Zerging vs Small groups

Zerging vs Small groups

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Posted by: hollowcrown.4872

hollowcrown.4872

Do you prefer zerging around and fighting mobs and champions with large zergs of players, or the smaller groups of maybe 5-15 players?

In the recent invasions I’ve almost always had more fun with the smaller groups. Not only do the Champions have less HP, but everything is generally a lot faster and more tactical rather and just sitting there spamming 1. You have to dodge more, manage agro to an extent, and focus down the smaller, bigger damage enemies.

About 4 of us took down an Aetherblade captain in an invasion yesterday much faster than in the giant zerg, even if the rewards were worse.

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Posted by: Vol.5241

Vol.5241

Do you prefer zerging around and fighting mobs and champions with large zergs of players, or the smaller groups of maybe 5-15 players?

In the recent invasions I’ve almost always had more fun with the smaller groups. Not only do the Champions have less HP, but everything is generally a lot faster and more tactical rather and just sitting there spamming 1. You have to dodge more, manage agro to an extent, and focus down the smaller, bigger damage enemies.

About 4 of us took down an Aetherblade captain in an invasion yesterday much faster than in the giant zerg, even if the rewards were worse.

Can your 4-man group take down a Captain in <30 seconds? A large enough zerg can.

On the other side of the coin, I could make the argument that you don’t have to stress about strategy when running with zergs and that you could farm peacefully.

A large enough zerg (and I’m talking +30, not 15 or so) is superior to the small group. Not only do you get more mobs and more loot, but you kill stuff faster and have better use of your time.

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Posted by: ExTribble.7108

ExTribble.7108

The only time 4 people can take down the captain faster than the giant zerg is when you’re ignoring most of the adds (or it bugs where they don’t spawn), and missing out on that loot. The zerg may take longer since they’re farming the vets and champs that spawn, but even then all the AoE spam tends to bring the captain down really quick. Zerg=loot.

Granted, it was really fun to duo 3 champ twisted nightmares one after the next at the same event with a random guy. Luckily we both believed in teamwork and spread the heals/buffs/revives without hesitation. Wasn’t the greatest 10 minutes of loot though :P

“Any lump can hack bad guys to death, but it takes skill
and style to turn them into craters and dust.” -Tonn
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Posted by: Scrambles.2604

Scrambles.2604

There seems to be a sweet spot for encounters—too few people and it wont work, too many people and it’s colorful snoozefest, you need just the right amount of people to hit the threshold of feasibility vs challenge.

While i admit there is something novel about seeing 100 people run around as a group— it really is cool to see that, but eventually you forget about that because you’re frantically trying to tag mobs and wade through the spell effects.

I’ll compare it to a 40 man raid in WoW. 40 people was the right amount of people to keep the encounter challenging while also give you the epic spectacle of 40 people working together for the same goal.

In GW2, you have the equivalent of a 40 man raid being accomplished by either 4 people or 80 people. The encounters run best when you hit the sweet spot of just the right amount of people, but there are no controls in place to ensure you have the right amount of people participating.

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Posted by: hollowcrown.4872

hollowcrown.4872

There seems to be a sweet spot for encounters—too few people and it wont work, too many people and it’s colorful snoozefest, you need just the right amount of people to hit the threshold of feasibility vs challenge.

While i admit there is something novel about seeing 100 people run around as a group— it really is cool to see that, but eventually you forget about that because you’re frantically trying to tag mobs and wade through the spell effects.

I’ll compare it to a 40 man raid in WoW. 40 people was the right amount of people to keep the encounter challenging while also give you the epic spectacle of 40 people working together for the same goal.

In GW2, you have the equivalent of a 40 man raid being accomplished by either 4 people or 80 people. The encounters run best when you hit the sweet spot of just the right amount of people, but there are no controls in place to ensure you have the right amount of people participating.

Too many people just ruins all challenge and is boring, but too few people really make it too slow/impossible, for example 2 people is definitely not enough to take on a Champion.

They should make bigger dungeons like “raids” as I’ve heard them called, when you get a medium size group doing a dynamic event chain, but not too many people, so it’s still a challenge, that’s pretty much the pinnacle of enjoyment in the game for me.

Zerging vs Small groups

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Posted by: Scrambles.2604

Scrambles.2604

There seems to be a sweet spot for encounters—too few people and it wont work, too many people and it’s colorful snoozefest, you need just the right amount of people to hit the threshold of feasibility vs challenge.

While i admit there is something novel about seeing 100 people run around as a group— it really is cool to see that, but eventually you forget about that because you’re frantically trying to tag mobs and wade through the spell effects.

I’ll compare it to a 40 man raid in WoW. 40 people was the right amount of people to keep the encounter challenging while also give you the epic spectacle of 40 people working together for the same goal.

In GW2, you have the equivalent of a 40 man raid being accomplished by either 4 people or 80 people. The encounters run best when you hit the sweet spot of just the right amount of people, but there are no controls in place to ensure you have the right amount of people participating.

Too many people just ruins all challenge and is boring, but too few people really make it too slow/impossible, for example 2 people is definitely not enough to take on a Champion.

They should make bigger dungeons like “raids” as I’ve heard them called, when you get a medium size group doing a dynamic event chain, but not too many people, so it’s still a challenge, that’s pretty much the pinnacle of enjoyment in the game for me.

There really isn’t any reason you can’t do that now. Take a not-so-popular event like Karka Queen, organize i guild run (if you guild has enough people, or team with other guilds), and drop the Karka Queen.

The only issue is there is no framework for doing this and no explicit design. You can’t make a raid group (beyond a squad), you have no idea how many people you need to hit the sweet spot for fighting the Karka Queen. And I imagine when all is said and done, the payoff for completing it doesn’t compare the effort that went into organizing it.

So, you can do this in theory, but in practice, it’s easier to roll with a zerg through popular/profitable encounters.

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Posted by: hollowcrown.4872

hollowcrown.4872

There seems to be a sweet spot for encounters—too few people and it wont work, too many people and it’s colorful snoozefest, you need just the right amount of people to hit the threshold of feasibility vs challenge.

While i admit there is something novel about seeing 100 people run around as a group— it really is cool to see that, but eventually you forget about that because you’re frantically trying to tag mobs and wade through the spell effects.

I’ll compare it to a 40 man raid in WoW. 40 people was the right amount of people to keep the encounter challenging while also give you the epic spectacle of 40 people working together for the same goal.

In GW2, you have the equivalent of a 40 man raid being accomplished by either 4 people or 80 people. The encounters run best when you hit the sweet spot of just the right amount of people, but there are no controls in place to ensure you have the right amount of people participating.

Too many people just ruins all challenge and is boring, but too few people really make it too slow/impossible, for example 2 people is definitely not enough to take on a Champion.

They should make bigger dungeons like “raids” as I’ve heard them called, when you get a medium size group doing a dynamic event chain, but not too many people, so it’s still a challenge, that’s pretty much the pinnacle of enjoyment in the game for me.

There really isn’t any reason you can’t do that now. Take a not-so-popular event like Karka Queen, organize i guild run (if you guild has enough people, or team with other guilds), and drop the Karka Queen.

The only issue is there is no framework for doing this and no explicit design. You can’t make a raid group (beyond a squad), you have no idea how many people you need to hit the sweet spot for fighting the Karka Queen. And I imagine when all is said and done, the payoff for completing it doesn’t compare the effort that went into organizing it.

So, you can do this in theory, but in practice, it’s easier to roll with a zerg through popular/profitable encounters.

Yeah but zergs aren’t challenging gameplay and mechanics wise. It’d be cool to have content requiring groups larger than dungeons with some complicated mechanics, requiring skills, positioning etc. that won’t be mobbed by hundreds of players farming it.

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Posted by: Vol.5241

Vol.5241

There seems to be a sweet spot for encounters—too few people and it wont work, too many people and it’s colorful snoozefest, you need just the right amount of people to hit the threshold of feasibility vs challenge.

While i admit there is something novel about seeing 100 people run around as a group— it really is cool to see that, but eventually you forget about that because you’re frantically trying to tag mobs and wade through the spell effects.

I’ll compare it to a 40 man raid in WoW. 40 people was the right amount of people to keep the encounter challenging while also give you the epic spectacle of 40 people working together for the same goal.

In GW2, you have the equivalent of a 40 man raid being accomplished by either 4 people or 80 people. The encounters run best when you hit the sweet spot of just the right amount of people, but there are no controls in place to ensure you have the right amount of people participating.

Too many people just ruins all challenge and is boring, but too few people really make it too slow/impossible, for example 2 people is definitely not enough to take on a Champion.

They should make bigger dungeons like “raids” as I’ve heard them called, when you get a medium size group doing a dynamic event chain, but not too many people, so it’s still a challenge, that’s pretty much the pinnacle of enjoyment in the game for me.

There really isn’t any reason you can’t do that now. Take a not-so-popular event like Karka Queen, organize i guild run (if you guild has enough people, or team with other guilds), and drop the Karka Queen.

The only issue is there is no framework for doing this and no explicit design. You can’t make a raid group (beyond a squad), you have no idea how many people you need to hit the sweet spot for fighting the Karka Queen. And I imagine when all is said and done, the payoff for completing it doesn’t compare the effort that went into organizing it.

So, you can do this in theory, but in practice, it’s easier to roll with a zerg through popular/profitable encounters.

Yeah but zergs aren’t challenging gameplay and mechanics wise. It’d be cool to have content requiring groups larger than dungeons with some complicated mechanics, requiring skills, positioning etc. that won’t be mobbed by hundreds of players farming it.

They are currently working on something akin to raids, so that is something to look forward to. We just don’t know if it will be instanced or open world. But most likely open world.

Right now the closest thing we have to what you want is Southsun Queen…and look at how no one wants to do it.

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Posted by: hollowcrown.4872

hollowcrown.4872

I think ANet just need to balance everything, make Champions worth doing but less exploitable, somehow nerf the zerg-farm method, making it worth doing Champions in smaller groups, and just make stuff challenging, fun and profitable all at the same time.

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Posted by: Scrambles.2604

Scrambles.2604

I think ANet just need to balance everything, make Champions worth doing but less exploitable, somehow nerf the zerg-farm method, making it worth doing Champions in smaller groups, and just make stuff challenging, fun and profitable all at the same time.

I guess another issue is the general player-base’s goals/motivations. The tone i’ve noticed (post lvl 80) is if it doesn’t turn a profit, it’s not worth doing. If you’re not maximizing your gold/hour, you’re doing it wrong.

I think there has to be a draw to raids beyond the raids in-and-of-themselves. If you wanted to get anywhere in WoW post-max level, you pretty much had to start raiding. Even though you lost a lot of gold by raiding (oh god the repair costs from learning a new raid) you gained a lot via rewarding gameplay, rewarding progression, and gear not only for yourself, but for people you work closely and often with to the point where you are happy seeing your friends gear up.

I could see a GW2 guild completing a raid just to see the content, then returning to the champ trains to get more gold.

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Posted by: hollowcrown.4872

hollowcrown.4872

Maybe they could make champs become exponentially stronger depending on the amount of players there, forcing people to split up? But that’d make people even meaner to tag-alongs…it’s a tough issue.

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Posted by: rjnemer.7816

rjnemer.7816

WoW = Vertical = Gear Endgame (Mostly)

Gw2 = Horizontal = Money Endgame (mostly)

The problem is 95% of the population is capable of farming the max cash per hour in a zerg.

95% of the population should not be able to do that. By all means keep zerging an option BUT it their needs to be ways to make better money that only the top 5-10% of players can do.

Honestly I would be ok with having elite content that paid out the same as zerging because that is what i enjoy. I just feel like spoon feeding everyone max cash per hour ruins the economy.

“If you want to get rid of “zerk” you have to make content
hard enough to make them cry, not just rivers but oceans."

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Posted by: hollowcrown.4872

hollowcrown.4872

Rewards should really depend on how challenging the content is.

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Posted by: ShadowPuppet.3746

ShadowPuppet.3746

Rewards should really depend on how challenging the content is.

I agree with you 100% if for no other reason than to avoid tedium. The flipside is that there are far more players (it seems at least in this game and probably in mmo’s in general these days) that prefer just having shiny loot over having compelling game play. The end result for them is the shiny loot in and of itself not the journey by which they have acquired the loot. Those of us that value having compelling and engaging gameplay first and the reward that comes from that is a secondary concern seem to be in a minority. Yes we still like to be rewarded for our time spent, but not at the expense of everything else. I am not saying all content needs to be mind boggling difficult to be good, but this current trend of quantity over quality is a miserable desgn direction in my opinion. At this stage in the game I actually refuse to take part in any thing zerg related even though it will keep me relatively “poor”, it’s the only way Anet will get the idea this is not what many people enjoy, they just do it mostly out of fear of falling behind. So to any players that may read this and agree, speak with actions and not with words…take a stand for what you like VIVA LA REVOLUCION!

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Posted by: Copestetic.5174

Copestetic.5174

Rewards should really depend on how challenging the content is.

I agree with you 100% if for no other reason than to avoid tedium. The flipside is that there are far more players (it seems at least in this game and probably in mmo’s in general these days) that prefer just having shiny loot over having compelling game play. The end result for them is the shiny loot in and of itself not the journey by which they have acquired the loot. Those of us that value having compelling and engaging gameplay first and the reward that comes from that is a secondary concern seem to be in a minority. Yes we still like to be rewarded for our time spent, but not at the expense of everything else. I am not saying all content needs to be mind boggling difficult to be good, but this current trend of quantity over quality is a miserable desgn direction in my opinion. At this stage in the game I actually refuse to take part in any thing zerg related even though it will keep me relatively “poor”, it’s the only way Anet will get the idea this is not what many people enjoy, they just do it mostly out of fear of falling behind. So to any players that may read this and agree, speak with actions and not with words…take a stand for what you like VIVA LA REVOLUCION!

I’m the same way. I just don’t find the concept fun at all. Challenging content should by far, be the most rewarding; not something mindless. However, there should be enough reward for people to keep the zerg trains going as an option to those that lack the time or “skill” to complete the harder dungeons and whatnot where the real rewards should be.

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Posted by: Soronthar.7236

Soronthar.7236

Last night I had a very weird experience: I did Maw with less than 20 people (it was way past midnight). For the first time I saw the Shaman moving, I discovered that it actually transform into something after some damage, ans noticed the red circles that needs to be evaded. It still lasted less than a minute, but more than the usual 20 seconds.

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Posted by: Sirendor.1394

Sirendor.1394

At this stage in the game I actually refuse to take part in any thing zerg related even though it will keep me relatively “poor”, it’s the only way Anet will get the idea this is not what many people enjoy, they just do it mostly out of fear of falling behind. So to any players that may read this and agree, speak with actions and not with words…take a stand for what you like VIVA LA REVOLUCION!

WOHOOO. GATHER ROUND SYMPATHIZERS!

Gandara – Vabbi – Ring of Fire – Fissure of Woe – Vabbi
SPvP as Standalone All is Vain

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Posted by: Scrambles.2604

Scrambles.2604

At this stage in the game I actually refuse to take part in any thing zerg related even though it will keep me relatively “poor”, it’s the only way Anet will get the idea this is not what many people enjoy, they just do it mostly out of fear of falling behind. So to any players that may read this and agree, speak with actions and not with words…take a stand for what you like VIVA LA REVOLUCION!

WOHOOO. GATHER ROUND SYMPATHIZERS!

just don’t gather too many

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Posted by: IndigoSundown.5419

IndigoSundown.5419

GW2 version of raids incoming. I’m guessing instanced versions of temple events (using zone reduction like they used for the personal story). There will be a 10-player (two 5-person party) version and a 20 player (4 parties) version. These events will work like open world events scaled for player numbers of 20 and 30, respectively.

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Posted by: Daywolf.2630

Daywolf.2630

Last night I had a very weird experience: I did Maw with less than 20 people (it was way past midnight). For the first time I saw the Shaman moving, I discovered that it actually transform into something after some damage, ans noticed the red circles that needs to be evaded. It still lasted less than a minute, but more than the usual 20 seconds.

Same. Did MAW like 14hrs ago or something, about 6 or 8 people that responded to my chat alert. Soloing Teq for a bit with my fire ele. Stared at Golem pre-event by myself until I left. Temples contested for two weeks. fun-fun…

What I just don’t miss are the farming zergs rushing in at the last moment of the boss to grab their hard earned loot while I’m trying to log back in after a DC from their huge sudden swarm. Of course the same people that were talking trash to you a little while before when you were asking on chat the boss pre-event status and they calling you noob and all that crud for doing boss events and not zergling with them. Need more punctuation? …!!!!!!!!!!!!!!!!!

Yeah, yeah, 20 people instanced raids, I’m game. Long raids with good loots. Even longer raids, spanning multi-days/sessions but with the same people for each part, as in you cant join once it’s already progressed past session 1 so that people don’t just get in at the end to farm. And not just raids you start whenever you wish, but need to find a key (1 per raid group) such as from a related boss event or temple assault with a 1 in 50 chance to drop the key. Scaling off, but choose difficulty once at the beginning, then to end, no matter how many hours or days, are still locked to that first choice. Not choices by vote but by the key holder who is raid leader.

(edited by Daywolf.2630)

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Posted by: hollowcrown.4872

hollowcrown.4872

Last night I had a very weird experience: I did Maw with less than 20 people (it was way past midnight). For the first time I saw the Shaman moving, I discovered that it actually transform into something after some damage, ans noticed the red circles that needs to be evaded. It still lasted less than a minute, but more than the usual 20 seconds.

Same. Did MAW like 14hrs ago or something, about 6 or 8 people that responded to my chat alert. Soloing Teq for a bit with my fire ele. Stared at Golem pre-event by myself until I left. Temples contested for two weeks. fun-fun…

What I just don’t miss are the farming zergs rushing in at the last moment of the boss to grab their hard earned loot while I’m trying to log back in after a DC from their huge sudden swarm. Of course the same people that were talking trash to you a little while before when you were asking on chat the boss pre-event status and they calling you noob and all that crud for doing boss events and not zergling with them. Need more punctuation? …!!!!!!!!!!!!!!!!!

Yeah, yeah, 20 people instanced raids, I’m game. Long raids with good loots. Even longer raids, spanning multi-days/sessions but with the same people for each part, as in you cant join once it’s already progressed past session 1 so that people don’t just get in at the end to farm. And not just raids you start whenever you wish, but need to find a key (1 per raid group) such as from a related boss event or temple assault with a 1 in 50 chance to drop the key. Scaling off, but choose difficulty one at the beginning, then end no matter how many hours or days are still locked to that first choice. Not choices by vote but by the key holder who is raid leader.

Long raids with guaranteed Precusor drops maybe?
Would make it seriously worthwhile, but unfarmable.

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Posted by: sostronk.8167

sostronk.8167

I prefer doing it with my guild and only my guild. We manage targets and make sure everyone gets enough hits on each champ. We will also do whats best for us and use our brain by not killing the pirate captain when champs keep spawning. Unlike a zerg that will instantly nuke him and look for the next waypoint.

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Posted by: Daywolf.2630

Daywolf.2630

Long raids with guaranteed Precusor drops maybe?
Would make it seriously worthwhile, but unfarmable.

ehhh imo precursors a bit much, but a bit higher chance for the drop at the end, yes. Maybe a BL key as a guarantee, chance at a more rare exotic. Chance at some unique weapon skins. More so account bound stuff, but not excluding things you can sell at TP. Not a huge gold farm, but still very compelling to those more into content and fair rewards for the time investment. Plus this would rejuvenate temple participation and such, chances of getting an account bound raid key more based on full chain participation rather than just coming in and whacking the boss a few times at the end.

(edited by Daywolf.2630)

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Posted by: Fungalfoot.7213

Fungalfoot.7213

I wish there was an incentive to actually play in smaller groups because it is a lot more fun. But nope, all the loot is rewarded to the mindless zerg. It’s especially bad with the Scarlet events since the bigger the zerg is the more champions you’ll get.

It’s messed up how you give ten times as much only to end up with ten times less for it.

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Posted by: CreativeAnarchy.6324

CreativeAnarchy.6324

I like the champs that appear with enough people.

I already know my limits to tackle a champ solo. Adding more doesn’t really make it more tactical, more of a relief since I know it will aggro another on occasion and give me a bit of a breather. Small or large group, doesn’t really matter much.

I don’t see us typically not spamming 1, especially with some weapons that some may be partial for looks even though it has a few skills that does nothing useful to champs and anything less than DPS isn’t necessary with how easy PvE is even up scaled.

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

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Posted by: DeWolfe.2174

DeWolfe.2174

Zerg is more fun for me. Also, it can be increasingly more challenging if you push yourself to face the champs head on. It’s up to you sit back and spam 1 or push!

[AwM] of Jade Quarry.

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Posted by: rjnemer.7816

rjnemer.7816

Zerg is more fun for me. Also, it can be increasingly more challenging if you push yourself to face the champs head on. It’s up to you sit back and spam 1 or push!

Ill give you 4/10 for using “push yourself”

“If you want to get rid of “zerk” you have to make content
hard enough to make them cry, not just rivers but oceans."

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Posted by: Im Mudbone.1437

Im Mudbone.1437

Small groups IMO are ludicrous as it is.

Blackgate Megaserver – [LaZy] Imperium of LaZy Nation
Mud Bone – Sylvari Ranger

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Posted by: Orpheus.7284

Orpheus.7284

I prefer small groups. Mainly instances consist of 5 party members.

Mindless Zerging is bad.

It doesn’t make it more “social” Creates bad community. Why? People are just mindlessly autoattacking stuff in a zerg, they don’t communicate other than “troll up, oak up” on map chat or troll other players. They also diss each other because of how boring and monotonous the events are, that they absolutely NEED this other type of entertainment. Map chat has gotten so much worse since the early days of this game.

GW2 has lost its soul imo.
Dungeons and fractals are shoved aside in favor of big zerg content because the casuals and trolls want it…
It’s really sad.

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Posted by: CreativeAnarchy.6324

CreativeAnarchy.6324

GW2 has lost its soul imo.
Dungeons and fractals are shoved aside in favor of big zerg content because the casuals and trolls want it…
It’s really sad.

Actually, it was the change from dungeon farming to this. People were complaining about CoFp1 farm. They also complained about open world loot and how people don’t do it much and how maps seem empty. Sometimes though, I think people complain too much about everything.

So, the next profitable is zerg farming.

The farmers were happy in CoF away from the maps. Don’t have LFMs demanding zerker gear but you do have groups and demands for certain orders and what not. I do farm and don’t mind cooperating when asked but don’t follow the demands of others if they act like a troll.

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

(edited by CreativeAnarchy.6324)

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Posted by: Zaxares.5419

Zaxares.5419

I prefer smaller groups, anywhere from 2 – 10 people. At those numbers, Champions and the like are still challenging enough that you have to watch out, but there’s enough people around to help cover for your mistakes and to revive you if you make a mistake.

The most fun experience I ever had with Maw was when only 4 of us showed up to fight him. Two people got downed against him, and one Guardian ended up kiting the Shaman around while I revived the others, pausing occasionally to throw Geyser and Healing Spring on the Guardian to help heal him.

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Posted by: Jski.6180

Jski.6180

If i am just after loot i am more about a zerg more ppl = better drops due to scaling system that and you get more ppl to talk to (keep in mind 25+ is a zerg less then 25 is not a zerg). As for events such as story 5 to 10 is good.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

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Posted by: Hayashi.3416

Hayashi.3416

Too many people just ruins all challenge and is boring, but too few people really make it too slow/impossible, for example 2 people is definitely not enough to take on a Champion.

They should make bigger dungeons like “raids” as I’ve heard them called, when you get a medium size group doing a dynamic event chain, but not too many people, so it’s still a challenge, that’s pretty much the pinnacle of enjoyment in the game for me.

Actually it’s possible to solo many champions, including the ones from Invasions. It’s slow as hell, but it’s definitely possible in most cases. The only exceptions to this rule I’ve ever fought are the Champion Risen Megalodon and the Champion Krait Witches. Legendaries wise almost all world bosses are soloable, and Lyssa is soloable (all other Temple events are not, though Melandru USED to be soloable back in the days when the Drake transformation was interruptible).

The optimal group size for any event in PvE is ~10 (2 parties) due to condition max stacks of 25 per type and AoE limit of 5. The optimal group size for any event in WvW is 20 due to the minimum supply needed to build sieges. (200 is enough for 4x superior rams, the minimum needed to take down a Keep with Reinforced Gates). Any numbers larger than this will suffer from diminishing returns when the events scale in PvE at a rate greater than the damage output can increase, and due to the travel time between objectives and Righteous Indignation time lockdown in WvW – remember that while a 200 zerg ball is usually unbeatable by a group of 20 players, they can never score WvW objectives as efficiently as 10 groups of 20 players. The only reasons why zergs are preferable are that any given player is less likely to die, and that player skill becomes less of a factor once more or them are around.

The clearest case in which a zerg is clearly worse than a group of 10 players is in killing the Risen Priestess of Lyssa… I believe most players have experiences of smooth runs in small numbers but having 90% of the zerg wiped out by the champion-class apes when the number of people there reaches 40+ numbers, made worse by dead jokers lying there doing nothing waiting for people to resurrect them.

So:

1. Good players like group sizes of ~10 in PvE and ~20 in WvW, their event completion speed is slowed when more people turn up.
2. Bad players like gigantic zergs in any situation since they can’t do it without better players carrying them through.
3. Tiny groups of 5 or less is usually harder for events regardless of what kind of player you are.
4. Farming champions in Invasions is a special case as having more people makes more champions turn up due to scaling. In all other normal cases where champions can have an increase in spawn quantity they also drop nothing (cf. Jormag). Zergballing is STILL worse for invasions if your objective is winning the event (ie. killing Scarlet). If you see 4-5 commanders on one aetherblade pirate captain’s general location it’s a foregone conclusion that they’re there to farm.
5. Map champion farms are zerg-based not because zergs kill them any faster – splitting up and killing would DEFINITELY be faster. They’re also not to generate HQ loot, as loot is determined per person’s MF value, not the number of people in the area. They’re zerg based so that everyone in the zerg gets kill credit for all the champions in the rotation – if people were to split up, you’d get only 2-3 kills for a whole map followed by a 10 minute period of waiting for more to spawn, whereas zergballing means you can kill and get loot in basically a nonstop rotation.

I’m both a Commander AND a world boss soloist… and not the farming kind. I solo world bosses for the kick of trying to kill something with that much more damage/hp, and in Invasions I lead the minority faction that actually tries to kill Scarlet on my world. Nowadays it’s a bit of a challenge to try to do so when most other Commanders on my world try to prolong the aetherblade phase to get more loot. But inasmuch as they attempt to get more loot for themselves at the expense of people who want to win the event/get Scarlet kill completion achievements, I attempt to complete the event for said reasons at the expense of those who try to get more loot.

I’m not very happy with Anet for creating an event in which a conflict of interest like this can happen.

(edited by Hayashi.3416)

Zerging vs Small groups

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Posted by: Sirendor.1394

Sirendor.1394

Hello everyone. I have lately held a survey on this matter and here is a spreadsheet detailing everything. The results are correct and the data hasn’t been manipulated in any way. Want to check the survey data anyway? Here you go: https://forum-en.gw2archive.eu/forum/game/gw2/Survey-Scores-of-GW2-UPDATED-DAILY/first#post2729450

Please discuss

Attachments:

Gandara – Vabbi – Ring of Fire – Fissure of Woe – Vabbi
SPvP as Standalone All is Vain

Zerging vs Small groups

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Posted by: Morrigan.2809

Morrigan.2809

I don’t like big zergs- I find it both confusing and boring at the same time.
Especially when you have a bunch of commanders clumped up together.

Personally I like small groups of say 10 people- it is harder and slower but much more fun and rewarding for me

Gunnar’s Hold

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Posted by: Copestetic.5174

Copestetic.5174

I don’t like big zergs- I find it both confusing and boring at the same time.
Especially when you have a bunch of commanders clumped up together.

Personally I like small groups of say 10 people- it is harder and slower but much more fun and rewarding for me

Same here. I’d love to be able to go into a 10-man dungeon/raid/instance where at certain points teams had to split to accomplish the run.

Zerging vs Small groups

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Posted by: knives.6345

knives.6345

I like zerg. Fast kill = more loot.

Vi Veri Veniversum Vivus Vici

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Posted by: Aaron Cameron.4023

Aaron Cameron.4023

When the game first came out the idea of large groups taking on meta event bosses and stuff seem interesting but in practice while yes zergs are more efficient from a loot/time standpoint the game play of a zerg is incredibly boring and at times very detrimental to using the one tactic they seem to rely so heavily on for all encounters cause when ya can’t see a visual cue to dodge you aren’t gonna dodge. The novelty of the zerg is gone now I try and log in at off hours just so I can run the content without a giant zerg.

Zerging vs Small groups

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Posted by: Primernova.5791

Primernova.5791

Zergs are boring and completely uninteresting from a gaming standpoint. Zergs are also very stressful on older computers so they cut a lot of MMO players completely out of the game. Small groups only work with control, which this game has none, it’s just deeps hard and kill as fast as possible before any mechanics can kick in… Lame.

So what do? IMO, penalize zergs with AoE multiplication for every player within 10yds of eachother over 5 players. And, buff the soft trinity with better CC, healing and threat (depending on weapons choices) More skill, more fun and far better/cleaner mechanics potential.