I’m writing this post because I simply do not like to sit idly by when I see a great game such as GW2 being overshadowed by some of its flaws. I am unable to mention this game as a great PvP game because people instantly bash it for its notorious “Zerging”. Granted, I’m the type to usually counter or debate someone’s views — But that’s only when they’re wrong from my point of view.
I have played countless MMO’s from genre’s, and none have been able to design a fully functional system that discourages “Zerging”, or “Ganging” in most PvP games. I can’t enjoy my winnings because 5 other guys came in to “help” while I was shredding this guy 1v1. Sure, you might say, “Go 1v1 Arena!” <— I don’t wanna do that, dude. Takes away from the fun factor of the game as I play MMO’s because I like to be surrounded by groups of people for less of a console feel.
Below, I will suggest some minor tweaks that could be applied in both PvE and PvP Content(Mostly PvP):
PvP Combat: PvP in GW2, especially in WvW, does seem to be very broken. From the day I first decided to play WvW, my guild mate informed me that my number one priority would be to look for my Commander on the map, and to just follow him with his Uber Mob Group to capture points — AKA: Zerging. I…I didn’t know how to respond to that as I was mainly expecting myself with a couple of players to venture and sneak into different keeps, raid caravans, and do so many other shenanigans that would make WvW feel less like a giant sheep farm, and us being the sheeps following our Shepperd.
You’re probably thinking, "Well, dude. I don’t see any other ways around it. Logically, to overcome keeps faster, capture faster, and kill players faster, we only have one option — Mass Zerg groups to obliterate every bunny or 1 player that we encounter trying to defend his keep. Well guys, I think I have a solution, and if you agree with what I’m about to suggest, feel free to comment. If you don’t agree, no need to bash me or utilize condescending or hateful words, but instead, point out the flaws in my system, and counter it with a suggestion of your own
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I suggest that GW2 adds a Targeted Capacity/Deterrent System. What the heck is that, you say? Well, it’s basically what it sounds like. Each and every single player in PvP could have a maximum of 2 players being able to target/damage them simultaneously. This same concept could apply to PvE elements in WvW — I’ll further explain below.
-Defender_A is standing in front of the castle gates, and sees approximately 50 Attackers heading his way. In the current system, that’s code for: Run your kitten back inside NOW! — With the TC/D System, Defender_A can choose to remain in front of the castle gate, because out of all the Attackers coming, only Attacker_A and Attacker_B would be able to target and damage him, and all other attacks from other players would be nullified.
-Defender_A is currently fighting Attacker_A and Attacker_B, but he doesn’t want to attack Attacker_A and Attacker_B since he spots a healer near by. Defender_A then chooses to target Pacifist_A, but is only able to do so because Pacifist_A currently has no registered Attackers, so to Pacifist_A, Defender_A now becomes Attacker_A.
, but Pacifist_A. Now, we can’t have Pacifist_A just sit around like a sitting duck unable to defend itself, can we? No, we cannot. Defender_A’s previous Attacker_B is now nullified, and Pacifist_A now registers as Defender_A’s Attacker_B.
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