnarchy.6324

CreativeAnarchy.6324

No.

All these ideas do is give tools to the players that want to grief by putting us over the limit.

Other areas like bay, hills, garrison are a small confined space and even with coordinated groups, players will still cause the other groups to have a debuff.

If you really want to suggest something to reduce the tendancy for players to group, you should be looking for a positive suggestion, not something like this.

I happen to like massive battles, your groups size is too small. 100 zerg limit is much better than what you are suggesting.

You don’t need to ruin the game for those of us that like large fights. You can always form up your own small army and lead on your own. People <gasp> actually do that without being forced to do that.

I speak for my self and no one else. Only fools believe they speak for a majority.

WvW anti-blobbing idea

in Suggestions

Posted by: Yggdrasil.7940

Yggdrasil.7940

No.
All these ideas do is give tools to the players that want to grief by putting us over the limit.

If you really want to suggest something to reduce the tendancy for players to group, you should be looking for a positive suggestion, not something like this.

I totally agree with that.

The best solution would be to create an incentive for players not to blob : ATM blobbing/zerg/outnumbering is the way to go because it’s a win:win situation => faster, less risky, and faceroll-proof.

Rather than directly nerfing the blobs/zergs, I would rather see a way to motivate small groups : if you cap an objective solo or with few people, it’s obvious that you deserve more than when you do with 40+, spamming the 1 key. ATM, reward are the same, which utterly encourage blobbing.

Two options here :
1. Adjust the reward (WXP, karma, gold etc) with the number of players aka if you solo cap a camp, you earn full reward, a little less with 3+ players, lesser with 5+ players and so on….You can understand that if you cap an objective meant for a group (like a camp) with an intersellar-blob, you earn nothing, which is the point (no pain, no gain theory).

2. GW2 was proud of his scale-able events : why it doesn’t apply in 3W ?
The point here would be that a objective has to offer the same difficulty : if a zerg come to a camp, the NPC have more HP, hit harder etc…
The dev team knows how to do it for open-world content, I really don’t understand why they didn’t apply the same mechanic in 3W.

The 2 options proposed create an incentive for smaller groups without destroying the gameplay for the more casual players that like large-scale battles, their progression will just be longer which is pretty fair IMHO. (less pain, less gain theory again)

Thief/Elementalist – Vizunah Square
What I mean by L2P

(edited by Yggdrasil.7940)