Fighting for the first time in the top tiers has become a real dissapointment.
Not that i mind zergs. Its the problems the zerg brings that i hate.
We fight zergs before with our guild. But now in tier 2 its one big lag and culling mess.
None of the abilities work. And you see the last halve of the enemies after 10-20 secs after the fight had started.
For guild groups that love to fight other guilds or zergs this realy sucks, since without abilities only numbers count.
So because the servers/engine cant handle +80 people fighting at the same spot and promote other people to stop zerging here some ideas:
1.
If you kill someone and if within 1200 range radius are more then 34 allies then you will not get any rewards. No sacks will drop. No exp. No rewards for taking keep/towers. etc..
2.
Remove the outmanned buff and replace it by a new outmanned buff:
When you are in a group of more then 5 allies (so not 1 vs 2), every 30 seconds the game will check if there are more then 2 times the number of your allies, enemies of 1 server(so 3th server people dont count) are within 1200 range, you will get the outman buff.(so 20 vs 41 = outmanned buff)
The outman buff will give you a powerfull defencive abillity on a long timer(45 minutes) that will be used as a tool belt skill (F5):
Guardian: A bubble that stays up for 45 seconds. The bubble will block all enemies trying to get in. Block all attacks (siege + ground target etc..). Allies inside the bubble cant use any attacking abillities. Only buffs and heals.(no rezzes)
Warrior: A banner that stays up for 30 seconds. All allies within 600 range will get a vitality and toughness of both 3k (stacking)
Engineer: When activating will get an extra tool that will disapear after 1 minute or dropped. With 5 abilities. All 5 abilites are the same and can only be used once (so 5 time useage). The ability is placing a Pinball turret that stays up for 30 seconds. Enemies getting to close to a turret will be trown back. (like the bubbles NPC comanders place around siege)
Thief: Will get a smoke bomb he can place. The smoke will stay up in an area of 600 radius circle for 15 seconds. The smoke is so thick people outside the smoke cant see people inside the circle. All enemies inside the smoke will be blinded(normal blind condition) as long they are inside the circle.
Ranger: Can use the abillity 5 times the next 30 seconds. He will shoot an arrow to a ground target within 1200 range. 4 allies and the ranger will be teleported to the ground target (like the thiefs Infiltrator’s Arrow, without the blind)
Mesmer: Create a portal that stays up for 10 seconds. Every ally using the portal will be transported to the zones starting spawn point(base camp)
Elementalist: 4 allies and the elementalist will get a stoneskin for 15 seconds. Making them invulnerability and giving them stabillity
Necromancer: 4 allies and the necromancer will get effected by a leecher buff for 15 seconds. All damage they do will be turned into health.(healing)
2. will also change the game in a more tactical game. Bigger groups need to send individual parties into combat while the rest stay out of range.
And last survivers in a big battle get a chance to get away.. or even to still win the fight if the defence abilites used tactical.
(edited by Dutchares.6084)